The neverending Nightmare of an ESO Tank

  • HeroOfNone
    HeroOfNone
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    Part of the reason the mitigation is so horrible is because our regenerations are so high. Compared to other MMOS, we're able to recover our resources very quickly and fully recover our health. In other games, a choice needs to be made to use our resources to heal and sustain or if you want to press on with damage. If mitigation was actually good, you'd have sustain builds like in 1.4 that would barely ever die except to zergs. Given enough time the meta would then shift, and barely anyone would go burst in favor of going tank, and no one would ever die.

    Keep in mind you can see part of this with the infinite block tank, which is still viable. Take a dk, pump up their stamina, slot defensive stance, pump up magicka regen, use block reduction jewelry, and put Champion points to reduce block cost and spell cost. Then, when you fight, hold block and cast earthen heart abilities, you'll be able to hold block up through most 1v1 fights.

    If we want to change this my recommendation is to rebalance regeneration (and abilities thst give back resources) and to give abilities to attack resources. This would allow mitigation to be raised because you'd still have an Avenue to kill a high mitigation tank, though it will take longer than a light armor target.
    Edited by HeroOfNone on February 2, 2016 6:58PM
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  • LegendaryNinja
    LegendaryNinja
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    J2JMC wrote: »
    The act
    Flak wrote: »
    Tanking is still very easy, even with bad armor it's still no problem to permablock, especially as a DK. For Maelstrom ok I see it's hard in tank gear to finish it, but I think that's good, it's solo and everybody needs to change their build abit.

    Meaning go from a tank setup to DPS. Not that is not possible, but my underlying topic is that you should not have to forced into playing the game a specific way. Solo content should always be achievable in all three roles, and this is from multiple mmos. They always make their solo content so that you can either 1. Do high damage and kill things quickly(DPS), 2. Do low damage and self heal(Healer) 3.Do low damage and take considerably low damage(Tank).

    And herein lies the problem with ESO. The play as you want mentality forces all classes to basically be the same with different animations. People complain about templars not being able to compete with other classes in DPS while being unequivocally the best healers in the game. I personally wouldn't mind nightblades taking a hit to their survivability if it meant they kept the high burst damage and other classes were adjusted accordingly. Class balance revolves around the classes having unique strengths and weakness. Groups are formed so the classes weaknesses can be covered by each other. Class balance is NOT about everyone being able to do anything no matter the circumstance.

    Correct, I still believe that each class should have a particular role they are better at than any other class; at the same time every class should still be able to fill any role. Thanks for the post @J2JMC
  • LegendaryNinja
    LegendaryNinja
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    HeroOfNone wrote: »
    Part of the reason the mitigation is so horrible is because our regenerations are so high. Compared to other MMOS, we're able to recover our resources very quickly and fully recover our health. In other games, a choice needs to be made to use our resources to heal and sustain or if you want to press on with damage. If mitigation was actually good, you'd have sust as in builds like in 1.4 that would barely ever die except to zergs. Given enough time the meta would then shift, and barely anyone would go burst in favor of going tank, and no one would ever die.

    Keep in mind you can see part of this with the infinite block tank, which is still viable. Take a dk, pump up their stamina, slor defensive stance, use block reduction jewelry, and put Champion points to reduce block cost and spell cost. Then, when you fight, hold block and cast earthen heart abilities, you'll be able to hold block up through most 1v1 fights.

    If we want to change this my recommendation is to rebalance regeneration (and abilities thst give back resources) and to give abilities to attack resources. This would allow mitigation to be raised because you'd still have an Avenue to kill a high mitigation tank, though it will take longer than a light armor target.

    @HeroOfNone I feel honored that you decided to comment on my post. But yes, I have nothing to add to this statement.
  • HeroOfNone
    HeroOfNone
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    HeroOfNone wrote: »
    Part of the reason the mitigation is so horrible is because our regenerations are so high. Compared to other MMOS, we're able to recover our resources very quickly and fully recover our health. In other games, a choice needs to be made to use our resources to heal and sustain or if you want to press on with damage. If mitigation was actually good, you'd have sustain builds like in 1.4 that would barely ever die except to zergs. Given enough time the meta would then shift, and barely anyone would go burst in favor of going tank, and no one would ever die.

    Keep in mind you can see part of this with the infinite block tank, which is still viable. Take a dk, pump up their stamina, slot defensive stance, pump up magicka regen, use block reduction jewelry, and put Champion points to reduce block cost and spell cost. Then, when you fight, hold block and cast earthen heart abilities, you'll be able to hold block up through most 1v1 fights.

    If we want to change this my recommendation is to rebalance regeneration (and abilities thst give back resources) and to give abilities to attack resources. This would allow mitigation to be raised because you'd still have an Avenue to kill a high mitigation tank, though it will take longer than a light armor target.

    @HeroOfNone I feel honored that you decided to comment on my post. But yes, I have nothing to add to this statement.

    Wah? Not thst big of a deal =P. Also noticed so many typos, need to typo correct more on the phone.

    I should also say these changes will probably take time, I don't think ZOS wants to make major changes again that have such a huge impact, at least until vet levels are removed.
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  • mateoz
    mateoz
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    helediron wrote: »
    While resource management from block stam nerf might be interesting to a tank, it made tanks uninteresting to groups. It reduced the usefulness of tanks to only few endgame places. Still after half year I consider the block stam nerf as one of the worst changes in this game. What it does is that in the long run in PvE everybody becomes BYOH DPS.

    Before the block stam nerf it wasn't hard to find a tank. Right now it is much harder to find one that pug. The good players that still tank often dont pug and the wannabe tank have a hard time at it and just giveup.

    The block stam nerf was supposed to make tanking more fun. If more fun = looking for a Tank sometimes for hours then well done.

    Personally I still tank sometime but exclusively with friends and guild

  • dodgehopper_ESO
    dodgehopper_ESO
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    @LegendaryNinja you have summed up a lot of my thoughts on the issue. You didn't include my problem with the way the Health Resource is treated by the current game design. The health multiplier was lowered and it was already by nature a weaker stat, since only a handful of skills in the game scale off of Health (Bone Shield, Obsidian Shield & Sun Shield). This makes an already pretty underwhelming stat even less interesting. Mitigation in this game is based upon your damage resources, and getting your health up high enough to not get one shot.

    My question is why should we even have a health stat if they are going to design the game in this way. I've offered a number of solutions to this problem which I might link here.
    I would personally like to see the Heavy Armor build have stronger light and heavy attacks, which would scale off of Health. Heavy Armor does not control the other resources Magic/Stamina as well as Light/Medium armor, nor does it get those damage bonuses, despite mitigating very little more than these two. Another possibility would be to lower the cc durations, break free costs, blocking costs, etc of higher Health players. The point in both of these changes would be to give Health a meaningful benefit outside of avoiding instant death. The other option someone laid out was to enhance ultimate generation for people with high health. A high health character would not have as much ultimate damage (lower damage resources) but as a tank they could fire off that ultimate more often. The one problem I foresee with this, is that it would make Dragon Knight too powerful, and they would ultimately have to completely reconsider Battle Roar if they did this. I'm just putting the idea on the table, because it is not a bad one and I personally feel there a lot of reasonable solutions to the problem.

    Ultimately I think you make a lot of great points, many of which I've said before, as have others. I hope what you are talking about is being looked at already, I really do. I've personally given up on tanking and thereby lost interest in dungeons in general because of the changes they have made. Most of my enjoyable tanking was done as a Templar, and I really find it annoying to tank as a Templar nowadays.
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  • dodgehopper_ESO
    dodgehopper_ESO
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    mateoz wrote: »
    helediron wrote: »
    While resource management from block stam nerf might be interesting to a tank, it made tanks uninteresting to groups. It reduced the usefulness of tanks to only few endgame places. Still after half year I consider the block stam nerf as one of the worst changes in this game. What it does is that in the long run in PvE everybody becomes BYOH DPS.

    Before the block stam nerf it wasn't hard to find a tank. Right now it is much harder to find one that pug. The good players that still tank often dont pug and the wannabe tank have a hard time at it and just giveup.

    The block stam nerf was supposed to make tanking more fun. If more fun = looking for a Tank sometimes for hours then well done.

    Personally I still tank sometime but exclusively with friends and guild

    It is a matter of fun for me. I don't like the new system of tanking, and I've simply gone to something I enjoy a lot more in pvp anyway (which was more my mainstay). I think a lot of former tanks simply quit tanking for the time being to send a message to ZoS. I'm one of those players, and this is the first time I've done this in a game. The Stamina Regeneration nerf to block definitely hurts some classes more than others. While I think it is doable on a DK at this stage of the game, honestly I'd rather just be a heavy hitting stamina dps dk for pvp, and that is the problem. Being a real tank in PVP right now is kind of pointless.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
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    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
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  • Pallmor
    Pallmor
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    Notice how all the nerfs were done because of PvP problems, but all the negative effects were heaped on the PvEers?

    Thanks, Imperial City!
  • Artjuh90
    Artjuh90
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    J2JMC wrote: »
    The act
    Flak wrote: »
    Tanking is still very easy, even with bad armor it's still no problem to permablock, especially as a DK. For Maelstrom ok I see it's hard in tank gear to finish it, but I think that's good, it's solo and everybody needs to change their build abit.

    Meaning go from a tank setup to DPS. Not that is not possible, but my underlying topic is that you should not have to forced into playing the game a specific way. Solo content should always be achievable in all three roles, and this is from multiple mmos. They always make their solo content so that you can either 1. Do high damage and kill things quickly(DPS), 2. Do low damage and self heal(Healer) 3.Do low damage and take considerably low damage(Tank).

    And herein lies the problem with ESO. The play as you want mentality forces all classes to basically be the same with different animations. People complain about templars not being able to compete with other classes in DPS while being unequivocally the best healers in the game. I personally wouldn't mind nightblades taking a hit to their survivability if it meant they kept the high burst damage and other classes were adjusted accordingly. Class balance revolves around the classes having unique strengths and weakness. Groups are formed so the classes weaknesses can be covered by each other. Class balance is NOT about everyone being able to do anything no matter the circumstance.

    ^this
    mateoz wrote: »
    helediron wrote: »
    While resource management from block stam nerf might be interesting to a tank, it made tanks uninteresting to groups. It reduced the usefulness of tanks to only few endgame places. Still after half year I consider the block stam nerf as one of the worst changes in this game. What it does is that in the long run in PvE everybody becomes BYOH DPS.

    Before the block stam nerf it wasn't hard to find a tank. Right now it is much harder to find one that pug. The good players that still tank often dont pug and the wannabe tank have a hard time at it and just giveup.

    The block stam nerf was supposed to make tanking more fun. If more fun = looking for a Tank sometimes for hours then well done.

    Personally I still tank sometime but exclusively with friends and guild

    Yep, one thing is for sure, i wont PUG on my tank. my guild clears dungeons often everyday anyway and tanks are always welcome. why bother with some REALLY bad PUGS when i can do it with my guildmates which i know what they do. and yes i've seen bad PUGS worst was a NB who only used light and heavy attacks with his bow -,-'
  • NoMoreChillies
    NoMoreChillies
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    Pallmor wrote: »
    Notice how all the nerfs were done because of PvP problems, but all the negative effects were heaped on the PvEers?

    Thanks, Imperial City!

    the squeaky door gets the oil
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  • DDemon
    DDemon
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    3. Taunts and collision detection in PVP

    Currently you cannot tount a player in PVP, if this is allowed it would make tactical fights, where Tanks in PVP would be needed, also it would help control the Zerging in PVP, therefore reduced lag. With collision detection in Cyrodiil ONLY it would make defending keeps more engaging and structured, this would also help diversify Cyrodiil in branching players into proper DPS, healers, and Tanks. The way is supposed to be.

    Taunt Implementation:
    A player that would be taunted only for a few seconds(maybe half of the PvE duration) would see the player that taunted them automatically lock on, so that the player would know. The player being taunted would also appropriately be granted CC immunity, that way a tank would not be able to taunt and CC the same time. A tank would need to choose appropriately. Also in PVP when taunting an enemy player then can't taunt another player in 4 seconds. This means even the tank can be taunted, so it would be really interesting to see in PVP. This way not everyone in Cyrodiil is a DPS or Healer.

    Collision Detection in Cyrodiil ONLY:
    Cyrodiil would be better this way making players have to go through tanky characters first in order to take a keep. Similar how to other games implement this.

    taunting players should really happen. it would definately be the cure to 40+ people zerging. imagine 15 tanky players around the zerg taunting 15 people out of their zerg safety. half the zerg will be out of stamina for taunt cc break or even better dead before they get in the train safe zone again. BYE BYE LAG

    but the collision thing is a totaly different story. imagine a siege. and an organised group defending the keep. so you have 30+ organised people going at the other side of the keep, getting out of combat and changing their builds to full tanks. then have them run back to the breah forming a non-penetrable wall for any reason with any weapons having 5-10 healers behind them, healing, purging, barriering them...they can seriously stay there blocking the breach for the whole day...its gonna be the persians trying to go through thermopyles all over again. NOT GOOD.

    Just make multiple breaches in the wall, would make for interesting combat really. Might be just what PVP needs to make keep battles more interesting.

    While we're at it, we could add more servers and half the current population cap, as the servers clearly can't operate properly at the population cap.

    This may or may not cause large groups to split up and attack multiple sides of a keep.
  • SmalltalkJava
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    I play a sorc. I am always on the lookout for a nonmeta build. I've really enjoyed seeing a lot of the tank pvp video s on YouTube. However all of them have been DK tanks. I am still waiting on a survival tank pvp build for sorcs. Un pvp I don't mind not being able to kill prop, I just want to be able to survive for a long time until the dos team shows up. nocturnos videos where he tanked sypher are really cool. I just need a non-monster set sorc build to do the same type of thing.

    WTB help!
  • Solariken
    Solariken
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    1. Block Cost and No stamina Regen for Blocking, the reason why it was nerfed and possible solutions:

    I think the regen nerf while blocking was a good change. It makes tanking more dynamic and fun, meaning you have to block more reactively versus just holding block at all times as was the norm before. However, I think that stamina regen should be added back into heavy armor passives - even 25% of normal regen while blocking would be very helpful.

    2. Damage mitigation: Current Cap is 50% (not to be confused with Armor Cap)

    I agree, 50% is SO low, 70% or 75% is much more reasonable. I think there should be a flat amount of damage mitigation added to one of the HA passives (Juggernaut maybe?), something like 1% reduced damage taken per piece of heavy armor equipped.

    3. Taunts and collision detection in PVP

    I'm not crazy about collision detection.

    They could definitely allow taunting though. That could be really fun and interesting. When you taunt a player, there could be a special red glow around your screen to make it obvious, AND all other enemy players would appear hazy and untargetable for the duration. HOWEVER, as a concession for such a powerful skill, the taunted player should do bonus damage to the person who taunted them for the duration. Sort of like going berserk because you've been taunted, lol.

    4. A way for tanks to obtain Maelstrom Master weapons

    Maelstrom is such a ridiculously stupid addition to this game. This is an MMO! Seriously, why the hell would they create content achievable by only one archetype and then balance it for ranged shield-stackers only. ***.
    Edited by Solariken on February 2, 2016 11:31PM
  • hrothbern
    hrothbern
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    Solariken wrote: »


    4. A way for tanks to obtain Maelstrom Master weapons

    Maelstrom is such a ridiculously stupid addition to this game. This is an MMO! Seriously, why the hell would they create content achievable by only one archetype and then balance it for ranged shield-stackers only. ***.


    The way I do now is level my potion crafter/mule, a Dunmer Sorcerer, to get a Maelstrom hammer for my tank.

    "with a little help from my friends" you come everywhere :)
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Cervanteseric85ub17_ESO
    I don't think the OP mentioned this but when he said the ability to have taunts work in PVP he doesn't mean it would force the player being taunted to attack the tank. What it would do ( what it does in WAR and SWTOR ) is reduce the damage output of the person being taunted. So it doesn't force a target change it reduces the damage the enemy does to your ally, but if the person being taunted attacks the tank while being taunted no reduction in DPS happens. See how it functions as a "guard" ability. It would be very easy to add as well, just add a major maim debuff to the sword and board taunt skill.

    Another fantastic ability tanks had at their disposal was a skill called guard. It would function similar to a buff but can only be placed on one target at a time. Guard gave the ability to tanks to place their "guard" on a healer or DPS and effectively redirect 50% of the damage done to the guarded ally back to the tank.

    The role tanks played in this game made PVP a lot more strategic and interesting to play , as the support role was actually a much needed tool to any successful PVP team. Tanks where able to protect their allies through these mechanics making them just as important as a DPS or healer.
  • DKsUnite
    DKsUnite
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    I don't think the OP mentioned this but when he said the ability to have taunts work in PVP he doesn't mean it would force the player being taunted to attack the tank. What it would do ( what it does in WAR and SWTOR ) is reduce the damage output of the person being taunted. So it doesn't force a target change it reduces the damage the enemy does to your ally, but if the person being taunted attacks the tank while being taunted no reduction in DPS happens. See how it functions as a "guard" ability. It would be very easy to add as well, just add a major maim debuff to the sword and board taunt skill.

    Another fantastic ability tanks had at their disposal was a skill called guard. It would function similar to a buff but can only be placed on one target at a time. Guard gave the ability to tanks to place their "guard" on a healer or DPS and effectively redirect 50% of the damage done to the guarded ally back to the tank.

    The role tanks played in this game made PVP a lot more strategic and interesting to play , as the support role was actually a much needed tool to any successful PVP team. Tanks where able to protect their allies through these mechanics making them just as important as a DPS or healer.

    You might aswell just use heroic slash and reduce their damage against everyone. Taunting is pointless when skills like fear, choking talons and heroic slash all give minor maim debuff.

    The guard ability in the alliance war skill line is a good idea but very poorly implemented. They need to make it just a flat per second cast. Something like 500 or 750 per second it's active.
    Vyr Cor | Magicka Dragonknight | DC
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  • Cervanteseric85ub17_ESO
    DKsUnite wrote: »
    I don't think the OP mentioned this but when he said the ability to have taunts work in PVP he doesn't mean it would force the player being taunted to attack the tank. What it would do ( what it does in WAR and SWTOR ) is reduce the damage output of the person being taunted. So it doesn't force a target change it reduces the damage the enemy does to your ally, but if the person being taunted attacks the tank while being taunted no reduction in DPS happens. See how it functions as a "guard" ability. It would be very easy to add as well, just add a major maim debuff to the sword and board taunt skill.

    Another fantastic ability tanks had at their disposal was a skill called guard. It would function similar to a buff but can only be placed on one target at a time. Guard gave the ability to tanks to place their "guard" on a healer or DPS and effectively redirect 50% of the damage done to the guarded ally back to the tank.

    The role tanks played in this game made PVP a lot more strategic and interesting to play , as the support role was actually a much needed tool to any successful PVP team. Tanks where able to protect their allies through these mechanics making them just as important as a DPS or healer.

    You might aswell just use heroic slash and reduce their damage against everyone. Taunting is pointless when skills like fear, choking talons and heroic slash all give minor maim debuff.

    The guard ability in the alliance war skill line is a good idea but very poorly implemented. They need to make it just a flat per second cast. Something like 500 or 750 per second it's active.

    Well fearing , choking talons and heroic slash are all debuffs or forms of CC , which is what one of the main objectives of PVP tanks. Imagine if there was an AOE version of taunt that allowed tanks to soak up DPS it would give them a real place I cyrodil.

    As far as the alliance war guard I think it's complete crap as well and should be reworked to function like guard does in what I mentioned above
  • IxSTALKERxI
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    You can't implement an actual taunt into pvp that just wouldn't work. What you can do though is make abilities that a tank can use that make them a threat. Eg. A skill that puts a strong debuff on the enemies and gets stronger as time goes on or does damage or something, something that could wipe enemies if they don't deal with it. So the enemies then choose to focus the tank.

    In the game currently though, I find letting your health drop to 20% is the best taunt in the game. Do this and like 20 dudes will pile on top of you. :smile: You need to be a damage shield tank though and spam shields.
    Edited by IxSTALKERxI on February 3, 2016 2:29AM
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  • DKsUnite
    DKsUnite
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    You can't implement an actual taunt into pvp that just wouldn't work. What you can do though is make abilities that a tank can use that make them a threat. Eg. A skill that puts a strong debuff on the enemies and gets stronger as time goes on or does damage or something, something that could wipe enemies if they don't deal with it. So the enemies then choose to focus the tank.

    In the game currently though, I find letting your health drop to 20% is the best taunt in the game. Do this and like 20 dudes will pile on top of you. :smile: You need to be a damage shield tank though and spam shields.

    i do the same thing but i pop corrosive armour instead of shield stacking :P they come like flies to sh~~
    Vyr Cor | Magicka Dragonknight | DC
    Vir Cor | Stamina Dragonknight | DC

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  • RAGUNAnoOne
    RAGUNAnoOne
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    3. Taunts and collision detection in PVP

    Currently you cannot tount a player in PVP, if this is allowed it would make tactical fights, where Tanks in PVP would be needed, also it would help control the Zerging in PVP, therefore reduced lag. With collision detection in Cyrodiil ONLY it would make defending keeps more engaging and structured, this would also help diversify Cyrodiil in branching players into proper DPS, healers, and Tanks. The way is supposed to be.

    Taunt Implementation:
    A player that would be taunted only for a few seconds(maybe half of the PvE duration) would see the player that taunted them automatically lock on, so that the player would know. The player being taunted would also appropriately be granted CC immunity, that way a tank would not be able to taunt and CC the same time. A tank would need to choose appropriately. Also in PVP when taunting an enemy player then can't taunt another player in 4 seconds. This means even the tank can be taunted, so it would be really interesting to see in PVP. This way not everyone in Cyrodiil is a DPS or Healer.

    Collision Detection in Cyrodiil ONLY:
    Cyrodiil would be better this way making players have to go through tanky characters first in order to take a keep. Similar how to other games implement this.

    taunting players should really happen. it would definately be the cure to 40+ people zerging. imagine 15 tanky players around the zerg taunting 15 people out of their zerg safety. half the zerg will be out of stamina for taunt cc break or even better dead before they get in the train safe zone again. BYE BYE LAG

    but the collision thing is a totaly different story. imagine a siege. and an organised group defending the keep. so you have 30+ organised people going at the other side of the keep, getting out of combat and changing their builds to full tanks. then have them run back to the breah forming a non-penetrable wall for any reason with any weapons having 5-10 healers behind them, healing, purging, barriering them...they can seriously stay there blocking the breach for the whole day...its gonna be the persians trying to go through thermopyles all over again. NOT GOOD.

    And this is a bad thing? sounds like what is going on now with the 5-10 healers in DPS ball groups only actual tactics are being used and people have to spread out.
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  • MrDerrikk
    MrDerrikk
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    but the collision thing is a totaly different story. imagine a siege. and an organised group defending the keep. so you have 30+ organised people going at the other side of the keep, getting out of combat and changing their builds to full tanks. then have them run back to the breah forming a non-penetrable wall for any reason with any weapons having 5-10 healers behind them, healing, purging, barriering them...they can seriously stay there blocking the breach for the whole day...its gonna be the persians trying to go through thermopyles all over again. NOT GOOD.

    This sounds like a very short-lived tactic, as the siegers would just need to drop some of the new un-purgable siege on them and rush them. It would also mean ball groups are much, much bigger in physical size therefore making the AoE caps exploit less useful.
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  • DKsUnite
    DKsUnite
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    MrDerrikk wrote: »
    but the collision thing is a totaly different story. imagine a siege. and an organised group defending the keep. so you have 30+ organised people going at the other side of the keep, getting out of combat and changing their builds to full tanks. then have them run back to the breah forming a non-penetrable wall for any reason with any weapons having 5-10 healers behind them, healing, purging, barriering them...they can seriously stay there blocking the breach for the whole day...its gonna be the persians trying to go through thermopyles all over again. NOT GOOD.

    This sounds like a very short-lived tactic, as the siegers would just need to drop some of the new un-purgable siege on them and rush them. It would also mean ball groups are much, much bigger in physical size therefore making the AoE caps exploit less useful.

    most of the siege effects are being purgeable next patch. They have decided against it. And like i mentioned earlier, this game cant handle player collision. It would be a lag fest and slide show with 5v5....
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  • MrDerrikk
    MrDerrikk
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    DKsUnite wrote: »
    MrDerrikk wrote: »
    but the collision thing is a totaly different story. imagine a siege. and an organised group defending the keep. so you have 30+ organised people going at the other side of the keep, getting out of combat and changing their builds to full tanks. then have them run back to the breah forming a non-penetrable wall for any reason with any weapons having 5-10 healers behind them, healing, purging, barriering them...they can seriously stay there blocking the breach for the whole day...its gonna be the persians trying to go through thermopyles all over again. NOT GOOD.

    This sounds like a very short-lived tactic, as the siegers would just need to drop some of the new un-purgable siege on them and rush them. It would also mean ball groups are much, much bigger in physical size therefore making the AoE caps exploit less useful.

    most of the siege effects are being purgeable next patch. They have decided against it. And like i mentioned earlier, this game cant handle player collision. It would be a lag fest and slide show with 5v5....

    Oh I missed that wonderful memo :neutral: sometimes I really hate the whiners...

    I mentioned on another post that I wasn't familiar with how many calculations it would take for collision detection to work (with such a flat game such as this I would have thought that just having a simple cylinder surrounding each char would be all that's needed, not a full mesh) so if it is indeed the case that it'd be too much even with the benefits, then that's another idea I'll have to give up on :/
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  • DHale
    DHale
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    Ppl asked for dragon knights to be nerfed... Done. Ppl asked for nerfs to roll dodge they got them. Ppl asked for nerfs to bolt escape they got them. Ppl asked for nerfs to perma blockers you got them. You do realize you get the things you asked .... Ruining the game... Working as intended.
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  • Ffastyl
    Ffastyl
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    From Heavy armor needs buffed already.:
    Rapid mending I find extreamly useless. Increases healing received by 1% per HA equipped. Doesn't help in solo stuff and again CP can replace that so I feel it just needs a entire remake to reduce effect of snare effects by 20% and reduces enemy physical and spell penetration by 40% when having all 7 armor slotted with HA of course. Why the giant reduce penetration ? Well a gold level 2H hammer with sharpened on it alone gives 34% armor penetration and stack that with the champion passives players can easily get 50%, 60% res penetration making HA 25K res into 10K res might as well go to battle in your under wear cause that's what it's at now and why HA is so useless cause LA has shields and MA has dodging.
    Stamina recovery while blocking if you are wearing at least 5pc heavy.

    Even if it was just a percentage return it would be better than current.
    Ffastyl wrote: »
    Resolve needs a buff to the base value, but in the spirit of adding secondary effects, it could add more Resistance based on Max Health. 0.5%(I)/1%(II)/1.5%(III) of Max Health added as Resistance sounds reasonable given the average tank runs around 20k - 23k Max Health; a full suit of Heavy Armor (7/7) for a 23k HP tank would add 2415 Resistance (10.5% of Max Health). Then there's a synergy between Resolve and Juggernaut.

    Speaking of which, Juggernaut should probably reduce Break Free and/or Block cost per piece. I did think about adding a melee/physical damage bonus here but then it could be compounded with Medium and Light Armor damage boosts. 2%(I)/4%(II) cost reduction per piece of Heavy Armor for either (or both) Break Free and Block so a suit of 5/7 matches the current Bracing bonus of 20%. This also raises the maximum reduction to 28% for those wearing 7/7 Heavy Armor.

    Why add Block cost reduction to Juggernaut when Bracing already has it? Because Bracing should be replaced with regenerate Stamina at 10%(I)/20%(II) of the normal rate while blocking and increase melee damage by 5%(I)/10%(II). Increasing Physical damage instead of melee grants a synergy with Bows for Heavy Armor users but it leaves out Magical attacks. By making it melee, both Magicka and Stamina based attacks get a damage boost.

    Rapid Mending should, at the very least, have its percentages doubled to 1%(I)/2%(II) per piece if nothing else. However if a secondary effect is added, then doubling the percentages may be too big a buff. There are only two effects which come to mind that fit with the name Rapid Mending: Health Recovery, which Constitution covers, and increasing recovery rate from ailments. Rapid Mending could, in addition to increasing healing received, reduce the duration of negative effects by 1%(I)/2%(II) per piece, for a 14% duration reduction with 7/7 at Rank II, close to the maximum effect of similar CS stars. You can see why I think adding this effect while doubling the healing received value to be overkill.

    Constitution is in a rather good place, requiring only minor tweaking. I am not sure what the value per piece is, but my ingame recovery per hit is 247. Given it procs every 4 seconds, this is +123.5 to my Recovery rates for Stamina and Magicka. Thinking of it this way, I can see why ZOS has made this effect superficially weak. That said, an increase to the base value so 5/7 grants 300 per hit (+150 to Recovery rates) or a reduction on the cooldown to 3 seconds is a called for buff. Note "or." Both increasing the base value and reducing the cooldown puts Heavy Armor Recovery rates, while conditional, on par with Medium and Light Armor, which should not be the case. Heavy Armor's intended tradeoff is good armor for bad resource management.


    Thoughts on these suggestions? I personally think implementing every last one of them, while awesome, may overpower Heavy Armor. Resolve's buff I think is necessary but one of the buffs should be left unimplemented. Rapid Mending's secondary effect is the one we stand least to lose from, so it would be my choice to drop. For Juggernaut I would choose Block cost reduction over Break Free reduction, otherwise the changes to Bracing would completely remove Heavy Armor's Block cost reduction.
    hrothbern wrote: »
    I think there are many ways to buff Heavy Armor, many ideas mentioned in posts above of this thread, many in other threads.

    Key is that the position of HA is different in PVP, normal PVE, Maelstrom and Dungeons where the HA Tank taunts.
    There is quite a disconnect between those combat grounds. In PVP HA is e.g. heavily affected by Penetration, whereas in PVE the NPC's do not penetrate.

    The structural big nerf to zero Stamina Regeneration during Blocking affected all combat grounds.

    I believe that we, all kind of players and ZOS, should and can agree that the HA Tank that taunts in a Group must be an enjoyable and playable role in this game, a benefit to the Group, also for more casual players after some L2P.

    @Wrobel , If you do not agree with the lines above in bold, a comment is appreciated.


    Ideas for buffing the HA Tank should be clear whether they are aimed at:
    • A general buffing
    • Buffing HA in PVP
    • Buffing HA for the taunting Tank role

    So far most ideas to buff are a general buffing. Too much will create OP in PVP and that cannot be, IMO not even close to it.
    So a more complex discussion.
    I would favor to buff the taunt role first and move on from there.

    A HA Tank that taunts is in a completely other position than a HA tanky build on the other combat grounds.
    A HA Tank that taunts must have a very low risk appetite to die, because if he dies, the group wipes.
    This low risk appetite means needing a higher Effective Health (high Mitigation from Armor Resistance & Evasion and big Health pool) and a higher usage of Blocking, Break Free and Roll Dodging.
    And also the disadvantage to sacrifice one slot for the taunt, the resource costs for the taunt, the cast time in the rotations for the taunt.
    With the recent nerf to zero Stamina recovery during Blocking, the Tank is forced to spend more Gear features, Jewelry enchants, CP perks, resources, slots and casts on keeping Stamina up balanced with an increased risk appetite to Block less.

    So a couple of general buffs for HA are IMO needed and as said, many ideas mentioned...

    but the for me most important improvement is that there come buffs that help the taunting role of a taunting Tank for casual players !!!


    The most simple way to do that is add some buffs during the taunt being active. Also valid during solo. Nothing OP will come from that. Has anyway no effect on PVP.
    These taunt buffs could be handled in the HA passives added to the existing HA passives.

    Possible taunt buffs, only valid in HA, with 5 pcs of HA, could be:
    • a 20% Increase on the Health pool (4% per piece)
    • a 20% Cost reduction on Break Free and Dodge Roll (4% per piece)
    • a 20% Regeneration of Stamina during Blocking (4% per piece)
    • other

    EDIT added as clarification:
    The proposed buffs are for taunted NPC's.
    Aimed at the Tank Role in Pledges & Trials and World Bosses.
    So not for PVP.
    Ffastyl wrote: »
    Artjuh90 wrote: »
    I just had a thought, it might be cool to give heavy armor 'Reflect' damage such as existed in Skyrim's Heavy Armor Perks. This would help punish melee range enemies. Alternately this reflect effect could be part of utilizing Immovable, and scale with the # of HA pieces worn. I'm just offering a spitball idea here.

    this is kinda already in game spiked armor ;)

    I know, but I'm talking about a heavy armor passive not a Dk active skill.

    Would be nice and yes be better as a HA passive. But thinking about it that it would stack with DKs spiked armor and honestly be fair and be nice buff to DKs. Now before any one thinks " DKs having 2X reflecting damage nerf nerf nerf" Spiked armor only reflects like 600 points and that's maxed out and only does so with melee strikes. Last timed I checked players tend to use long range attacks more and if they did add it and it stacked it be only at what 1000 points of reflect damage. Not that powerful.

    But all in all that is still more useful that immovable so again ZOS fix immovable.

    A tweak to Unstoppable that came to mind while playing was to change the percent increase in duration to a flat value. Right now the maximum possible duration increase is 5% x 7 = 35%, which bumps the Major Resolve/Ward duration to 20.25 seconds and the CC-immunity to 6.75 seconds. If the boost is changed to 1 second per piece of Heavy Armor, the maximum duration becomes 22 for the armor buff and 12 seconds for the CC-immunity.

    Since the reason Immovable's CC-immunity duration was decreased was due to Light Armor users using the ability as a crutch, this change gates the CC-immunity behind the use of Heavy Armor. Light Armor users are likely to wear 2 pieces of Heavy Armor for armor's sake, making their durations 17 seconds and 7 seconds respectively.

    The ranks would work out to 0.25 sec (I) / 0.5 sec (II) / 0.75 sec (III) / 1.0 sec (IV). Unstoppable could be further buffed to 0.5 sec per rank (2 sec at IV for 29 seconds Major Resolve/Ward and 19 seconds CC-immunity at 7/7) as well. But then non-Heavy users can get 9 seconds CC-immunity from 2 pieces. Therefore the base duration of 5 seconds could be reduced to 3 seconds, keeping the exceptionally long CC-immunity times gated behind Heavy Armor use (2 piece becomes 7 seconds and 7 piece bonus becomes 17 seconds).

    But this change would nerf Immovable Brute, so the change in base value could be a change made only to the Unstoppable morph or Immovable Brute could gain the added effect of increasing CC-immunity time by 4% per Heavy Armor piece worn in addition to reduced Break Free cost by 4% per Heavy Armor piece worn. CC-immunity after Breaking Free lasts 8 seconds (correct me if I am off), so the 2 piece bonus would be 8% reduced cost and 8.64 seconds of CC-immunity while the 5 piece bonus would be 20% reduced cost and 9.6 seconds of CC-immunity and the 7 piece bonus would be 28% reduced cost and 10.24 seconds of CC-immunity. Additionally, the 3 second CC-immunity granted by the ability would be boosted to 3.24 seconds, 3.6 seconds and 3.84 seconds respectively.

    ...Potions of Immovability would be affected too, unless specifically stated/coded otherwise. With the Medicinal Use passive, Essence of Immovability (Veteran Rank 15) grants 15.7 seconds of CC-immunity. The 2, 5 and 7 piece bonuses would buff that to 16.96, 18.84 and 20.1 seconds respectively. Potions can therefore still be stronger than Immovable, though on a cooldown. It is tough to say whether Immovable Brute's effect should apply to potions or not, given the relatively small gap as well (3.1 seconds to Unstoppable compared to 8.95 seconds in the current build).

    The above makes altering the base time for CC-immunity exclusive to the Unstoppable morph just as viable as buffing Immovable Brute in the described way.
    I do need to mention the current cost of Immovable is about 4,000 Stamina, more than Evasion, which grants better protection than Immovable currently. If these buffs are implemented, do not increase the cost to compensate for the added power. These changes will make Immovable worth the cost it has currently.
    Preyfar wrote: »
    Ffastyl wrote: »
    To reiterate a bit on my large post a while back:
    What of adding effects to passives that only have one effect? Comparing it to Medium Armor, most passives have multiple effects (Wind Walker, Improved Sneak and Athletics). Resolve, Juggernaut, Bracing and Rapid Mending can have additional effects added that fit with their themes, like Constitution.

    If you think buffing Heavy Armor in this way has merit, I'll start brainstorming some effects for each passive.
    I'd consider the following:
    * A buff to heavy attacks (there's more force to go into the swing given you're wearing heavy armor)
    * A buff to attacks that involve bashing and/or closers (e.g. when the tank shield rushes you, the force from the tank's rush is that much greater, giving skills like Crit Rush and Shield Charge a damage buff).

    Not everything has to be solely be regen.
    Welp time for look at what players want to see in heavy armor from what I gathered from my post.

    Immovable
    -cost: 2500 stamina
    -requirements: 5+ heavy armor pieces equip
    -duration: 25 seconds.
    -effect: gain major resolve and major ward increasing physical and spell resistance by 5500 amount and gain full immunity to CC and knockdown/back for entire duration

    ~Immovable brute
    -requirements: 5+ heavy armor pieces equip
    -duration: 25 seconds.
    -effect: gain major resolve and major ward increasing physical and spell resistance by 5500 amount and gain full immunity to CC and knockdown/back for entire duration. Also gain minor brute increasing weapon power by 5%

    ~Unstoppable
    -cost: 2000 stamina
    -requirements: 5+ heavy armor pieces equip
    -duration: 30 seconds.
    -effect: gain major resolve and major ward increasing physical and spell resistance by 5500 amount and gain full immunity to CC and knockdown/back for entire duration. Reduce cost and last longer.


    Constitution.
    -Increases health recovery by 5% per piece of heavy armor equip and allows stamina regen while blocking if wearing 5+ pieces of heavy armor.

    Resolve
    -Increases physical and spell resistance by 2% per piece of heavy armor equip and increases critical resistance by 4% per piece of heavy armor equip.

    Juggernaut
    -Increases max health by 3% per piece of heavy armor equip and reduce cost of break free by 35% when wearing 5+ pieces of heavy armor.

    Bracing
    - reduce cost of blocking by 35% and block additional 5% damage (regardless if using a shield or not) and reduce physical/spell penetration effect by 40% when wearing 5+ pieces of heavy armor.

    Rapid mending
    - increase healing receive by 2% per piece of heavy armor equip in addition reduce snare effects by 25% when wearing 5+ pieces of heavy armor.

    Reason some are 5+ pieces and some are just 1 piece is to help out hybrid builds. So thoughts comments opinions and maybe some ZOS guys wanna read.
    DKsUnite wrote: »
    I run 5 heavy and im very successful in pvp. That said, it is because it comes down to one saying i always tell people. They ask me, "what can i run instead of reactive" and the simple answer is "nothing really" and its because heavy armour just isn't defensively strong enough. Raw resistances + health is not enough when you compare to shields and dodge roll. There is far too much penetration and debuffs flying around that your heavy armour stats will feel like you are wearing cloth.

    As for the passives;
    - leave the armour increase resolve gives, but also give it 100 crit resistance rating per heavy piece. This would give you 1.5% less crit damage per piece of heavy armour which at 5 pieces is 7.5% or at 7 pieces is 10.5% which is pretty big.
    - revert the constitution back to the 4 second cooldown it was back in 1.5.
    - combine the increase health and healing passive (1% per piece)
    - give back the old juggernaut passive of increase melee damage by 1% per piece. Make this passive applicable to magicka and stamina melee abilities ie. flame lash, sweeps, concealed weapon all work as well as surprise attack, ransack, etc.

    this is how i would do the heavy armour rebalance. Gives heavy armour a little more sustain, little more damage and crit resistance which is really important in pvp.

    Now as to my statement about penetrations and debuffs and why i haven't included them in my passives changes. That isnt a change that heavy armour should have by itself. It is a change that the team should look at fixing for all armour types. They need to lessen the effectiveness of penetration because it is quite strong at the moment.
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  • helediron
    helediron
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    Solariken wrote: »
    1. Block Cost and No stamina Regen for Blocking, the reason why it was nerfed and possible solutions:

    I think the regen nerf while blocking was a good change. It makes tanking more dynamic and fun, meaning you have to block more reactively versus just holding block at all times as was the norm before. However, I think that stamina regen should be added back into heavy armor passives - even 25% of normal regen while blocking would be very helpful.
    ...snip...
    Well, the reactive blocking isn't so simple. In the hardest content, where tanks are really needed, this just isn't true. All the tanks i know that play agree: in those places we don't risk letting the block go. The risk of running out of stamina is less than risking death from an unblocked hit. In older pledges where unblocked hits don't one-shot reactive blocking is okay. But then i switch to DPS gear, and we run with half-tank or tankless.

    I do agree that reverting the nerf e.g. to heavy gear let us build again more effective tanks. Good suggestion. Without fix or reverting the whole nerf I am worried we are going to have few elite tanks and then no tanks at all. The nerf hits hard casuals. It also scares new players away from tank builds. I have made a classical DK tank on my second account, which has only 250 CP. The tank is at level 18, and running as pure s&b tank. That experiment is awfully slow to level up. Another DK there is stamina DD now at level 29 and is steamrolling through levels.

    I consider the whole discussion of not blocking just a side track. Being in center of action, handful of enemies around, hardly seeing anything when all the spell effects pile on you, i can guarantee one thing, you keep the block up. Holding block is the bread and butter for tanks. ZOS didn't have to make it funnier. Whatever they were thinking of when implementing the nerf, i still don't get. All i see is a PvP fix that hurt PvE and failed to fix anything in PvP. There have been many changes, nerfs, fixes. Most of them i have already forgotten and just adapted to. But this one just keeps irritating every day.
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  • Artis
    Artis
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    A PvP taunt should be something like a debuff which drastically reduces your damage dealt to other players (or maybe spell and weapon damage) and probably even increases the damage received unless you deal certain amount of damage (or kill?) the player who taunted you. So basically, you aren't technically forced to attack that player, but you are pretty much useless if you try to do anything else.
  • Personofsecrets
    Personofsecrets
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    DHale wrote: »
    Ppl asked for dragon knights to be nerfed... Done. Ppl asked for nerfs to roll dodge they got them. Ppl asked for nerfs to bolt escape they got them. Ppl asked for nerfs to perma blockers you got them. You do realize you get the things you asked .... Ruining the game... Working as intended.

    Please show 3 threads, before the date of ESO Live 21, where players asked for a nerf to blocking tanks.
  • Personofsecrets
    Personofsecrets
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    ✭✭✭
    You can't implement an actual taunt into pvp that just wouldn't work. What you can do though is make abilities that a tank can use that make them a threat. Eg. A skill that puts a strong debuff on the enemies and gets stronger as time goes on or does damage or something, something that could wipe enemies if they don't deal with it. So the enemies then choose to focus the tank.

    In the game currently though, I find letting your health drop to 20% is the best taunt in the game. Do this and like 20 dudes will pile on top of you. :smile: You need to be a damage shield tank though and spam shields.

    Need to be a sorc?
  • joleda4ub17_ESO
    joleda4ub17_ESO
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    J2JMC wrote: »
    The act
    Flak wrote: »
    Tanking is still very easy, even with bad armor it's still no problem to permablock, especially as a DK. For Maelstrom ok I see it's hard in tank gear to finish it, but I think that's good, it's solo and everybody needs to change their build abit.

    Meaning go from a tank setup to DPS. Not that is not possible, but my underlying topic is that you should not have to forced into playing the game a specific way. Solo content should always be achievable in all three roles, and this is from multiple mmos. They always make their solo content so that you can either 1. Do high damage and kill things quickly(DPS), 2. Do low damage and self heal(Healer) 3.Do low damage and take considerably low damage(Tank).

    And herein lies the problem with ESO. The play as you want mentality forces all classes to basically be the same with different animations. People complain about templars not being able to compete with other classes in DPS while being unequivocally the best healers in the game. I personally wouldn't mind nightblades taking a hit to their survivability if it meant they kept the high burst damage and other classes were adjusted accordingly. Class balance revolves around the classes having unique strengths and weakness. Groups are formed so the classes weaknesses can be covered by each other. Class balance is NOT about everyone being able to do anything no matter the circumstance.

    ^^^^^^^^^ This J2JMC guy gets it!
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