jakeedmundson wrote: »I have less than 100 cp... i play on ps4 and have been playing a lot since the release on console...
Since that time... i have been a tank. Always wore heavy armor... used sword and shield... made tank builds.
I had no issues tanking most dungeons if i had the right gear, skills, and rotation. (there was always the occasional death... but hey, that happens)
After this last patch... i tried to keep tanking. My old build didn't work well so i tried new armor sets, new skills, new rotations...
But, i have to say... i cannot try certain builds because i don't pvp... its a huge time dump when i already spend so much time playing pve. I have no time for it... and no interest in it.... which sucks because i cannot get that gear.
Also, i cannot make 9 trait armor/weapons yet... i have 7 or 8 traits for all my gear... still waiting on that 23+ days
BUT... having all of that gear should not completely dictate failure or success in a dungeon. (There should be other sets that still allow someone to get through dungeons)
Because of this 1.7 patch... and the limited access to gear i can obtain... i completely dropped tanking.
I am DPS now. I will not go back to tanking until there are some gear changes and/or skill changes to benefit tanks.
dodgehopper_ESO wrote: »This is the crux of the problem now. The builds between PvP and PvE are too disparate now for the tanker. If you are built to be a tank in pve, even with alternate gear/skills for both pvp and pve, you grossly underperform in pvp. It is just better to go dps in pvp, and anyone telling you otherwise is selling you something because it has actually always been like that. Just because people wore a shield doesn't mean they were a tank. I'm going to hammer this issue til the cows come home because I think it needs to be heard. Mages have magicka. Rogues have Stamina. Warriors have ... what health? hahahah.
Magic damage scales well with magicka and also supplies extreme resiliency to players as well as sustainability. Stamina does the same thing for the rogue (dps weapon builds). The Warrior aka the Knight aka the Tank gets a lifeless stat that neither scales damage nor resiliency,. There is no synergy here and it has gotten worse. Health needs to reduce costs of blocking, rolling, sprinting, bashing, and return more on light and heavy attacks. Health needs to scale/improve the magnitude of shields and the quality of resistance powers. It should also potentially enhance incoming heals. I'm not talking about something overpowered, but I'm talking about something where an all health character, a Warrior is actually viable. Such a character would not spam powers, and would be based more upon his mouse and light attacks, with occassional to moderate usage of abilities. In order for a playstyle (the tank) to be viable, health needs to be more viable. Non-Tanks should not get equal benefit from tanking powers and skills, its that simple. A player who goes all-in on magic should not get greater regen, resiliency, and damage output than someone who goes all in on Health.
dodgehopper_ESO wrote: »jakeedmundson wrote: »I have less than 100 cp... i play on ps4 and have been playing a lot since the release on console...
Since that time... i have been a tank. Always wore heavy armor... used sword and shield... made tank builds.
I had no issues tanking most dungeons if i had the right gear, skills, and rotation. (there was always the occasional death... but hey, that happens)
After this last patch... i tried to keep tanking. My old build didn't work well so i tried new armor sets, new skills, new rotations...
But, i have to say... i cannot try certain builds because i don't pvp... its a huge time dump when i already spend so much time playing pve. I have no time for it... and no interest in it.... which sucks because i cannot get that gear.
Also, i cannot make 9 trait armor/weapons yet... i have 7 or 8 traits for all my gear... still waiting on that 23+ days
BUT... having all of that gear should not completely dictate failure or success in a dungeon. (There should be other sets that still allow someone to get through dungeons)
Because of this 1.7 patch... and the limited access to gear i can obtain... i completely dropped tanking.
I am DPS now. I will not go back to tanking until there are some gear changes and/or skill changes to benefit tanks.
This is the crux of the problem now. The builds between PvP and PvE are too disparate now for the tanker. If you are built to be a tank in pve, even with alternate gear/skills for both pvp and pve, you grossly underperform in pvp. It is just better to go dps in pvp, and anyone telling you otherwise is selling you something because it has actually always been like that. Just because people wore a shield doesn't mean they were a tank. I'm going to hammer this issue til the cows come home because I think it needs to be heard. Mages have magicka. Rogues have Stamina. Warriors have ... what health? hahahah.
Magic damage scales well with magicka and also supplies extreme resiliency to players as well as sustainability. Stamina does the same thing for the rogue (dps weapon builds). The Warrior aka the Knight aka the Tank gets a lifeless stat that neither scales damage nor resiliency,. There is no synergy here and it has gotten worse. Health needs to reduce costs of blocking, rolling, sprinting, bashing, and return more on light and heavy attacks. Health needs to scale/improve the magnitude of shields and the quality of resistance powers. It should also potentially enhance incoming heals. I'm not talking about something overpowered, but I'm talking about something where an all health character, a Warrior is actually viable. Such a character would not spam powers, and would be based more upon his mouse and light attacks, with occassional to moderate usage of abilities. In order for a playstyle (the tank) to be viable, health needs to be more viable. Non-Tanks should not get equal benefit from tanking powers and skills, its that simple. A player who goes all-in on magic should not get greater regen, resiliency, and damage output than someone who goes all in on Health.
nordsavage wrote: »For every guy who likes the change there are twenty or more who do not. If you are for the change post a video so we can see if you do anything more than lack luster basics or invite me to a difficult run and I'll see what you are made of in person . . . then I'll post the video. You want to come on here in favor of the change put your money where your mouth is, developers included. I'm calling all of you types out. Don't be surprised if I invite you in in game.
a.skelton92 wrote: »nordsavage wrote: »For every guy who likes the change there are twenty or more who do not. If you are for the change post a video so we can see if you do anything more than lack luster basics or invite me to a difficult run and I'll see what you are made of in person . . . then I'll post the video. You want to come on here in favor of the change put your money where your mouth is, developers included. I'm calling all of you types out. Don't be surprised if I invite you in in game.
Once again someone talking a load of s**t and making it out to be fact. "for every guy who likes the change there are twenty or more who do not".. Where did you pull that one out from?.. No actually dont tell me, i can guess.. And no, before you say it; the few randoms in your guild that agree do not add value to your uninformed argument.
a.skelton92 wrote: »nordsavage wrote: »For every guy who likes the change there are twenty or more who do not. If you are for the change post a video so we can see if you do anything more than lack luster basics or invite me to a difficult run and I'll see what you are made of in person . . . then I'll post the video. You want to come on here in favor of the change put your money where your mouth is, developers included. I'm calling all of you types out. Don't be surprised if I invite you in in game.
Once again someone talking a load of s**t and making it out to be fact. "for every guy who likes the change there are twenty or more who do not".. Where did you pull that one out from?.. No actually dont tell me, i can guess.. And no, before you say it; the few randoms in your guild that agree do not add value to your uninformed argument.
posthumecaver wrote: »Are you really having that much hard time.
Sure I had to change my tanking style, now I am only blocking the heavy hits or my healths go so low that I can give my healer a break and directly go to my 2nd bar to cast Igneous Shield/Dragon Blood while blocking.
For this reason I dedicated gear and CP points to the Magicka Regen/Reduction, when I am above %60 HP I am always casting Shields/Self heals, magicka too low, pop ultimate (dragon leap) get resources, rinse repeat, it feels much more active and fun.
Slayer9292_ESO wrote: »I never played at tank before IC release. After the release we had so much trouble finding tanks, that I decided to get some tank gear and start taking on my nightblade. For stamina regen I used siphoning strikes, which for some bosses works well. I can time light attacks in between blocks to regen. However on bosses with multiple adds all hitting me, you can't drop your guard without taking a bunch of hits. In some bosses it's nearly impossible to do.
Also note they changed how potions work. They used to give a large amount of a resource and then a small amount over time. Now it's large amount + % regen. This means if you block after drinking a potion, you get no benefit from it other than that first large resource chunk from drinking it.
I've heard the comment that before IC, all tanking was was standing around holding a shield up. I've run groups with a bad tank before so I know it was more involved than that. It was buffing players, healing, damage, keeping mobs off the DPS/Healer, all while blocking the incoming damage. Not sure why this change was needed for PVE. And like OP said, the change could have been put in PVP only.
Not sure even what the issue was in PVP. Was easy to defeat perma blockers. NB fear made them drop guard and die nearly instantly if you had a few good people on them.
usmcjdking wrote: »It's a combination of things.
Block nerf speaks for itself. Health doing *** all is another issue that's been addressed here.
Removal of soft caps has lead to out of control healing/DPS (25k average DPS; Breath of Life's healing for 17K+) which has in turn caused developers to make content that hits harder and has more HP to compensate for over healing leaving the poorly scaling tank with almost nothing substantial to add to the team.
Inclusion of massive broken DPS checks I.E. that essentially lock the casual players out of content: enraging flesh Atronachs, CoA gold key once again leaving the poorly scaling tank as little more than dead weight.
nordsavage wrote: »*SNIP*
...For the most part if you were to tag all the enemies and block them at the same time you run out of stamina. This reduction in functionality limits peripheral actions such as crowd control, buffing/debuffing, supplemental Dps and heals. ...
*SNIP*
I agree with the tenfold, which is why, sadly, I now limit my usage of {Puncture} when in a dungeon against 4+ mobs. Funny part is, I tank better using {Brawler} from the Two-Handed tree since I can hit multiple enemies in front of me AND get a temporary shield buff.
Honestly, this wasn't how I wanted to tank, though; wanted to full utilize it with my One-Hand & Shield.
When it comes to this I think it is good. All my friends who tank say it is more fun and more of a challenge. 9/10 you are running with a templar healer too as everyone knows they are superior in every way and the sorc nb and dk healers usually go more dps or off heal. I know templar should not have such power but that is the way ZoS has it atm.
Now in terms of needing team support and potions I like that aspect as it MAKES SENSE. 1 dude vs a giant snakes spirit with the power to destroy tamreil good thing his shield is so strong and he is always protected -_- It interesting when the tank calls for a shard when running across vdsa final boss room and the healer throws one as he is full. It shows teamwork and that you help each other and not that the tank is a walking god.
mr_wazzabi wrote: »When it comes to this I think it is good. All my friends who tank say it is more fun and more of a challenge. 9/10 you are running with a templar healer too as everyone knows they are superior in every way and the sorc nb and dk healers usually go more dps or off heal. I know templar should not have such power but that is the way ZoS has it atm.
Now in terms of needing team support and potions I like that aspect as it MAKES SENSE. 1 dude vs a giant snakes spirit with the power to destroy tamreil good thing his shield is so strong and he is always protected -_- It interesting when the tank calls for a shard when running across vdsa final boss room and the healer throws one as he is full. It shows teamwork and that you help each other and not that the tank is a walking god.
The problem with this is that it further separates the elite players from the casual/average players. Mmos need a casual playerbase to survive. When the game gets so hard that only the very best can beat vet dungeons, then the casuals will just quit and play destiny. A loss of casual playerbase will kill the lifeblood of the game and zos will have no choice but to shut the game down.
jakeedmundson wrote: »mr_wazzabi wrote: »When it comes to this I think it is good. All my friends who tank say it is more fun and more of a challenge. 9/10 you are running with a templar healer too as everyone knows they are superior in every way and the sorc nb and dk healers usually go more dps or off heal. I know templar should not have such power but that is the way ZoS has it atm.
Now in terms of needing team support and potions I like that aspect as it MAKES SENSE. 1 dude vs a giant snakes spirit with the power to destroy tamreil good thing his shield is so strong and he is always protected -_- It interesting when the tank calls for a shard when running across vdsa final boss room and the healer throws one as he is full. It shows teamwork and that you help each other and not that the tank is a walking god.
The problem with this is that it further separates the elite players from the casual/average players. Mmos need a casual playerbase to survive. When the game gets so hard that only the very best can beat vet dungeons, then the casuals will just quit and play destiny. A loss of casual playerbase will kill the lifeblood of the game and zos will have no choice but to shut the game down.
You take that back....
I will never play destiny! i refuse...i'll go back to D3 before i pull that desperate move.
mr_wazzabi wrote: »jakeedmundson wrote: »mr_wazzabi wrote: »When it comes to this I think it is good. All my friends who tank say it is more fun and more of a challenge. 9/10 you are running with a templar healer too as everyone knows they are superior in every way and the sorc nb and dk healers usually go more dps or off heal. I know templar should not have such power but that is the way ZoS has it atm.
Now in terms of needing team support and potions I like that aspect as it MAKES SENSE. 1 dude vs a giant snakes spirit with the power to destroy tamreil good thing his shield is so strong and he is always protected -_- It interesting when the tank calls for a shard when running across vdsa final boss room and the healer throws one as he is full. It shows teamwork and that you help each other and not that the tank is a walking god.
The problem with this is that it further separates the elite players from the casual/average players. Mmos need a casual playerbase to survive. When the game gets so hard that only the very best can beat vet dungeons, then the casuals will just quit and play destiny. A loss of casual playerbase will kill the lifeblood of the game and zos will have no choice but to shut the game down.
You take that back....
I will never play destiny! i refuse...i'll go back to D3 before i pull that desperate move.
Lol. Ok, SOME casuals will quit and play destiny. The rest will goto star wars battlefront
jakeedmundson wrote: »posthumecaver wrote: »Are you really having that much hard time.
Sure I had to change my tanking style, now I am only blocking the heavy hits or my healths go so low that I can give my healer a break and directly go to my 2nd bar to cast Igneous Shield/Dragon Blood while blocking.
For this reason I dedicated gear and CP points to the Magicka Regen/Reduction, when I am above %60 HP I am always casting Shields/Self heals, magicka too low, pop ultimate (dragon leap) get resources, rinse repeat, it feels much more active and fun.
I always run out of magic if i use ing. shield and dragon blood (shield runs out so quick and uses a lot of magic)... i can only get to around 15k magic 30k health 17k stam (using footmans and histbark)
If i replace histbark with seducer... i have survival issues (less health,phys resist, and no dodge)
I have to use hardened armor and dragon blood just to stay alive most of the time. and the stamina you get back from dragon leap isn't nearly enough to help with much for me to keep blocking and taunting groups.
I also dedicated some cp (of my 100) to magicka regen/reduction.... but its not even close to enough.
End game material shouldn't rely on 500+ cp and 9 trait gear... if that's the only way to make a DK worth using as a tank after you hit v16.... then i will probably get bored of the grind and stop playing... i'm guessing many others will end up doing the same.
Totomushen wrote: »Tanks should understand this: No more Ransack+Block siesta.
The game demands these from you: Use your magicka taunt and magicka pool. Think about self-heals, think about dps, think about solutions.
So, Hakeijo says "hello".
There is a discussion about this, people suppose that evasion from the medium armor is better to slot (%20 dodge chance) then Immovable for Armor Master Set.jakeedmundson wrote: »(unless you have the master armor set... then you use the immovable skill from the heavy armor line)
posthumecaver wrote: »There is a discussion about this, people suppose that evasion from the medium armor is better to slot (%20 dodge chance) then Immovable for Armor Master Set.jakeedmundson wrote: »(unless you have the master armor set... then you use the immovable skill from the heavy armor line)
I still didn't researched 9-piece craftables so I can't say it is better or not.
nordsavage wrote: »@bigereard thank you for actually putting thread related input as opposed to @a.skeleton92. You guys need to stop taking what I said "for every one guy there are twenty more" as an exact number. It is like being stuck in heavy traffic and saying its gonna take years to get home at this rate. It is not really going to take years but it sure will take a long time. There may not be one for every twenty against, in my experience it is higher, but the majority are against. Do not forget the many threads filled with players against this change not only after the fact, but before the patch as well. I hope I do not have to explain the "number" again. As for the rest of your comment if I can read through your bad English is that you are for the change. Let us see you post a video tanking Molag Kena in vet mode at v16 or do you stick to simple runs. Anyone with windows 10 can record so lets see it. I was recently asked to replace a tank in that boss fight and the healer could not keep up with healing much less support the tank. Since they were friends I was rotated out in favor of a sorcerer tank to take advantage of the negate glitch. Even with the glitch they went to bed without finishing the dungeon. So the way I see it is taking away individual self reliance was not a good idea as there are too many variables and imbalance in and between classes. Had I not been hobbled by no stamina regen I may have been able to compensate and pull the team through as I had been able to more often in the toughest situations before the update. Why should the tank be co-dependent when the other classes are very much self sufficient. They did not want players hiding behind shields but that's pretty much what it has been twisted into. There is little room for much else compared to before the change at least for stamina prominent builds such what I run. I have an off dps set that I rotate because you cannot always be the tank so I have to balance my stats to do both adequately if not well so I cannot jamb my health up super high like the punching bag builds you see now. A final note on your comments is if you think that it was never a tanks job to do crowd control, healing, supplemental damage and other "support actions" I cannot say I would have considered you a good tank. Good tanks taunted, blocked and cycled continuous peripheral actions of every type as I noted in my main body at the top.