I haven't noticed this much in ESO, but in Tera there was a definite "highest threat" measurement that bosses used.
Overhealing is a very real issue in Tera, because it would generate tons of aggro onto the healer. Same with dealing too much damage too quickly. The tank could lose control of the boss in seconds if the boss perceived a higher threat.
Tera still uses the Trinity design (for all the reasons mentioned above), but bosses were a lot less stuck on the tank - meaning that the tank really had to work hard to maintain aggro - especially with a group of high-DPS or an over-zealous healer. Much more interesting than the "QQ can't permablock and regen stamina, tanking sucks" meta that ESO has.
That said, I still love tanking, even here.
I haven't noticed this much in ESO, but in Tera there was a definite "highest threat" measurement that bosses used.
Overhealing is a very real issue in Tera, because it would generate tons of aggro onto the healer. Same with dealing too much damage too quickly. The tank could lose control of the boss in seconds if the boss perceived a higher threat.
Tera still uses the Trinity design (for all the reasons mentioned above), but bosses were a lot less stuck on the tank - meaning that the tank really had to work hard to maintain aggro - especially with a group of high-DPS or an over-zealous healer. Much more interesting than the "QQ can't permablock and regen stamina, tanking sucks" meta that ESO has.
That said, I still love tanking, even here.
Well, thats more or less classic mmo agro management. Its fairly standard fare that if the teams numbers are pushing to high, there is a real chance of the boss targeting them. In WoW for instance, you hear tanks talk about fighting tooth and nail for agro against high dps.
Lightninvash wrote: »A smart AI would target the healer because once dead then take out the DD and then the tank once he has no heals or back up. that would not be a fun dungeon or very fun depending on how you look at it.
Rune_Relic wrote: »And a smart tank would pull and root the AI away from said healer....while the DPS go to town on said AIs arse
Rune_Relic wrote: »Then remove taunting......bring it on.
Rune_Relic wrote: »And a smart tank would pull and root the AI away from said healer....while the DPS go to town on said AIs arseRune_Relic wrote: »Then remove taunting......bring it on.
Uhm.... why do i find a clear contradiction in these two statements?
I think I'd rather see the typical heavy armoured knight attracting the bosses because they are the main damage dealers rather than damage sponges with taunts. That, in any case, would make for a proper knight, that, incidentally, could also be made viable in PvP.
Indeed. You can rephrase my question as "why are people so hung up on trinity roles that they are prepared to dumb down the AI to give those roles a reason to exist". I don't get that.
KoshkaMurka wrote: »I think I'd rather see the typical heavy armoured knight attracting the bosses because they are the main damage dealers rather than damage sponges with taunts. That, in any case, would make for a proper knight, that, incidentally, could also be made viable in PvP.
Then why anyone would play any other dd classes and types?
Every playing the same op build = boring. Atm theres at least a few of those, but if there will be a super build with insane survivability and insane damage, all other types will be excluded.
Tbh, it all depends on your style of tanking. ESO has a kind of build diversity no other contemporary game has. I, for example, have a Tank with 18k hp and medium armor with dps like stats. How I do it? I dodge every attack that is dodge-able and for the rest, I block. And thanks to my high stamina, weapon damage, and critical chance and damage, Rally+Vigor can heal me back to 100% from 5% hp in 1-3 secs. All I really do is dance on the bosses' face and pummel them at the same time. However, without a taunt, this diversity would be lost as far as character stats are concerned, my tank won't even be considered as one due to the fact that my stats reflect that of a damage dealer more than a Tank. As most of my tanking comes from my personal reaction times and skill, a taunt is really required.
KoshkaMurka wrote: »
phaneub17_ESO wrote: »KoshkaMurka wrote: »
I have ended up in several normal and vet dungeon groups where the tank and healer were just DPS presumably within the same guild, they basically all rocked everything without needing to actually tank any trash or bosses. However these are organized players not your average random pug, they knew how to maximize their damage while taking as little as possible, they all had their own group heals making the use of a single dedicated healer obsolete.
You can't do this with everyone you find, they're badass when you do get them but not bountiful enough that you can rely on groups like these to show up. When you get the all random pug, you better rely on a real tank and healer unless you get a lucky with a random group of 4 that can act like the organized groups.
Rune_Relic wrote: »And a smart tank would pull and root the AI away from said healer....while the DPS go to town on said AIs arse
Rune_Relic wrote: »Then remove taunting......bring it on.
Rune_Relic wrote: »And a smart tank would pull and root the AI away from said healer....while the DPS go to town on said AIs arseRune_Relic wrote: »Then remove taunting......bring it on.
Well, you would still need a taunt, in order to get the boss to attack you.
Otherwise, all you've done is move it around the battlefield and stuck it in place. There's nothing to stop it from just ignoring the tank, turning around and one-shotting the healer with a ranged attack.
Tbh, it all depends on your style of tanking. ESO has a kind of build diversity no other contemporary game has. I, for example, have a Tank with 18k hp and medium armor with dps like stats. How I do it? I dodge every attack that is dodge-able and for the rest, I block. And thanks to my high stamina, weapon damage, and critical chance and damage, Rally+Vigor can heal me back to 100% from 5% hp in 1-3 secs. All I really do is dance on the bosses' face and pummel them at the same time. However, without a taunt, this diversity would be lost as far as character stats are concerned, my tank won't even be considered as one due to the fact that my stats reflect that of a damage dealer more than a Tank. As most of my tanking comes from my personal reaction times and skill, a taunt is really required.
That actually sounds fairly interesting. I'm curious now. How does that work against actually hard hitting stuff? Have you tried it against ICP first boss(Overfiend I think? Always forget his name)? Kena? Mantikora? 18k health seems like it'd leave you pretty open to 1shots.

Rune_Relic wrote: »Rune_Relic wrote: »And a smart tank would pull and root the AI away from said healer....while the DPS go to town on said AIs arseRune_Relic wrote: »Then remove taunting......bring it on.
Uhm.... why do i find a clear contradiction in these two statements?
Contradiction ? Not to me....
A taunt is to interrupt and request engagement.
It gives the AI a choice on wether it actually wants to do that or not if it is smart.
A pull and root gives the AI no choice as to wether it want to engage the tank or not.
The tank can do his job controlling the field of battle, relieveing the dps and healer of agro.
ShedsHisTail wrote: »Rune_Relic wrote: »Rune_Relic wrote: »And a smart tank would pull and root the AI away from said healer....while the DPS go to town on said AIs arseRune_Relic wrote: »Then remove taunting......bring it on.
Uhm.... why do i find a clear contradiction in these two statements?
Contradiction ? Not to me....
A taunt is to interrupt and request engagement.
It gives the AI a choice on wether it actually wants to do that or not if it is smart.
A pull and root gives the AI no choice as to wether it want to engage the tank or not.
The tank can do his job controlling the field of battle, relieveing the dps and healer of agro.
You're using a different word, "root" instead of "taunt" but it's functionally the same. You're forcing the mob, regardless of AI smarts, to attack the tank. You're effectively overpowering the AI with a utility skill; which is exactly what "taunt" does.
Rune_Relic wrote: »So to me they arent the same thing.
Whatever
Because your idea has been tried and fails miserably for group play. Not everyone wants to be a DPSWould it not be better to get rid of that and have an AI that's actually as smart as it can be made regarding its target prioritisation? In all other games I've played that's what people would ask for: an AI that makes smart decisions. Conversely, giving the AI raw power to compensate for stupidity would be considered as a cheap cop-out. So why, in ESO, is it more important to warp the AI to suit trinity gameplay than to make the best AI possible?