jflow1b14_ESO wrote: »I have played several MMO's from as far back as Everquest and even on MUDs. I have yet to actually see an aggro system, which makes combat more complicated, I feel for the tanks in this game. When combat starts I can stand still never use a skill or attack and even be hiding behind a rock (aka no Line of Sight to the mobs when combat starts) I yet still some how get attacked...I have tested this theory several times and yet somehow the mobs instinctively know where I am and come to attack me if there is more than one. That works great for one or 2 mobs yet the pulls in the Dungeons in this game are HUGE...and with no way to actually have aggro vs mobs that means the tank has to go around and put a debuff on every single mob but yet he can't block every attack and blocking doesn't work for attacks made from behind making the healer work harder.
What I see is a mess in combat DPS getting hit from ranged mobs since the Tank can't just grab aggro because there is no Aggro to grab. I think it's awesome because it doesn't matter who pulls a group as initially they might attack the puller one time but the other 5-7 mobs run a muck as they choose randomly out of the group to attack even the guy hiding behind the rock and was never actively attacking or using any skills...This confuses me totally, as this is an MMORPG and most may not know what RPG stands for or what actual Role Playing Game is...It's taking the role of a character and though most of us don't actually Role Play it does remove from the game an essence of realism (Granted this is a game after all and not real life but it removes from immersion into the story and setting).
Being a veteran RPG player and yes even P&P (Pen and Paper), I could not just have a monster know the wizard was hidng behind that rock over there if the monster never ever seen the wizard...it would remove from the game the total mechanics...being a video game since the dawn of MMORPGs there has been a Aggro/Threat system. I know Bethesda and Zenomax wanted to recreate the wheel here and in some ways they did...and in some ways they failed...trying to remove a system that created cookie cutter class systems created a worse cookie cutter system...Yes I can create a Sorc who wears Plate Mail armor and wields a two-handed sword but the cookie cutter mage over there will out do my sorc in every way and my sorc may never actually be useful until after I respec to the cookie cutter mage. You have your min/max people who have created perfect Damage Dealers and Healers and if you don't spec like them then you don't perform as well as they do...but that aside even in P&P RPGs a warrior/tank character had to get aggro of the monsters via any way possible yet if they couldn't then one of the most vital members of the team takes damage and could die, resulting in group wipe.
A aggro/Threat system does not guarantee a tank will grab all the aggro and keep every member of the group safe from attacks (his job is to be beat on not dps) while a healer heals him...(creating aggro/threat towards the healer) the tank has to work harder to keep the aggro then you have the dps who do massive damage (pulling aggro to them). The tanks job is to *** the mob off a him/her and keep it pissed off at him/her...even a half assed aggro system (WoW at it's start before the expansions and all that) had a rudimentary aggro/threat table,( it has since been overhauled and improved though I stopped playing when they broke the game with the first expansion), back on topic though is better than no aggro/threat table. mobs attacking who they choose at random you, even a person standing at the edge of the reset area for the mob which some mobs is quite far and in dungeons it doesn't seem there is a reset area for most mobs...but a mob can break off of the group and run for that person just for *** and giggles it seems even if it's 300 meters away and around 5 corners, that mob knows exactly where he is...adds for more questions than answers...does every mob in ESO have ESP and know where everyone is at all times?
I have ranted enough and I know there will be the haters and the followers who flame and or just be less intelligent (CoD has it's huge following of the same people and even make up more than 80% of it's community) and write their opinions here though I am more interested in what The Devs have to say on this matter as they are the ones who matter.
Holly freaking wall of text Batman.
Lets hope not. It is one of those changes that I see ZOS doing haphazardly to satisfy the whiner base, destroying the game even further. They had already destroyed the ultimate system let's hope they do not destroy the non-derp tanking system.
Attorneyatlawl wrote: »jflow1b14_ESO wrote: »I have played several MMO's from as far back as Everquest and even on MUDs. I have yet to actually see an aggro system, which makes combat more complicated, I feel for the tanks in this game. When combat starts I can stand still never use a skill or attack and even be hiding behind a rock (aka no Line of Sight to the mobs when combat starts) I yet still some how get attacked...I have tested this theory several times and yet somehow the mobs instinctively know where I am and come to attack me if there is more than one. That works great for one or 2 mobs yet the pulls in the Dungeons in this game are HUGE...and with no way to actually have aggro vs mobs that means the tank has to go around and put a debuff on every single mob but yet he can't block every attack and blocking doesn't work for attacks made from behind making the healer work harder.
What I see is a mess in combat DPS getting hit from ranged mobs since the Tank can't just grab aggro because there is no Aggro to grab. I think it's awesome because it doesn't matter who pulls a group as initially they might attack the puller one time but the other 5-7 mobs run a muck as they choose randomly out of the group to attack even the guy hiding behind the rock and was never actively attacking or using any skills...This confuses me totally, as this is an MMORPG and most may not know what RPG stands for or what actual Role Playing Game is...It's taking the role of a character and though most of us don't actually Role Play it does remove from the game an essence of realism (Granted this is a game after all and not real life but it removes from immersion into the story and setting).
Being a veteran RPG player and yes even P&P (Pen and Paper), I could not just have a monster know the wizard was hidng behind that rock over there if the monster never ever seen the wizard...it would remove from the game the total mechanics...being a video game since the dawn of MMORPGs there has been a Aggro/Threat system. I know Bethesda and Zenomax wanted to recreate the wheel here and in some ways they did...and in some ways they failed...trying to remove a system that created cookie cutter class systems created a worse cookie cutter system...Yes I can create a Sorc who wears Plate Mail armor and wields a two-handed sword but the cookie cutter mage over there will out do my sorc in every way and my sorc may never actually be useful until after I respec to the cookie cutter mage. You have your min/max people who have created perfect Damage Dealers and Healers and if you don't spec like them then you don't perform as well as they do...but that aside even in P&P RPGs a warrior/tank character had to get aggro of the monsters via any way possible yet if they couldn't then one of the most vital members of the team takes damage and could die, resulting in group wipe.
A aggro/Threat system does not guarantee a tank will grab all the aggro and keep every member of the group safe from attacks (his job is to be beat on not dps) while a healer heals him...(creating aggro/threat towards the healer) the tank has to work harder to keep the aggro then you have the dps who do massive damage (pulling aggro to them). The tanks job is to *** the mob off a him/her and keep it pissed off at him/her...even a half assed aggro system (WoW at it's start before the expansions and all that) had a rudimentary aggro/threat table,( it has since been overhauled and improved though I stopped playing when they broke the game with the first expansion), back on topic though is better than no aggro/threat table. mobs attacking who they choose at random you, even a person standing at the edge of the reset area for the mob which some mobs is quite far and in dungeons it doesn't seem there is a reset area for most mobs...but a mob can break off of the group and run for that person just for *** and giggles it seems even if it's 300 meters away and around 5 corners, that mob knows exactly where he is...adds for more questions than answers...does every mob in ESO have ESP and know where everyone is at all times?
I have ranted enough and I know there will be the haters and the followers who flame and or just be less intelligent (CoD has it's huge following of the same people and even make up more than 80% of it's community) and write their opinions here though I am more interested in what The Devs have to say on this matter as they are the ones who matter.
Insightful post, in all honesty... tanking is extremely, exceedingly easy in this game. With all the complaints about a small tweak to make it tougher announced recently, though, I don't know how much traction making tanking actually dificult to do well would get.
EDIT: Quick note... it will help a lot to add line breaks and paragraph spacing to your OP. Most people won't read it without, like I did by simply copying/pasting and then adding them after a cursory skimming before actually reading it through.
That's how I read it.Attorneyatlawl wrote: »jflow1b14_ESO wrote: »I have played several MMO's from as far back as Everquest and even on MUDs. I have yet to actually see an aggro system, which makes combat more complicated, I feel for the tanks in this game. When combat starts I can stand still never use a skill or attack and even be hiding behind a rock (aka no Line of Sight to the mobs when combat starts) I yet still some how get attacked...I have tested this theory several times and yet somehow the mobs instinctively know where I am and come to attack me if there is more than one. That works great for one or 2 mobs yet the pulls in the Dungeons in this game are HUGE...and with no way to actually have aggro vs mobs that means the tank has to go around and put a debuff on every single mob but yet he can't block every attack and blocking doesn't work for attacks made from behind making the healer work harder.
What I see is a mess in combat DPS getting hit from ranged mobs since the Tank can't just grab aggro because there is no Aggro to grab. I think it's awesome because it doesn't matter who pulls a group as initially they might attack the puller one time but the other 5-7 mobs run a muck as they choose randomly out of the group to attack even the guy hiding behind the rock and was never actively attacking or using any skills...This confuses me totally, as this is an MMORPG and most may not know what RPG stands for or what actual Role Playing Game is...It's taking the role of a character and though most of us don't actually Role Play it does remove from the game an essence of realism (Granted this is a game after all and not real life but it removes from immersion into the story and setting).
Being a veteran RPG player and yes even P&P (Pen and Paper), I could not just have a monster know the wizard was hidng behind that rock over there if the monster never ever seen the wizard...it would remove from the game the total mechanics...being a video game since the dawn of MMORPGs there has been a Aggro/Threat system. I know Bethesda and Zenomax wanted to recreate the wheel here and in some ways they did...and in some ways they failed...trying to remove a system that created cookie cutter class systems created a worse cookie cutter system...Yes I can create a Sorc who wears Plate Mail armor and wields a two-handed sword but the cookie cutter mage over there will out do my sorc in every way and my sorc may never actually be useful until after I respec to the cookie cutter mage. You have your min/max people who have created perfect Damage Dealers and Healers and if you don't spec like them then you don't perform as well as they do...but that aside even in P&P RPGs a warrior/tank character had to get aggro of the monsters via any way possible yet if they couldn't then one of the most vital members of the team takes damage and could die, resulting in group wipe.
A aggro/Threat system does not guarantee a tank will grab all the aggro and keep every member of the group safe from attacks (his job is to be beat on not dps) while a healer heals him...(creating aggro/threat towards the healer) the tank has to work harder to keep the aggro then you have the dps who do massive damage (pulling aggro to them). The tanks job is to *** the mob off a him/her and keep it pissed off at him/her...even a half assed aggro system (WoW at it's start before the expansions and all that) had a rudimentary aggro/threat table,( it has since been overhauled and improved though I stopped playing when they broke the game with the first expansion), back on topic though is better than no aggro/threat table. mobs attacking who they choose at random you, even a person standing at the edge of the reset area for the mob which some mobs is quite far and in dungeons it doesn't seem there is a reset area for most mobs...but a mob can break off of the group and run for that person just for *** and giggles it seems even if it's 300 meters away and around 5 corners, that mob knows exactly where he is...adds for more questions than answers...does every mob in ESO have ESP and know where everyone is at all times?
I have ranted enough and I know there will be the haters and the followers who flame and or just be less intelligent (CoD has it's huge following of the same people and even make up more than 80% of it's community) and write their opinions here though I am more interested in what The Devs have to say on this matter as they are the ones who matter.
Insightful post, in all honesty... tanking is extremely, exceedingly easy in this game. With all the complaints about a small tweak to make it tougher announced recently, though, I don't know how much traction making tanking actually dificult to do well would get.
EDIT: Quick note... it will help a lot to add line breaks and paragraph spacing to your OP. Most people won't read it without, like I did by simply copying/pasting and then adding them after a cursory skimming before actually reading it through.
Did we read the same post? Because my take-away was that he thought tanking was too hard because tank cannot hold aggro on all mobs.
Did I read that wrong?
jflow1b14_ESO wrote: »I have played several MMO's from as far back as Everquest and even on MUDs. I have yet to actually see an aggro system, which makes combat more complicated, I feel for the tanks in this game. When combat starts I can stand still never use a skill or attack and even be hiding behind a rock (aka no Line of Sight to the mobs when combat starts) I yet still some how get attacked...I have tested this theory several times and yet somehow the mobs instinctively know where I am and come to attack me if there is more than one. That works great for one or 2 mobs yet the pulls in the Dungeons in this game are HUGE...and with no way to actually have aggro vs mobs that means the tank has to go around and put a debuff on every single mob but yet he can't block every attack and blocking doesn't work for attacks made from behind making the healer work harder. What I see is a mess in combat DPS getting hit from ranged mobs since the Tank can't just grab aggro because there is no Aggro to grab. I think it's awesome because it doesn't matter who pulls a group as initially they might attack the puller one time but the other 5-7 mobs run a muck as they choose randomly out of the group to attack even the guy hiding behind the rock and was never actively attacking or using any skills...This confuses me totally, as this is an MMORPG and most may not know what RPG stands for or what actual Role Playing Game is...It's taking the role of a character and though most of us don't actually Role Play it does remove from the game an essence of realism (Granted this is a game after all and not real life but it removes from immersion into the story and setting). Being a veteran RPG player and yes even P&P (Pen and Paper), I could not just have a monster know the wizard was hidng behind that rock over there if the monster never ever seen the wizard...it would remove from the game the total mechanics...being a video game since the dawn of MMORPGs there has been a Aggro/Threat system. I know Bethesda and Zenomax wanted to recreate the wheel here and in some ways they did...and in some ways they failed...trying to remove a system that created cookie cutter class systems created a worse cookie cutter system...Yes I can create a Sorc who wears Plate Mail armor and wields a two-handed sword but the cookie cutter mage over there will out do my sorc in every way and my sorc may never actually be useful until after I respec to the cookie cutter mage. You have your min/max people who have created perfect Damage Dealers and Healers and if you don't spec like them then you don't perform as well as they do...but that aside even in P&P RPGs a warrior/tank character had to get aggro of the monsters via any way possible yet if they couldn't then one of the most vital members of the team takes damage and could die, resulting in group wipe. A aggro/Threat system does not guarantee a tank will grab all the aggro and keep every member of the group safe from attacks (his job is to be beat on not dps) while a healer heals him...(creating aggro/threat towards the healer) the tank has to work harder to keep the aggro then you have the dps who do massive damage (pulling aggro to them). The tanks job is to *** the mob off a him/her and keep it pissed off at him/her...even a half assed aggro system (WoW at it's start before the expansions and all that) had a rudimentary aggro/threat table,( it has since been overhauled and improved though I stopped playing when they broke the game with the first expansion), back on topic though is better than no aggro/threat table. mobs attacking who they choose at random you, even a person standing at the edge of the reset area for the mob which some mobs is quite far and in dungeons it doesn't seem there is a reset area for most mobs...but a mob can break off of the group and run for that person just for *** and giggles it seems even if it's 300 meters away and around 5 corners, that mob knows exactly where he is...adds for more questions than answers...does every mob in ESO have ESP and know where everyone is at all times? I have ranted enough and I know there will be the haters and the followers who flame and or just be less intelligent (CoD has it's huge following of the same people and even make up more than 80% of it's community) and write their opinions here though I am more interested in what The Devs have to say on this matter as they are the ones who matter.
Attorneyatlawl wrote: »Holly freaking wall of text Batman.
Lets hope not. It is one of those changes that I see ZOS doing haphazardly to satisfy the whiner base, destroying the game even further. They had already destroyed the ultimate system let's hope they do not destroy the non-derp tanking system.
Eh... the current tanking system is very much "derp", as you put it. It requires an absolutely minimal amount of effort as agro is simply based on taunting the main monster(s) once every blue moon, and throwing down Caltrops to pick up the adds if needed. Even the small change stopping stamina regeneration while holding down block won't really end up doing a whole lot other than make the learning curve a bit more apparrent for less-experienced tanks.
Same...Attorneyatlawl wrote: »Holly freaking wall of text Batman.
Lets hope not. It is one of those changes that I see ZOS doing haphazardly to satisfy the whiner base, destroying the game even further. They had already destroyed the ultimate system let's hope they do not destroy the non-derp tanking system.
Eh... the current tanking system is very much "derp", as you put it. It requires an absolutely minimal amount of effort as agro is simply based on taunting the main monster(s) once every blue moon, and throwing down Caltrops to pick up the adds if needed. Even the small change stopping stamina regeneration while holding down block won't really end up doing a whole lot other than make the learning curve a bit more apparrent for less-experienced tanks.
Compared to the many other games where the tank just activates all agro boosting toggles then goes in pushes one button to activate the opening macro that propels his agro meter sky high. after which very few things can make him lose the agro of the entire group.
Yes I prefer this system instead let's all play with the agro netter mini game.
jflow1b14_ESO wrote: »I have played several MMO's from as far back as Everquest and even on MUDs. I have yet to actually see an aggro system, which makes combat more complicated, I feel for the tanks in this game. When combat starts I can stand still never use a skill or attack and even be hiding behind a rock (aka no Line of Sight to the mobs when combat starts) I yet still some how get attacked...I have tested this theory several times and yet somehow the mobs instinctively know where I am and come to attack me if there is more than one. That works great for one or 2 mobs yet the pulls in the Dungeons in this game are HUGE...and with no way to actually have aggro vs mobs that means the tank has to go around and put a debuff on every single mob but yet he can't block every attack and blocking doesn't work for attacks made from behind making the healer work harder. What I see is a mess in combat DPS getting hit from ranged mobs since the Tank can't just grab aggro because there is no Aggro to grab. I think it's awesome because it doesn't matter who pulls a group as initially they might attack the puller one time but the other 5-7 mobs run a muck as they choose randomly out of the group to attack even the guy hiding behind the rock and was never actively attacking or using any skills...This confuses me totally, as this is an MMORPG and most may not know what RPG stands for or what actual Role Playing Game is...It's taking the role of a character and though most of us don't actually Role Play it does remove from the game an essence of realism (Granted this is a game after all and not real life but it removes from immersion into the story and setting). Being a veteran RPG player and yes even P&P (Pen and Paper), I could not just have a monster know the wizard was hidng behind that rock over there if the monster never ever seen the wizard...it would remove from the game the total mechanics...being a video game since the dawn of MMORPGs there has been a Aggro/Threat system. I know Bethesda and Zenomax wanted to recreate the wheel here and in some ways they did...and in some ways they failed...trying to remove a system that created cookie cutter class systems created a worse cookie cutter system...Yes I can create a Sorc who wears Plate Mail armor and wields a two-handed sword but the cookie cutter mage over there will out do my sorc in every way and my sorc may never actually be useful until after I respec to the cookie cutter mage. You have your min/max people who have created perfect Damage Dealers and Healers and if you don't spec like them then you don't perform as well as they do...but that aside even in P&P RPGs a warrior/tank character had to get aggro of the monsters via any way possible yet if they couldn't then one of the most vital members of the team takes damage and could die, resulting in group wipe. A aggro/Threat system does not guarantee a tank will grab all the aggro and keep every member of the group safe from attacks (his job is to be beat on not dps) while a healer heals him...(creating aggro/threat towards the healer) the tank has to work harder to keep the aggro then you have the dps who do massive damage (pulling aggro to them). The tanks job is to *** the mob off a him/her and keep it pissed off at him/her...even a half assed aggro system (WoW at it's start before the expansions and all that) had a rudimentary aggro/threat table,( it has since been overhauled and improved though I stopped playing when they broke the game with the first expansion), back on topic though is better than no aggro/threat table. mobs attacking who they choose at random you, even a person standing at the edge of the reset area for the mob which some mobs is quite far and in dungeons it doesn't seem there is a reset area for most mobs...but a mob can break off of the group and run for that person just for *** and giggles it seems even if it's 300 meters away and around 5 corners, that mob knows exactly where he is...adds for more questions than answers...does every mob in ESO have ESP and know where everyone is at all times? I have ranted enough and I know there will be the haters and the followers who flame and or just be less intelligent (CoD has it's huge following of the same people and even make up more than 80% of it's community) and write their opinions here though I am more interested in what The Devs have to say on this matter as they are the ones who matter.
jflow1b14_ESO wrote: »I have played several MMO's from as far back as Everquest and even on MUDs. I have yet to actually see an aggro system, which makes combat more complicated, I feel for the tanks in this game. When combat starts I can stand still never use a skill or attack and even be hiding behind a rock (aka no Line of Sight to the mobs when combat starts) I yet still some how get attacked...I have tested this theory several times and yet somehow the mobs instinctively know where I am and come to attack me if there is more than one. That works great for one or 2 mobs yet the pulls in the Dungeons in this game are HUGE...and with no way to actually have aggro vs mobs that means the tank has to go around and put a debuff on every single mob but yet he can't block every attack and blocking doesn't work for attacks made from behind making the healer work harder. What I see is a mess in combat DPS getting hit from ranged mobs since the Tank can't just grab aggro because there is no Aggro to grab. I think it's awesome because it doesn't matter who pulls a group as initially they might attack the puller one time but the other 5-7 mobs run a muck as they choose randomly out of the group to attack even the guy hiding behind the rock and was never actively attacking or using any skills...This confuses me totally, as this is an MMORPG and most may not know what RPG stands for or what actual Role Playing Game is...It's taking the role of a character and though most of us don't actually Role Play it does remove from the game an essence of realism (Granted this is a game after all and not real life but it removes from immersion into the story and setting). Being a veteran RPG player and yes even P&P (Pen and Paper), I could not just have a monster know the wizard was hidng behind that rock over there if the monster never ever seen the wizard...it would remove from the game the total mechanics...being a video game since the dawn of MMORPGs there has been a Aggro/Threat system. I know Bethesda and Zenomax wanted to recreate the wheel here and in some ways they did...and in some ways they failed...trying to remove a system that created cookie cutter class systems created a worse cookie cutter system...Yes I can create a Sorc who wears Plate Mail armor and wields a two-handed sword but the cookie cutter mage over there will out do my sorc in every way and my sorc may never actually be useful until after I respec to the cookie cutter mage. You have your min/max people who have created perfect Damage Dealers and Healers and if you don't spec like them then you don't perform as well as they do...but that aside even in P&P RPGs a warrior/tank character had to get aggro of the monsters via any way possible yet if they couldn't then one of the most vital members of the team takes damage and could die, resulting in group wipe. A aggro/Threat system does not guarantee a tank will grab all the aggro and keep every member of the group safe from attacks (his job is to be beat on not dps) while a healer heals him...(creating aggro/threat towards the healer) the tank has to work harder to keep the aggro then you have the dps who do massive damage (pulling aggro to them). The tanks job is to *** the mob off a him/her and keep it pissed off at him/her...even a half assed aggro system (WoW at it's start before the expansions and all that) had a rudimentary aggro/threat table,( it has since been overhauled and improved though I stopped playing when they broke the game with the first expansion), back on topic though is better than no aggro/threat table. mobs attacking who they choose at random you, even a person standing at the edge of the reset area for the mob which some mobs is quite far and in dungeons it doesn't seem there is a reset area for most mobs...but a mob can break off of the group and run for that person just for *** and giggles it seems even if it's 300 meters away and around 5 corners, that mob knows exactly where he is...adds for more questions than answers...does every mob in ESO have ESP and know where everyone is at all times? I have ranted enough and I know there will be the haters and the followers who flame and or just be less intelligent (CoD has it's huge following of the same people and even make up more than 80% of it's community) and write their opinions here though I am more interested in what The Devs have to say on this matter as they are the ones who matter.
Giles.floydub17_ESO wrote: »For starters, I didn't read the entire OP as it is a very long single paragraph and lost my interest fast. Sorry.
Second, there is an aggro system in the game already. While I think it's overly simplistic, it is a nice change from aoe taunt boring tanking so many games have. Tanking in most games is mind numbing boring and eso actually gives tanks something to do.
It seemed that you indicated ESO tanking made things more difficult. My guess is you may be trying to tank as you did in other games. Set your mind free. Don't worry about tanking everything. Tanks the biggest and baddest and work to bring mele into ranged and you will do fine.
Additionally, much of the game is so easy to tank that a tank isn't needed much of the time. Basically your group should be fine blocking and dodging damage.
The aggro system in this game is whack. Tanking used to be one of my favorite things in Age of Conan. I actually had to work as a tank and work hard to hold aggro against high DPS and raids (basically trials for ESO) you would need 4-5 tanks swapping aggro so you had to learn to work with other tanks and how much aggro they pulled so you could have good swaps all while still holding it off of DPS. This is the reason why I don't care for this games PVE at all. I think I'll reinstall AoC now.
A DPS can pull aggro off the tank if their DPS is high enough.
And you should really try tanking AA one of these days. :-)
Attorneyatlawl wrote: »Holly freaking wall of text Batman.
Lets hope not. It is one of those changes that I see ZOS doing haphazardly to satisfy the whiner base, destroying the game even further. They had already destroyed the ultimate system let's hope they do not destroy the non-derp tanking system.
Eh... the current tanking system is very much "derp", as you put it. It requires an absolutely minimal amount of effort as agro is simply based on taunting the main monster(s) once every blue moon, and throwing down Caltrops to pick up the adds if needed. Even the small change stopping stamina regeneration while holding down block won't really end up doing a whole lot other than make the learning curve a bit more apparrent for less-experienced tanks.
Compared to the many other games where the tank just activates all agro boosting toggles then goes in pushes one button to activate the opening macro that propels his agro meter sky high. after which very few things can make him lose the agro of the entire group.
Yes I prefer this system instead let's all play with the agro netter mini game.
jflow1b14_ESO wrote: »The aggro system in this game is whack. Tanking used to be one of my favorite things in Age of Conan. I actually had to work as a tank and work hard to hold aggro against high DPS and raids (basically trials for ESO) you would need 4-5 tanks swapping aggro so you had to learn to work with other tanks and how much aggro they pulled so you could have good swaps all while still holding it off of DPS. This is the reason why I don't care for this games PVE at all. I think I'll reinstall AoC now.
I holy agree as I stated above the fun of tanking is the fight for control not a button mashing mess or worse off the macro users or even worse the 2 button tanking games....
jflow1b14_ESO wrote: »The aggro system in this game is whack. Tanking used to be one of my favorite things in Age of Conan. I actually had to work as a tank and work hard to hold aggro against high DPS and raids (basically trials for ESO) you would need 4-5 tanks swapping aggro so you had to learn to work with other tanks and how much aggro they pulled so you could have good swaps all while still holding it off of DPS. This is the reason why I don't care for this games PVE at all. I think I'll reinstall AoC now.
I holy agree as I stated above the fun of tanking is the fight for control not a button mashing mess or worse off the macro users or even worse the 2 button tanking games....
How many vet dungeons or trials have you tanked if I may ask?
jflow1b14_ESO wrote: »jflow1b14_ESO wrote: »The aggro system in this game is whack. Tanking used to be one of my favorite things in Age of Conan. I actually had to work as a tank and work hard to hold aggro against high DPS and raids (basically trials for ESO) you would need 4-5 tanks swapping aggro so you had to learn to work with other tanks and how much aggro they pulled so you could have good swaps all while still holding it off of DPS. This is the reason why I don't care for this games PVE at all. I think I'll reinstall AoC now.
I holy agree as I stated above the fun of tanking is the fight for control not a button mashing mess or worse off the macro users or even worse the 2 button tanking games....
How many vet dungeons or trials have you tanked if I may ask?
None actually...I was prepared to make a tank character/toon but now that I know for sure there is no aggro system and it's either got a tank debuff or not removing the fun of tanking there is not longer a reason for me to create such a character...so I can tank with a button yay...snore fest...I'd rather make a platemail wearing sorc using a two handed sword and try to compete dps with a regular sorc...and if the only fight I have as a tank is the crappy targeting system then again yawn...
jflow1b14_ESO wrote: »jflow1b14_ESO wrote: »The aggro system in this game is whack. Tanking used to be one of my favorite things in Age of Conan. I actually had to work as a tank and work hard to hold aggro against high DPS and raids (basically trials for ESO) you would need 4-5 tanks swapping aggro so you had to learn to work with other tanks and how much aggro they pulled so you could have good swaps all while still holding it off of DPS. This is the reason why I don't care for this games PVE at all. I think I'll reinstall AoC now.
I holy agree as I stated above the fun of tanking is the fight for control not a button mashing mess or worse off the macro users or even worse the 2 button tanking games....
How many vet dungeons or trials have you tanked if I may ask?
None actually...I was prepared to make a tank character/toon but now that I know for sure there is no aggro system and it's either got a tank debuff or not removing the fun of tanking there is not longer a reason for me to create such a character...so I can tank with a button yay...snore fest...I'd rather make a platemail wearing sorc using a two handed sword and try to compete dps with a regular sorc...and if the only fight I have as a tank is the crappy targeting system then again yawn...
I agree with some others in this post, you just have to change how you think about tanking. Its not clicking 1 button every 11 seconds unless you are tanking very basic things.
All the hard dungeons (vDSA, or AA for example) require you to hold aggro on lots of different enemies at a time, made harder, not easier by the lack of AOE aggro. Then you start to get into utility. For example if you are a DK you can use chains to help group enemies together to make AOE more effective. There is a ranged taunt, so you certainly can pick up mages and archers if you need to. Interrupting enemies. Trying to build in some off DPS or Healing without making you ineffective. Just like DPS cannot be glass cannons with no mitigation, tanks cannot be aggro machines that don't do anything else.
I'm pretty hard on ESO in many ways, but replacing the tanking system with something similar to WoW or Everquest would be a step back in terms of fun gameplace IMO. I hated tanking in those games because...it was boring. I like that all the roles in ESO group content have elements of each other to be successful.
tl;dr
Don't knock it until you have tried it. Tanking high end content can be very fun.
biovitalb16_ESO wrote: »Simple answer...no
Why...immersion.
Again this was another feature we asked for in beta and yet it was ignored because ZOS sided with the immersion qqers about having a stripped down bare bones Elder Scrolls type UI.
jflow1b14_ESO wrote: »jflow1b14_ESO wrote: »The aggro system in this game is whack. Tanking used to be one of my favorite things in Age of Conan. I actually had to work as a tank and work hard to hold aggro against high DPS and raids (basically trials for ESO) you would need 4-5 tanks swapping aggro so you had to learn to work with other tanks and how much aggro they pulled so you could have good swaps all while still holding it off of DPS. This is the reason why I don't care for this games PVE at all. I think I'll reinstall AoC now.
I holy agree as I stated above the fun of tanking is the fight for control not a button mashing mess or worse off the macro users or even worse the 2 button tanking games....
How many vet dungeons or trials have you tanked if I may ask?
None actually...I was prepared to make a tank character/toon but now that I know for sure there is no aggro system and it's either got a tank debuff or not removing the fun of tanking there is not longer a reason for me to create such a character...so I can tank with a button yay...snore fest...I'd rather make a platemail wearing sorc using a two handed sword and try to compete dps with a regular sorc...and if the only fight I have as a tank is the crappy targeting system then again yawn...
I agree with some others in this post, you just have to change how you think about tanking. Its not clicking 1 button every 11 seconds unless you are tanking very basic things.
All the hard dungeons (vDSA, or AA for example) require you to hold aggro on lots of different enemies at a time, made harder, not easier by the lack of AOE aggro. Then you start to get into utility. For example if you are a DK you can use chains to help group enemies together to make AOE more effective. There is a ranged taunt, so you certainly can pick up mages and archers if you need to. Interrupting enemies. Trying to build in some off DPS or Healing without making you ineffective. Just like DPS cannot be glass cannons with no mitigation, tanks cannot be aggro machines that don't do anything else.
I'm pretty hard on ESO in many ways, but replacing the tanking system with something similar to WoW or Everquest would be a step back in terms of fun gameplace IMO. I hated tanking in those games because...it was boring. I like that all the roles in ESO group content have elements of each other to be successful.
tl;dr
Don't knock it until you have tried it. Tanking high end content can be very fun.
Attorneyatlawl wrote: »jflow1b14_ESO wrote: »I have played several MMO's from as far back as Everquest and even on MUDs. I have yet to actually see an aggro system, which makes combat more complicated, I feel for the tanks in this game. When combat starts I can stand still never use a skill or attack and even be hiding behind a rock (aka no Line of Sight to the mobs when combat starts) I yet still some how get attacked...I have tested this theory several times and yet somehow the mobs instinctively know where I am and come to attack me if there is more than one. That works great for one or 2 mobs yet the pulls in the Dungeons in this game are HUGE...and with no way to actually have aggro vs mobs that means the tank has to go around and put a debuff on every single mob but yet he can't block every attack and blocking doesn't work for attacks made from behind making the healer work harder.
What I see is a mess in combat DPS getting hit from ranged mobs since the Tank can't just grab aggro because there is no Aggro to grab. I think it's awesome because it doesn't matter who pulls a group as initially they might attack the puller one time but the other 5-7 mobs run a muck as they choose randomly out of the group to attack even the guy hiding behind the rock and was never actively attacking or using any skills...This confuses me totally, as this is an MMORPG and most may not know what RPG stands for or what actual Role Playing Game is...It's taking the role of a character and though most of us don't actually Role Play it does remove from the game an essence of realism (Granted this is a game after all and not real life but it removes from immersion into the story and setting).
Being a veteran RPG player and yes even P&P (Pen and Paper), I could not just have a monster know the wizard was hidng behind that rock over there if the monster never ever seen the wizard...it would remove from the game the total mechanics...being a video game since the dawn of MMORPGs there has been a Aggro/Threat system. I know Bethesda and Zenomax wanted to recreate the wheel here and in some ways they did...and in some ways they failed...trying to remove a system that created cookie cutter class systems created a worse cookie cutter system...Yes I can create a Sorc who wears Plate Mail armor and wields a two-handed sword but the cookie cutter mage over there will out do my sorc in every way and my sorc may never actually be useful until after I respec to the cookie cutter mage. You have your min/max people who have created perfect Damage Dealers and Healers and if you don't spec like them then you don't perform as well as they do...but that aside even in P&P RPGs a warrior/tank character had to get aggro of the monsters via any way possible yet if they couldn't then one of the most vital members of the team takes damage and could die, resulting in group wipe.
A aggro/Threat system does not guarantee a tank will grab all the aggro and keep every member of the group safe from attacks (his job is to be beat on not dps) while a healer heals him...(creating aggro/threat towards the healer) the tank has to work harder to keep the aggro then you have the dps who do massive damage (pulling aggro to them). The tanks job is to *** the mob off a him/her and keep it pissed off at him/her...even a half assed aggro system (WoW at it's start before the expansions and all that) had a rudimentary aggro/threat table,( it has since been overhauled and improved though I stopped playing when they broke the game with the first expansion), back on topic though is better than no aggro/threat table. mobs attacking who they choose at random you, even a person standing at the edge of the reset area for the mob which some mobs is quite far and in dungeons it doesn't seem there is a reset area for most mobs...but a mob can break off of the group and run for that person just for *** and giggles it seems even if it's 300 meters away and around 5 corners, that mob knows exactly where he is...adds for more questions than answers...does every mob in ESO have ESP and know where everyone is at all times?
I have ranted enough and I know there will be the haters and the followers who flame and or just be less intelligent (CoD has it's huge following of the same people and even make up more than 80% of it's community) and write their opinions here though I am more interested in what The Devs have to say on this matter as they are the ones who matter.
Insightful post, in all honesty... tanking is extremely, exceedingly easy in this game. With all the complaints about a small tweak to make it tougher announced recently, though, I don't know how much traction making tanking actually dificult to do well would get.
EDIT: Quick note... it will help a lot to add line breaks and paragraph spacing to your OP. Most people won't read it without, like I did by simply copying/pasting and then adding them after a cursory skimming before actually reading it through.
Thank you I've been saying this for a year. Completely have watered down the mechanics . Part of the issue is development teams have used this excuse of destroying the trinity all they have done is made it an exercise of situational awareness plus DPS. I prefer ed the early mmo experience with 5 to 6 roles all equally important.Attorneyatlawl wrote: »Attorneyatlawl wrote: »Holly freaking wall of text Batman.
Lets hope not. It is one of those changes that I see ZOS doing haphazardly to satisfy the whiner base, destroying the game even further. They had already destroyed the ultimate system let's hope they do not destroy the non-derp tanking system.
Eh... the current tanking system is very much "derp", as you put it. It requires an absolutely minimal amount of effort as agro is simply based on taunting the main monster(s) once every blue moon, and throwing down Caltrops to pick up the adds if needed. Even the small change stopping stamina regeneration while holding down block won't really end up doing a whole lot other than make the learning curve a bit more apparrent for less-experienced tanks.
Compared to the many other games where the tank just activates all agro boosting toggles then goes in pushes one button to activate the opening macro that propels his agro meter sky high. after which very few things can make him lose the agro of the entire group.
Yes I prefer this system instead let's all play with the agro netter mini game.
That's wholly incorrect. That's how it works in ESO... tanking involves simply pressing taunt once every ~10-11 seconds to account for lag or LoS/hitbox goofing on you, to hold agro in a one-button binary state. The only difficulty comes in from the game's frustrating targeting system at times where large hitbox enemies such as the axes in AA or other areas make you fight the UI and the tab-priority-target system, not the gameplay. In most tanking systems, you have to balance mitigation with threat, which is composed of damage and agro boosts, to hold the bosses onto you.
Goof your damage up and the DPS can and will pull threat and get killed as a result in those games. In this one, that is completely negated and makes it trivial but for the bugs/flaws with targeting game-wide. In other games, the bosses hit for non-trivial amounts and you need to actually use mitigation skills to not die. In this one... well, you don't need to do much on that front nowadays. Hence, the trend/meta has gone completely over to nearly just dps'ing with a taunt on your bar. It's droll and far worse than the tanking systems seen in EQ1, such as the OP described. If you never played EverQuest, that would explain why you didn't understand what he had said
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