I would agree with this. Nightblades probably have the best resource management with Siphon Strikes, and 15% mitigation from the Summon Shadow ability seems pretty handy. They're lacking a great class-based armor buff, though, so they might have to rely on CoP (which can be useless on mobile bosses) or bone shield/immovable which are both very expensive, even for a NBs resource regen.A sorc will never do that. In my opinion DKs make great tanks, NB and Templars make good tanks, sorcs are just on the bottom of the list.
yes i agree had this game any mechanics that require anything more then dps. And utility , cc that was required for end game pve. Or survivability that was required i would be claiming very different.but eso does not it was designed poorly reguarding the trinity mechanics. Just did Coh with my sorc as dps actually no tank. A dual wield melee with a taunt. I was not even aware i was supposed to be tanking. Server went down at last bossMaverick827 wrote: »I would agree with this. Nightblades probably have the best resource management with Siphon Strikes, and 15% mitigation from the Summon Shadow ability seems pretty handy. They're lacking a great class-based armor buff, though, so they might have to rely on CoP (which can be useless on mobile bosses) or bone shield/immovable which are both very expensive, even for a NBs resource regen.A sorc will never do that. In my opinion DKs make great tanks, NB and Templars make good tanks, sorcs are just on the bottom of the list.
Templars are pretty comparable to DKs I think, even if only just because of Blazing Shield. Both morphs of Radiant Aura could also be very good for tanking. Backlash seems like an excellent source of damage for a tank to contribute in a group setting.
Maybe Spellcrafting will help Sorcorers, but it doesn't look like that will be in Update 4 and Im less patient than I'd like.
Wifeaggro13 wrote: »
Bollerlotte wrote: »i tank in Light Armor, heal is 2nd weapon. there is one other healer in my raid, we are doing 10minutes trials.
Very Well said . its almost as bad as SWTOR relyng on enrage mechanic for every single fight. its literally in ever boss fight.1) Raise Cap on Damage reduction based upon armor type: Heavy gets to 70%, Medium to 50%, Light to 40%.
2) Turn all CD's like Bone Armor into flat Damage reduction factored AFTER armor. As such, they would do less for those with less resistance and armor.
3) This is probably the most important: Buff the damage output bonuses for people in Heavy and Medium Armor to match the bonuses granted by light armor. This is where the biggest discrepancy lies. It's not the defensive, it's the offensive. Weapon damage can't keep up, at all, with pure magicka builds in Light Armor. Bump weapon crit bonus for medium up higher and weapon damage bonus higher for heavy. Weapon damage bonus needs addressed to make tanks viable DPSers. They are already LESS VIABLE healers due to lower magicka regen and higher magicka costs in heavy armor. So that isn't something that needs to be feared. Heavy and medium armor wearers shouldn't be very good healers. That's just the way that should go, light armor should be most conducive to healing.
Bumping up Heavy Armor damage simultaneously makes tanking more engaging due to the fact that the tank is now more than just a taunt totem.
4) Make more bosses one shot people who aren't tanks or don't have CD's up who pull hate.
I just want to go on record and state that I think this game is outstanding. But I have always been very curious as to why after being such a powerful offensive tree in prior ES games, Sword and Shield seems so tame as far as offensive potential goes.
Lastly:
Bosses need to stop being designed so heavily around DPS checks or having mechanics that become avoidable with stacked DPS groups. It is killing Templars in end game.
Bollerlotte wrote: »i tank in Light Armor, heal is 2nd weapon. there is one other healer in my raid, we are doing 10minutes trials.
I don't think every boss having an enrage timer is a bad thing, but if that is the mechanic of the boss, then that's pretty bad.Wifeaggro13 wrote: »Very Well said . its almost as bad as SWTOR relyng on enrage mechanic for every single fight. its literally in ever boss fight.1) Raise Cap on Damage reduction based upon armor type: Heavy gets to 70%, Medium to 50%, Light to 40%.
2) Turn all CD's like Bone Armor into flat Damage reduction factored AFTER armor. As such, they would do less for those with less resistance and armor.
3) This is probably the most important: Buff the damage output bonuses for people in Heavy and Medium Armor to match the bonuses granted by light armor. This is where the biggest discrepancy lies. It's not the defensive, it's the offensive. Weapon damage can't keep up, at all, with pure magicka builds in Light Armor. Bump weapon crit bonus for medium up higher and weapon damage bonus higher for heavy. Weapon damage bonus needs addressed to make tanks viable DPSers. They are already LESS VIABLE healers due to lower magicka regen and higher magicka costs in heavy armor. So that isn't something that needs to be feared. Heavy and medium armor wearers shouldn't be very good healers. That's just the way that should go, light armor should be most conducive to healing.
Bumping up Heavy Armor damage simultaneously makes tanking more engaging due to the fact that the tank is now more than just a taunt totem.
4) Make more bosses one shot people who aren't tanks or don't have CD's up who pull hate.
I just want to go on record and state that I think this game is outstanding. But I have always been very curious as to why after being such a powerful offensive tree in prior ES games, Sword and Shield seems so tame as far as offensive potential goes.
Lastly:
Bosses need to stop being designed so heavily around DPS checks or having mechanics that become avoidable with stacked DPS groups. It is killing Templars in end game.
1)
3) This is probably the most important: Buff the damage output bonuses for people in Heavy and Medium Armor to match the bonuses granted by light armor. This is where the biggest discrepancy lies. It's not the defensive, it's the offensive. Weapon damage can't keep up, at all, with pure magicka builds in Light Armor. Bump weapon crit bonus for medium up higher and weapon damage bonus higher for heavy. Weapon damage bonus needs addressed to make tanks viable DPSers. They are already LESS VIABLE healers due to lower magicka regen and higher magicka costs in heavy armor. So that isn't something that needs to be feared. Heavy and medium armor wearers shouldn't be very good healers. That's just the way that should go, light armor should be most conducive to healing.
Persephonius wrote: »In my mind a rebalance that enables sorcerers to overcome the light armour penalties to tank in light armour and be the only class that can tank in light armour would be the best way to go.
jamie.goddenrwb17_ESO wrote: »Persephonius wrote: »In my mind a rebalance that enables sorcerers to overcome the light armour penalties to tank in light armour and be the only class that can tank in light armour would be the best way to go.
Making anything exclusive to one class in an Elder Scrolls game is just asking for anger. There is no reason the team can't strike a balance whereby light armor tanking is viable at reduced dps or heavy armor dps is viable at reduced mitigation.
It's just going to be a really bumpy road while they work out how to balance all of the skill lines.
Persephonius wrote: »There is already anger over class unique/exclusive skills/abilities I think. I don't really understand why. You can after all level every class to veteran 12, you are not limited to one character (I could understand the anger if this was the case). Personally, I prefer a system where I would know what class build/role I want to aim for before hand, and then workout/calculate the best set-up for that role, i.e. picking the most suitable class/race/skills (Meta-Gaming in a word). Character develop of this sort is one of the main aspects I enjoy in MMO's. Initially, looking at the vast possibilities in character creation at hand in ESO, it seemed to me there were many ways or approaches you could take and get lost, i.e. create mediocre builds. There is a lot of room for you to create, test and workout builds that work. I thought that was one of the main edges eso has over other MMO's with rail-road class design. I believe this is a huge plus for ESO. The negative comments I have seen regarding somewhat arbitrary builds of class X don't work as well for the said build for class Y still appears odd to me. I never expected that you could create a build in any fashion and expect it to be balanced with another random build, that is unreasonable.
jamie.goddenrwb17_ESO wrote: »Persephonius wrote: »There is already anger over class unique/exclusive skills/abilities I think. I don't really understand why. You can after all level every class to veteran 12, you are not limited to one character (I could understand the anger if this was the case). Personally, I prefer a system where I would know what class build/role I want to aim for before hand, and then workout/calculate the best set-up for that role, i.e. picking the most suitable class/race/skills (Meta-Gaming in a word). Character develop of this sort is one of the main aspects I enjoy in MMO's. Initially, looking at the vast possibilities in character creation at hand in ESO, it seemed to me there were many ways or approaches you could take and get lost, i.e. create mediocre builds. There is a lot of room for you to create, test and workout builds that work. I thought that was one of the main edges eso has over other MMO's with rail-road class design. I believe this is a huge plus for ESO. The negative comments I have seen regarding somewhat arbitrary builds of class X don't work as well for the said build for class Y still appears odd to me. I never expected that you could create a build in any fashion and expect it to be balanced with another random build, that is unreasonable.
Given the number of skills available I can't see any possible justification for locking a class to a role, armor type to a role or class or weapon type to a role. If 80% of them are useless then why even bother putting that much detail in to class creation and the skill point system?
Persephonius wrote: »jamie.goddenrwb17_ESO wrote: »Persephonius wrote: »There is already anger over class unique/exclusive skills/abilities I think. I don't really understand why. You can after all level every class to veteran 12, you are not limited to one character (I could understand the anger if this was the case). Personally, I prefer a system where I would know what class build/role I want to aim for before hand, and then workout/calculate the best set-up for that role, i.e. picking the most suitable class/race/skills (Meta-Gaming in a word). Character develop of this sort is one of the main aspects I enjoy in MMO's. Initially, looking at the vast possibilities in character creation at hand in ESO, it seemed to me there were many ways or approaches you could take and get lost, i.e. create mediocre builds. There is a lot of room for you to create, test and workout builds that work. I thought that was one of the main edges eso has over other MMO's with rail-road class design. I believe this is a huge plus for ESO. The negative comments I have seen regarding somewhat arbitrary builds of class X don't work as well for the said build for class Y still appears odd to me. I never expected that you could create a build in any fashion and expect it to be balanced with another random build, that is unreasonable.
Given the number of skills available I can't see any possible justification for locking a class to a role, armor type to a role or class or weapon type to a role. If 80% of them are useless then why even bother putting that much detail in to class creation and the skill point system?
Well, if you are looking at being a pure healer for example, your main concerns other than healing is magicka management. This is aided most efficiently with a restoration staff and light armour. If you are looking at being a pure tank, other than setting up/avoiding boss mechanics, your main concern is mitigation and stamina conservation. This is most effectively aided through heavy armour and the one hand and shield line via block mitigation buffs and block cost reduction. Are these not justifiable reasons for considering healing being locked to the restoration staff with light armour, and tanking locked to one hand and shield in heavy armour? Likewise if you are a magicka/stamina dps build, you are locked to light/medium armour? You don't have to follow these ofcourse, but you will be weighing your group down if you don't in most cases.
Persephonius wrote: »1)
3) This is probably the most important: Buff the damage output bonuses for people in Heavy and Medium Armor to match the bonuses granted by light armor. This is where the biggest discrepancy lies. It's not the defensive, it's the offensive. Weapon damage can't keep up, at all, with pure magicka builds in Light Armor. Bump weapon crit bonus for medium up higher and weapon damage bonus higher for heavy. Weapon damage bonus needs addressed to make tanks viable DPSers. They are already LESS VIABLE healers due to lower magicka regen and higher magicka costs in heavy armor. So that isn't something that needs to be feared. Heavy and medium armor wearers shouldn't be very good healers. That's just the way that should go, light armor should be most conducive to healing.
Wait a moment.
There is a good reason why tanks do not deal as much damage as a dps specialized and geared character can. I have never played an MMO where a good tanks dps out-put is more than 50% of a good DPS's DPS output. If you give tanks viable dps output, then everyone will just want to be that. You will have the survivability of a tank with good dps to boot. <<<<<<**OGGLES!!
The basic/general balance is along the lines of: a tank can take twice (or more) as much damage as a dps can but only dish out half (generalized ratios, they differ of course from game to game) the damage a dps can. It is relatively simple, if you want to tank, wear heavy armour, if you want to dps, wear medium or light, if you want to heal, wear light armour. The imbalance is more the case where players are able to tank in light armour, because they also want to dps. In my view it should be the opposite of what you said. Increases the defensive bonuses of heavy armour and reduce the defensive (applying a block mitigation penalty perhaps) viability of light armour wearers. I have played MMO's that do actually have light armoured tanks, the shadow/assassin from SwTOR for example. This class overcomes the light armour penalty with class specific skills, basically dark ward/bulwark. The assassin/shadow is generally the tank that takes the most spike damage, but to compensate, has the highest mitigation stats (non-armour stats) and the most utility and single/multi target threat generation. I often prefer to play on my assassin when tanking instead of my powertech and juggernaught for those reasons. In eso, the tank that would most likely resemble the assassin is the sorcerer. In my mind a rebalance that enables sorcerers to overcome the light armour penalties to tank in light armour and be the only class that can tank in light armour would be the best way to go.
Persephonius wrote: »1)
3) This is probably the most important: Buff the damage output bonuses for people in Heavy and Medium Armor to match the bonuses granted by light armor. This is where the biggest discrepancy lies. It's not the defensive, it's the offensive. Weapon damage can't keep up, at all, with pure magicka builds in Light Armor. Bump weapon crit bonus for medium up higher and weapon damage bonus higher for heavy. Weapon damage bonus needs addressed to make tanks viable DPSers. They are already LESS VIABLE healers due to lower magicka regen and higher magicka costs in heavy armor. So that isn't something that needs to be feared. Heavy and medium armor wearers shouldn't be very good healers. That's just the way that should go, light armor should be most conducive to healing.
Wait a moment.
There is a good reason why tanks do not deal as much damage as a dps specialized and geared character can. I have never played an MMO where a good tanks dps out-put is more than 50% of a good DPS's DPS output. If you give tanks viable dps output, then everyone will just want to be that. You will have the survivability of a tank with good dps to boot. <<<<<<**OGGLES!!
The basic/general balance is along the lines of: a tank can take twice (or more) as much damage as a dps can but only dish out half (generalized ratios, they differ of course from game to game) the damage a dps can. It is relatively simple, if you want to tank, wear heavy armour, if you want to dps, wear medium or light, if you want to heal, wear light armour. The imbalance is more the case where players are able to tank in light armour, because they also want to dps. In my view it should be the opposite of what you said. Increases the defensive bonuses of heavy armour and reduce the defensive (applying a block mitigation penalty perhaps) viability of light armour wearers. I have played MMO's that do actually have light armoured tanks, the shadow/assassin from SwTOR for example. This class overcomes the light armour penalty with class specific skills, basically dark ward/bulwark. The assassin/shadow is generally the tank that takes the most spike damage, but to compensate, has the highest mitigation stats (non-armour stats) and the most utility and single/multi target threat generation. I often prefer to play on my assassin when tanking instead of my powertech and juggernaught for those reasons. In eso, the tank that would most likely resemble the assassin is the sorcerer. In my mind a rebalance that enables sorcerers to overcome the light armour penalties to tank in light armour and be the only class that can tank in light armour would be the best way to go.
Erhm...so Tanks according to you SHOULD be pigeon-holed into a standing member of the trinity in TESO, whereas oh, sorc's et al are more than welcome to continue being everything to everyone eh?
Sandmanninja wrote: »Range closer. The balance should be:
Mages are OP ranged but up close, they are just wearing paper.
DKs have a Shielded Assault and another charge as a range closer but the other half should be Cloth having a weakness to melee weapons.
If a Sorcerer was very vulnerable to melee attacks, you would NOT see them wade through packs of mobs spamming AoE attacks. They'd stay in the back, safe behind the melee people.
If that could be implemented (and FFS give tanks some sort of AoE Taunt - DK's Talons would be perfect - a Taunt morph), then life would be better.