The neverending Nightmare of an ESO Tank

  • Destruent
    Destruent
    ✭✭✭✭✭
    ✭✭
    M_TeK_9 wrote: »
    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.

    So I have to spend 15k respeccing, changing gear and mundas stone every time I want to run the solo content?

    Pass.

    ehm...wait...you are complaining that tanks have to do the same thing a dps or heal has to do? everyone has to change their build including armorsets/CP/skills to be successfull in there (at least for the beginning). I respecced my templar completely when orsinium hits liveserver to complete maelstrome. Did i have to spend lots of money? yes. was it that bad? no. Adapt to the content or don't do the content. I even have to change my mundusstone when changing between PvP/PvE and different roles in pve. Nothing wrong with it.
    You also should have enough Skillpoints to not respecc everytme you want to do maelstrome. i did it with my tank aswell without respeccing. I also change between tanking and dpsing on it and only change my gear. So it's not that big of a deal.
    Noobplar
  • TotterTates
    TotterTates
    ✭✭✭✭
    Solariken wrote: »
    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.

    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. ***.

    2. The 50% cap to which you are referring is the armor cap. With blocking, passives, and skills, it is possible to achieve upward of 90% mitigation. Not that Heavy Armor is required... just wanted to point that out.

    4. This will never happen. I asked during the ESO live before Orsinium release and was told I would have to respec to complete it. 1.5 million gold (and counting) later, I'm the #1 DK on NA and still pissed...

    Though I do find it interesting that #1 and #2 NA DKs are both tanks by trade :D
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • SmalltalkJava
    SmalltalkJava
    ✭✭✭
    Solariken wrote: »
    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.

    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. ***.

    2. The 50% cap to which you are referring is the armor cap. With blocking, passives, and skills, it is possible to achieve upward of 90% mitigation. Not that Heavy Armor is required... just wanted to point that out.

    4. This will never happen. I asked during the ESO live before Orsinium release and was told I would have to respec to complete it. 1.5 million gold (and counting) later, I'm the #1 DK on NA and still pissed...

    Though I do find it interesting that #1 and #2 NA DKs are both tanks by trade :D

    Could a sorcerer get really high damage mitigation without using the wards?
  • Destruent
    Destruent
    ✭✭✭✭✭
    ✭✭
    Solariken wrote: »
    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.

    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. ***.

    2. The 50% cap to which you are referring is the armor cap. With blocking, passives, and skills, it is possible to achieve upward of 90% mitigation. Not that Heavy Armor is required... just wanted to point that out.

    4. This will never happen. I asked during the ESO live before Orsinium release and was told I would have to respec to complete it. 1.5 million gold (and counting) later, I'm the #1 DK on NA and still pissed...

    Though I do find it interesting that #1 and #2 NA DKs are both tanks by trade :D

    Could a sorcerer get really high damage mitigation without using the wards?

    Yes? like everyone else? There is not that much class specific behind it.
    Noobplar
  • Hope499
    Hope499
    ✭✭✭✭
    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.

    In the past 8 months, there has not been one post about nerfing tanks or DK's.....

    Maybe a year ago? But they have been hit to hard this past year, no one would make that post, that is just silly.
    Tripped over my friends bra.....
    ....
    ....
    ..she is always setting booby traps!
  • M_TeK_9
    M_TeK_9
    ✭✭✭
    Destruent wrote: »
    M_TeK_9 wrote: »
    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.

    So I have to spend 15k respeccing, changing gear and mundas stone every time I want to run the solo content?

    Pass.

    ehm...wait...you are complaining that tanks have to do the same thing a dps or heal has to do? everyone has to change their build including armorsets/CP/skills to be successfull in there (at least for the beginning). I respecced my templar completely when orsinium hits liveserver to complete maelstrome. Did i have to spend lots of money? yes. was it that bad? no. Adapt to the content or don't do the content. I even have to change my mundusstone when changing between PvP/PvE and different roles in pve. Nothing wrong with it.
    You also should have enough Skillpoints to not respecc everytme you want to do maelstrome. i did it with my tank aswell without respeccing. I also change between tanking and dpsing on it and only change my gear. So it's not that big of a deal.

    Yea but once you spec into your vMA build as a DPS or Heal you dont switch back. It's the best your build can be. As it is now for my Tank I can simply switch armors and DPS any other content like Prison, vWGT, vDSA etc. but with vMA I have to literally rework the entire build so all signs of my tank are gone. Straight DPS....and then I have to respec again so I can tank for for people.

    This wouldn't be such a pain in the ass if I could imprint a few builds like DCUO allowed and swap builds with a button combination.
    Edited by M_TeK_9 on February 3, 2016 4:32PM
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    Tanks need (Heavy Armour + 1h&s) - Slow
    1. Root to hold pulled players
    2. a long range single target Pull
    3. short range AoE Pull
    4. increased armour
    5. Amrour buff AoE
    6. weapon/heal debuffs
    This should be Health based.

    Healers need (Medium Armour + Resto)
    1. Snare to keep off pushed players
    2. a long range single target push
    3. a short range AoE push
    4. increased self heals
    5. Heal Buff Aoe
    6. Weapon/Armour Debuffs.
    This should be based on Unused attribute Points to give a 4th Healing Resource.

    DPS need (Light Armour + Destro/Weapon) - Mobile
    1. Move speed to get to/from players
    2. a long range single target Gaps closer
    3. a short range evasion AoE (local miss chance)
    4. increased damage
    5. weapon buff AoE
    6. armour/heal debuffs
    This should be Stamina/Magicka based.
    Magicka versions of Sneak/move/dodge/block should exist and switch to use least depleted resource


    You should not have access to trees you aren't specced into or there effectiveness should be considerably reduced.
    This should fix stuff IMHO.
    Edited by Rune_Relic on February 3, 2016 5:22PM
    Anything that can be exploited will be exploited
  • TotterTates
    TotterTates
    ✭✭✭✭
    Solariken wrote: »
    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.

    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. ***.

    2. The 50% cap to which you are referring is the armor cap. With blocking, passives, and skills, it is possible to achieve upward of 90% mitigation. Not that Heavy Armor is required... just wanted to point that out.

    4. This will never happen. I asked during the ESO live before Orsinium release and was told I would have to respec to complete it. 1.5 million gold (and counting) later, I'm the #1 DK on NA and still pissed...

    Though I do find it interesting that #1 and #2 NA DKs are both tanks by trade :D

    Could a sorcerer get really high damage mitigation without using the wards?

    Yes they can achieve a similar mitigation value. It will never be as high as a DK, but that's only when we factor in blocking.
    Cuppincakes
    • Imperial Dragonknight (Tank)
    • Pre-TG vMA Score: 459,636 [55:36, 0 Sigils, 0 Deaths] (Stamina)
    • Post-TG vMA Score: 537,328 [53:36, 0 Sigils, 0 Deaths] (Stamina)
    Bäby Spice
    • Altmer Sorc (DPS)
    Alisaeri
    • Dunmer Dragonknight (Healer/DPS)
    Church
    • Argonian Templar (Healer)
    Moon Moon
    • Khajiit Nightblade (DPS)


    My Twitch Channel: TotterTanks
  • LegendaryNinja
    LegendaryNinja
    ✭✭✭
    Rune_Relic wrote: »
    Tanks need (Heavy Armour + 1h&s) - Slow
    1. Root to hold pulled players
    2. a long range single target Pull
    3. short range AoE Pull
    4. increased armour
    5. Amrour buff AoE
    6. weapon/heal debuffs
    This should be Health based.

    Healers need (Medium Armour + Resto)
    1. Snare to keep off pushed players
    2. a long range single target push
    3. a short range AoE push
    4. increased self heals
    5. Heal Buff Aoe
    6. Weapon/Armour Debuffs.
    This should be based on Unused attribute Points to give a 4th Healing Resource.

    DPS need (Light Armour + Destro/Weapon) - Mobile
    1. Move speed to get to/from players
    2. a long range single target Gaps closer
    3. a short range evasion AoE (local miss chance)
    4. increased damage
    5. weapon buff AoE
    6. armour/heal debuffs
    This should be Stamina/Magicka based.
    Magicka versions of Sneak/move/dodge/block should exist and switch to use least depleted resource


    You should not have access to trees you aren't specced into or there effectiveness should be considerably reduced.
    This should fix stuff IMHO.

    I like this suggestion @Rune_Relic
  • LegendaryNinja
    LegendaryNinja
    ✭✭✭
    Solariken wrote: »
    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.

    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. ***.

    2. The 50% cap to which you are referring is the armor cap. With blocking, passives, and skills, it is possible to achieve upward of 90% mitigation. Not that Heavy Armor is required... just wanted to point that out.

    4. This will never happen. I asked during the ESO live before Orsinium release and was told I would have to respec to complete it. 1.5 million gold (and counting) later, I'm the #1 DK on NA and still pissed...

    Though I do find it interesting that #1 and #2 NA DKs are both tanks by trade :D

    Could a sorcerer get really high damage mitigation without using the ward's?

    I'm a little confused in the Area of mitigation. So Would it be possible to Mitigate 90% of incoming damage with no shield stacking as a tank? I'm talking mitigation with damage reduction skills and at the armor cap. So I believe Armor Caps at 50% damage mitigation(without incorporating any penetration skills, like in PVP), also mitigation should include minor Maim debuff. SOmeone that knows this please explain.
  • LegendaryNinja
    LegendaryNinja
    ✭✭✭
    @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.

    Thanks for pointing that out, Is Health regen specs a thing of the past?
  • hedna123b14_ESO
    hedna123b14_ESO
    ✭✭✭✭✭
    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).

    I think the problem with your logic is that this "solo" content happens to be an endgame raid. The game doesnt force you to complete it though...you can get other things to substitute for that gear and still be an amazing tank. You want to get the items from this raid, then you have to meet the minimum requirements...look at it as if it was a gear check...
  • LegendaryNinja
    LegendaryNinja
    ✭✭✭
    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).

    I think the problem with your logic is that this "solo" content happens to be an endgame raid. The game doesnt force you to complete it though...you can get other things to substitute for that gear and still be an amazing tank. You want to get the items from this raid, then you have to meet the minimum requirements...look at it as if it was a gear check...

    @hedna123b14_ESO I agree, The Master Sword from VDSA is way more useful in my own opinion.
  • Joy_Division
    Joy_Division
    ✭✭✭✭✭
    ✭✭✭✭✭
    Destruent wrote: »
    M_TeK_9 wrote: »
    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.

    So I have to spend 15k respeccing, changing gear and mundas stone every time I want to run the solo content?

    Pass.

    ehm...wait...you are complaining that tanks have to do the same thing a dps or heal has to do? everyone has to change their build including armorsets/CP/skills to be successfull in there (at least for the beginning). I respecced my templar completely when orsinium hits liveserver to complete maelstrome. Did i have to spend lots of money? yes. was it that bad? no. Adapt to the content or don't do the content. I even have to change my mundusstone when changing between PvP/PvE and different roles in pve. Nothing wrong with it.
    You also should have enough Skillpoints to not respecc everytme you want to do maelstrome. i did it with my tank aswell without respeccing. I also change between tanking and dpsing on it and only change my gear. So it's not that big of a deal.

    My healer and DPS did not have to change a single CP, remorph a skill, or even switch out different gear to T-bag Vorlak Solkyn.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Zorgon_The_Revenged
    Zorgon_The_Revenged
    ✭✭✭✭✭
    Rune_Relic wrote: »
    Tanks need (Heavy Armour + 1h&s) - Slow
    1. Root to hold pulled players
    2. a long range single target Pull
    3. short range AoE Pull
    4. increased armour
    5. Amrour buff AoE
    6. weapon/heal debuffs
    This should be Health based.

    Healers need (Medium Armour + Resto)
    1. Snare to keep off pushed players
    2. a long range single target push
    3. a short range AoE push
    4. increased self heals
    5. Heal Buff Aoe
    6. Weapon/Armour Debuffs.
    This should be based on Unused attribute Points to give a 4th Healing Resource.

    DPS need (Light Armour + Destro/Weapon) - Mobile
    1. Move speed to get to/from players
    2. a long range single target Gaps closer
    3. a short range evasion AoE (local miss chance)
    4. increased damage
    5. weapon buff AoE
    6. armour/heal debuffs
    This should be Stamina/Magicka based.
    Magicka versions of Sneak/move/dodge/block should exist and switch to use least depleted resource


    You should not have access to trees you aren't specced into or there effectiveness should be considerably reduced.
    This should fix stuff IMHO.

    I have absolutely no idea what all this means.
  • M_TeK_9
    M_TeK_9
    ✭✭✭
    Rune_Relic wrote: »
    Tanks need (Heavy Armour + 1h&s) - Slow
    1. Root to hold pulled players
    2. a long range single target Pull
    3. short range AoE Pull
    4. increased armour
    5. Amrour buff AoE
    6. weapon/heal debuffs
    This should be Health based.

    Healers need (Medium Armour + Resto)
    1. Snare to keep off pushed players
    2. a long range single target push
    3. a short range AoE push
    4. increased self heals
    5. Heal Buff Aoe
    6. Weapon/Armour Debuffs.
    This should be based on Unused attribute Points to give a 4th Healing Resource.

    DPS need (Light Armour + Destro/Weapon) - Mobile
    1. Move speed to get to/from players
    2. a long range single target Gaps closer
    3. a short range evasion AoE (local miss chance)
    4. increased damage
    5. weapon buff AoE
    6. armour/heal debuffs
    This should be Stamina/Magicka based.
    Magicka versions of Sneak/move/dodge/block should exist and switch to use least depleted resource


    You should not have access to trees you aren't specced into or there effectiveness should be considerably reduced.
    This should fix stuff IMHO.

    I have absolutely no idea what all this means.

    Neither do I. I read the first few for tank and was like...talons...extended chains...and then kept scrolling.
  • Suru
    Suru
    ✭✭✭✭
    Hi Fellow ESO players. Legendary Ninja here today to talk about Different Issues and concerns when it comes to Tanking, Damage mitigation, Solo Play, PVP, and Heavy Armor. Of course it would be interesting to see some acknowledgement by the ESO devs.

    Goal:

    My goal in this post is to open the eyes of the readers to different game mechanics which while not bad are not the optimal solution in order to understand the complete state of a life as a tank in ESO today.

    Tanking:

    I started playing ESO as a DPS on PC during Beta, I remember my first character being a Breton DragonKnight. Still remember the days where I knew nothing about ESO and game mechanics. I sticked to being a DPS during my PC game experience. When the game got released on the PS4 I stopped playing on PC and forgot to do my character transfer (I had 95 champion points at the time). Knowing the mechanics of the game on consoles made me more effective in leveling my character. Eventually I was introduced to the wonders of tanking, it was a wonderful discovery, i was so amazed of the satisfaction it brought. I finally found my place in ESO, I knew from there on out it was what I would be focusing on.

    In my quest to try to prove everyone wrong, I was able to build a dark elf magic vampire templar tank and a redguard stamina dk tank. Even with the nerf to blocking It was still possible to tank in ESO.

    Current Issues in Tanking:

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

    Cause: This nerf was implemented because it was possible for characters with very high stamina regen to block forever and not die in PVP(or be incredibly hard to kill). Generally this would be done even with characters that had medium armor. So it was possible to have a lot of damage output and high damage mitigation at the same time.
    Issue: Even if still possible to block effectively while tanking via block cost reduction strategies, the sacrifices that that takes on an already barebones heavy armor passives and tanking overall makes tanks weaker and also discourages players from becoming tanks, hence the super long group finder queues for DPS characters.
    Solution: My proposal is the following; to increase the cost of blocking first Medium armor, then a little bit less for Light Armor, this would be calculated per piece of armor. Additionally to revert the change in stam regen while blocking.
    Heavy: Same cost
    Medium: around 8 percent additional block cost per piece of Medium armor equipped
    Light: around 4 percent additional block cost per piece of Light Armor equipped.
    This way there is a balance of stam regen with increased cost with Light and Medium armor vs Reduced cost and stam regen with Heavy armor.

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

    Damage mitigation is currently set at 50% of the raw damage, this includes ultimates, passives, and armor; everything together. This is a problem.
    While we don't want to have characters that are invulnerable to damage because of the current meta in ESO it's impossible to have meaningful tanks in PVP and Maelstrom for example. Damage mitigation Cap while wearing 5 pieces of Heavy armor ONLY should be raised to 70%.

    Reasoning:
    In PVP everyone is running crit builds specially due to the nerf to damage, this allows those builds to output about as much non crit damage as before the nerf currently. Also Maelstrom for example is a solo trial designed specifically for DPS builds (Do the devs think everyone is a dps?) Even at 50% damage mitigation a crit Wrecking Blow even while blocking can do around 8-9k damage and while almost at armor cap ((33000 at VR 14, maybe 35000 at VR 16)(The VR 16 Armor Cap has not been confirmed yet)). Heavy Armor is supposed to be that, Tanky, tougher to kill; at the cost of reduced damage output because you are focusing on defenses.
    Solution: Remove the current Armor Value and replace them with a raw damage reduction percentages, Spell Damage reduction and Physical Damage reduction. Replace Spell and Armor Resistance Penetration with raw values as well. This would help streamline damage reduction overall and then it will become easier to implement. It's simpler that it sounds. Then Buff Heavy Armor to provide a higher percentage of Damage mitigation. While also improving most of the Heavy armor passives.

    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.

    4. A way for tanks to obtain Maelstrom Master weapons
    Pretty much other people have touched on this subject, that Maelstrom Arena is a DPS race. This should be true for DPS characters, since they should have less damage mitigation. ESO should be a game in which solo content should be played as a healer, tank, or dps; however the player desires without being forced into selecting a certain kind of playstyle, this is an insult to players who love to and dedicate their entire builds to play as Tanks or Healers. Right now Maelstrom Arena is being completed by self healing high end DPS characters BECAUSE IS THE ONLY WAY.

    This is a bad thing, because the mobs in this "SOLO" instance are more powerful that VETERAN DUNGEON BOSSES. It's impossible to mitigate that damage so a Tank stands absolutely no chance of completing it. That's all that needs to be said.

    And this is my never ending Tank Nightmare. Would ESO incentivize players to Tank?, can Tanks be useful in PVP?, I'm I one of the few remaining Tanks in ESO? Please share your thoughts and comments below. There will be another post with a Poll shortly. Until next time.

    Only going to touch on a couple of your points.

    1. So as a tank player yourself, are you having problems in every single aspect of being a tank? You can make ghetto purple v15 gear+Footmens and still do fine tanking any dungeon in game. Resources are rarely an issue for me. When I say that I'm not saying I can't get low at times but nothing to really complain about. I mainly tank as a nightblade and dragonknight. I have tanked on templar but highly dislike it due to that class honestly being the most boring of all the classes to tank on. With sorc I havent tried but had a friend tank City of Ash flawlessly in light armor as a sorc, it was hilariously brilliant. Tanking is actually fun in vICP,WGT and DSA. Same could be said for the trials. I'm having a blast. Even if you were having an issue with resources STILL. This is a multiplayer game and most content in this game is group oriented. You need stamina, you surely have a templar somewhere in your group and you surely can ask and communicate your needs as a tank. I'm not opposed to any sort of change to buff this but as it is now, I think it honestly does give an element to risk to not managing your resources properly and makes you a smarter player. I can tank most of all these things without changing anything to my DPS characters CP and making it only a matter of changing food and gear. Thats how easy it is to tank most of the content now.

    2. Wrecking blow is a loaded skill which will always do that much damage. Other stam skills will never compare to its damage. It has a high base tooltip, Has an empower for 20% more damage and at the same time proc's exploiter CP passive for 10% more damage on top of that. Buggy CC and range sometimes. NerfPlx

    4. The only issue I see here is a tank player committing himself to vMA. Yea it will be rough, but I have a friend who mains tank and hes been in there every other day for hours getting it done. Trying to complete it. He's at round 5 so far and giving it his all. He's doing his best to be mentally flexible to do a different role than just tank to DPS. Countless other tanks I know are doing the same thing and completing vMA on DPS toons and completing the content or as I said changing gear. Only thing I can really say is that you are going to have to give up on ever doing vMA with your current mindset. With the implementation of the Inhibitor fight in vWGT and probably even before that probably with the Dwarven Spider boss in vDarkshade Caverns; ZoS has basically told every tank in the game who has gone through that content that, if you can't adapt and change your playstyle, than you will only hinder your group completely and make those fights hell/drag it out longer than it needs to be or not even complete the content. Stop complaining and adapt to the meta and what the game is now. Realize you are a group player who needs players to support you and that solo content does not suit you. You have 8 character slots and the game has been out for 2 years almost. I get that you main a tank and thats fine, but the games been out for almost 2 years to level another character to never ever have to affect your main if you were really going to be that inflexible and not want to change your CP, respec attributes, make DPS gear or even get more skillpoints because you only need the skills you need as a tank.



    Suru
  • Rune_Relic
    Rune_Relic
    ✭✭✭✭✭
    @Zorgon_The_Revenged
    @M_TeK_9

    Really ? You have never considered the importance of controlling the battelfield from all view points.
    Never considered what chains and talons do ?
    Never considered the point of blur and cripple and ambush ?
    Edited by Rune_Relic on February 3, 2016 8:40PM
    Anything that can be exploited will be exploited
  • Autolycus
    Autolycus
    ✭✭✭✭✭
    Garwulf wrote: »
    Pointless suggesting or complaining . What ever is done will soon be nerfed and nerfed again as the Seals in our community cry NERF, NERF, NERF.

    What really surprises me about this game and I am not easily surprised, is how useless is Heavy Armour.
    When you consider a traditional European Knight in full armour was carrying less weight than a modern Foot Soldier you get some idea of why before the advent of firearms they were really 'battle tanks' able to take punishment and deal it out in 'droves'. In ESO a heavy armoured character is a real house cat .... Limited damage and not really a punishment taker. Heavy Armour should really be called Fools Armour as you are essentially a fool to put it on your character.

    I guess we're playing different games then.

    Last night I went into Cyrodiil in my full heavy tank spec for about 1 1/2 hours, and I walked away with 164 kills and <20 deaths. At one point I was the only player at the Ash-Nikel milegate against a full zerg (yes, I really do mean 24+ people) of yellow, and I stood my ground (singlehandedly, no healer) for over 30 seconds before they were able to nuke me.

    I have yet to see a medium or light build accomplish this. However, if you know of a build that is capable of such, do tell!

    I don't think that tanking is as useless in this game as many people suggest. However, I have seen many great suggestions for improving the HA passives and alternatives to the zero block regen mechanic. I do think that heavy armor and tanks in general could be given more of a spotlight in ESO, but I don't blame that solely on passives: I blame it on a lack of challenging group content. This, as we all know by this point, is changing in the next month or so. Start working on your builds! Tanks are about to be important again (at least for one trial).
    Edited by Autolycus on February 3, 2016 8:57PM
  • dodgehopper_ESO
    dodgehopper_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.

    I second this. I've leveled morphs on it, but this skill is nothing but a waste of time/energy. I've only bothered leveling the skill in the hopes that in the future the designers would come back to it. One can hope. Currently it has a continual cost, as well as heap of cost on every strike, as well as block costs/dodge costs or any other mitigation.
    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
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    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
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • LegendaryNinja
    LegendaryNinja
    ✭✭✭
    Rune_Relic wrote: »
    Tanks need (Heavy Armour + 1h&s) - Slow
    1. Root to hold pulled players
    2. a long range single target Pull
    3. short range AoE Pull
    4. increased armour
    5. Amrour buff AoE
    6. weapon/heal debuffs
    This should be Health based.

    Healers need (Medium Armour + Resto)
    1. Snare to keep off pushed players
    2. a long range single target push
    3. a short range AoE push
    4. increased self heals
    5. Heal Buff Aoe
    6. Weapon/Armour Debuffs.
    This should be based on Unused attribute Points to give a 4th Healing Resource.

    DPS need (Light Armour + Destro/Weapon) - Mobile
    1. Move speed to get to/from players
    2. a long range single target Gaps closer
    3. a short range evasion AoE (local miss chance)
    4. increased damage
    5. weapon buff AoE
    6. armour/heal debuffs
    This should be Stamina/Magicka based.
    Magicka versions of Sneak/move/dodge/block should exist and switch to use least depleted resource


    You should not have access to trees you aren't specced into or there effectiveness should be considerably reduced.
    This should fix stuff IMHO.

    I have absolutely no idea what all this means.

    @Zorgon_The_Revenged I really like most of your suggestions here.
  • LegendaryNinja
    LegendaryNinja
    ✭✭✭
    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 Good point, I could not find none.
  • Mr.Hmm
    Mr.Hmm
    ✭✭✭✭
    I dont know what to say....

    Everything was better during beta testing of ESO then everything went downhill once the game was released...

    I really want to know who is the person who decides the changes ESO is getting.

    To the OP I love tanking I still tank when I can but... ZOS seems to hate tanks with all these nerfs... I want to go in pvp as a tank and taunt people using my taunt skills...
    If I die tomorrow I do not want to think of the game I could of played today, therefor I will play whatever I want today while securing a future to play in as well.

    A true gamer will think of all the possible outcomes and execute the one that is the hardest to accomplish.
  • Jura23
    Jura23
    ✭✭✭✭✭
    #tanklivesmatter
    Georgion - Bosmer/Templar - PC/EU
  • Wing
    Wing
    ✭✭✭✭✭
    ✭✭✭✭✭
    #tanklivesmatter

    no buffs in the update either :cry:
    ESO player since beta.
    previously full time subscriber, beta-2024, now off and on, game got too disappointing.
    PC NA
    ( ^_^ )

    You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods -Xenogears
    DK one trick
  • Grendel_at_ESO
    Grendel_at_ESO
    ✭✭✭
    Collision detection in Warhammer was a nightmare. I initially was all for it, I always wished DAOC had it to prevent run throughs and other similar exploits. However, it really only works well in small scale PvP, 1on1's, small man or group fights. In large scale PvP is was a mess. Plunk a couple tanks in a choke point of a keep and hide the healers behind them and you're never going to get past them. Maybe it was the mechanics of Warhammer that caused the problem but after I went back to DAOC I realized it would have been a huge problem there too. You need to get into the backfield to break up a defense but if you can't get past a choke point your SOL.
  • LegendaryNinja
    LegendaryNinja
    ✭✭✭

    #tanklivesmatter
  • Volkodav
    Volkodav
    ✭✭✭✭✭
    ✭✭
    You made two posts about the same thing,actually.
  • LBxFinalDeath
    LBxFinalDeath
    ✭✭✭✭
    While I do agree tanking is a nightmare I also have to say that as a single DPS trying to kill a true mitigation dragonknight in 1v1...

    Lets just say its a near unwinnable fight if the tank has any kind of good healing.

    Fighting a true mitigation player on your own is a nightmare if you choose to actually fight them rather than "gank them."

    Best option then is to reset the fight and burst the DK down...with something like a fully buffed soul tether and prox det with empower up and what not when hes not prepared/buffed up.

    I can only imagine how annoying it would be if it was possible to perma block as a tank again with how heavy you can mitigate damage.
    Edited by LBxFinalDeath on April 17, 2016 7:14PM
  • tinythinker
    tinythinker
    ✭✭✭✭✭
    ✭✭✭✭✭
    So isn't a good time to try tanking again for the first time since I originally tried it for a month back in September of 2014?
    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
Sign In or Register to comment.