Game Balance Discussion: The Tank Role and Tanking Experience

Krozen
Krozen
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I know that the Tanking thread was done by ZOS a while ago,which I thank them for, but I think we need to address the role of Tanks in a game dominated by DPS. For a long time now, DPS has been by far the dominant role, and I don't mean just by population percentage. In the PvE setting, many of the dungeons, including their Veteran incarnations, are run most effectively by 3 DPS and a Healer, completely ignoring the Tank role. Even as a Tank, I cannot blame them. Some bosses are completely immune to taunt, causing the Tank to be dead weight, as they exchange damage for survivability that does nothing if the bosses are not focused on the Tank. In the PvP environment Tanks are always dead weight as they cannot deal damage. At best, a Tank will cause an enemy DPS to use resources, but Tanks will already have fewer resources than a DPS. Even in a best case scenario, accounting for resource regeneration and potions, the DPS will still eliminate a Tank. Overall, the endgame Tank Experience is very slow and tedious on their own, and nearly completely obsolete in a group. While I appreciate the changes to Heavy Armour coming up in the Dark Brotherhood patch, i believe there should be more done to give the Tank Role more. I have a few ideas, and I know that the Tank community will have some as well, so I would like to start this thread as both a brain storm and awareness thread for Zenimax.
  • Krozen
    Krozen
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    Skill Based Ideas
    • More Percent Health Scaling:The only Skills that I am aware of that scale off Percent of User's Health are the Clanfear Heal on Sorcerer, The Undaunted Bone Sheild(will be made stamina scaling), and Green Dragon Blood for Dragonkight (Which has percent MISSING Health). This makes Health, which may Tanks will put more points into, somewhat of a dead stat. Stamina and Magika function as both resources AND damage scaling. Health however is strictly a resource. I understand that health scaling can't be too large or abundant without it being abused, but Tanks need some health based damaging skills. With all of the current Percent Health scaling being heal and shield based, Tanks are left completely useless in PvP and some Dungeons.
    • Health Costing Abilities:I am not aware of any abilities in ESO that cost Health instead of Stamina or Magika. As such, I suggest that Health Cost Skills would make a fine addition to Tanks. For one, it gives Health a bit more of a use than "I can take this much damage". Combined with Health Scaling Skills, it would give Tanks the option to sacrifice survivability for damage for short periods of time, both giving them the option to deal some damage without completely respecializing AND allow them a place in Dungons with untauntable bosses. The scaling would have to be toned down from the Stamina and Magika rates, as we don't want to change the Tank role to DPS with Health. For two, it would be a good way to discourage DPS from taking these skills, leaving them for Tanks. A standard DPS has maybe 15k Health, where some tanks can reach up to 40k. By giving the Skills a flat Health Cost, it would make the average DPS far less likely to use it. If the skill, in theory, cost 1k health, a DPS would be dropped to 14k (93%) where a Tank would still have 39k(97%).
    • Test-Based Skill Lines: While just throwing a Percent Health scaling skill into the mix may be dangerous for the game, forcing players to complete a simple challenge to gain a Skill Line or Ranks in a Skill Line would solve this AND open up new possibilities. In example, a Skill Line with Percent Health scaling could be gated behind a test where the player must survive a time without taking any action. Meanwhile, a DPS based line could be gated behind a challenge where all enemies in an area must be defeated in time. I would like to think these "Gated Skill Lines" could be attributed to the Deadric Cults usually found in Elder Scrolls games, but that can be discussed and fleshed out later.
    Edited by Krozen on May 17, 2016 1:29AM
  • Krozen
    Krozen
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    Non-Skill Based Changes
    • Taunt Affects Everything:One of my biggest complaints in PvE is that there are some bosses that can simply ignore Taunt effects. I'm not talking about the ones that throw one swing at another party member then focus the Tank again. I'm talking about the ones who are either completely immune to the Taunt debuff. As a Tank's biggest job is to take the damage of the enemies for their allies, Bosses that completely ignore taunts make Tanks effectively useless. This is made worse by the fact that the Tank typically has the lowest DPS in a group, or the fact that Taunt has no effect on PvP. I propose that two things change to help this. 1. No PvE enemies should be immune to taunt. Plain and simple. If the ability has taunt, any PvE target must focus on you for the duration. 2.Give Taunt an effect in PvP. With taunt skills, their biggest selling point is the Taunt debuff, forcing an opponent to focus the one with the most Health. While not exactly possible to do in PvP, I suggest that it be given some effect. Maybe it could reduce damage the Taunted target deals to everyone except the one who Taunted them. Or, Maybe a Taunted target takes increased damage from the one who Taunted them.
    • Dungeon/Trial Changes: I understand that changing an entire dungeon is a difficult task, so this is more of a suggestion to "keep in mind for the future". There needs to be more need for Tanks. There are quite a few dungeons, particularly with the Veteran Gold Pledges, where it is better for a group to have no Tank. By adding multiple large monsters that make up an entire boss, or mechanics that favor or require Tanks would give them new life. Another thing is to stay away from strictly "anti-Tank" mechanics, such as in Maw of Lorkaj where one of the bosses completely nullifies defense values. Tanks are already barely viable, they do not need to be shoved down even further.
    • Damage Taken Prizes/Drops:In World Boss fights and various large group events, the players who can loot the body are based off of the top Damage Dealt and Healing Done. As great as that is for making sure someone doesn't get loot they don't deserve, it COMPLETELY cuts Tanks out of the Loot Tables. A Tank who may have started a World Boss and kept it taunted will most likely still fall blow the threshold to get the Loot drop. To fix this, I propose that players who take the most damage in a fight be rewarded as well. It could be done so that damage for this reward only counts if the Boss is taunted or make it that the ones who already have gotten Damage Dealt and Healing Done prizes are excluded from the Damage Taken Prize. Either way, Tanks have a literally thankless existence when it comes to drops right now.
  • Woeler
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    Krozen wrote: »
    Even as a Tank, I cannot blame them. Some bosses are completely immune to taunt, causing the Tank to be dead weight, as they exchange damage for survivability that does nothing if the bosses are not focused on the Tank.

    Tanks that cannot switch to a dps setup by switching gear and skills have a bad build. Bosses like the Planar Inhibitor are a breath of fresh air, even if it takes people out of their comfort zone. You can't expect to run through everything with 1 setup, 1 set of gear and 1 set of skills. Flexibility is simply needed as a tank, and I'd hate it to be forced into and bound to only that role.
    Edited by Woeler on May 17, 2016 2:18AM
  • Eirikir
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    Im not looking for more damage, but maybe letting HP scale up defenses, as well as taunt duration. That and removing taunt resistance and limit (you can only taunt 2 monsters at a time) would go a long way helping tanks.
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  • Krozen
    Krozen
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    Woeler wrote: »

    Tanks that cannot switch to a dps setup by switching gear and skills have a bad build. Bosses like the Planar Inhibitor are a breath of fresh air, even if it takes people out of their comfort zone. You can't expect to run through everything with 1 setup, 1 set of gear and 1 set of skills. Flexibility is simply needed as a tank, and I'd hate it to be forced into and bound to only that role.
    The problem with that is now that you are both a lesser Tank than others AND a lesser DPS. In that case, assuming every player wishes to optimize, why would you have either role. You won't be as tanky as a full tank, and you'll NEVER be able to deal as much damage as a pure DPS.

  • Miszou
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    It could be as simple as just increasing your resistances/mitigation based on your health pool, just as damage is increased based on magicka/stamina.

    Also, I'm not sure that you're correct on the looting of world bosses. I can't remember the last time I didn't get to loot a world boss in Wrothgar after tanking it, so either I'm doing more damage on my tank build than 15 other DPS players, or it can't possibly be based on the top damage/healing performance....
    Woeler wrote: »
    Tanks that cannot switch to a dps setup by switching gear and skills have a bad build.

    By that logic, DPS that cannot switch to a tank setup also have a bad build, but no-one cares because if you need a tank for a dungeon you just get a real one and then make the tank change to DPS if necessary...
    Edited by Miszou on May 17, 2016 3:25AM
  • LinearParadox
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    Miszou wrote: »
    It could be as simple as just increasing your resistances/mitigation based on your health pool, just as damage is increased based on magicka/stamina.

    Scaling resistances would be fantastic if not for the armor cap, which is a different beast all together, but still a thorn in the tank's side. (Armor cap but no penetration cap, and abundant penetration from numerous sources, etc)
    I like that idea though, I like it alot. Simple, clean, easy, and functional.
    Woeler wrote: »
    Tanks that cannot switch to a dps setup by switching gear and skills have a bad build.
    Miszou wrote: »
    By that logic, DPS that cannot switch to a tank setup also have a bad build, but no-one cares because if you need a tank for a dungeon you just get a real one and then make the tank change to DPS if necessary...

    ^^^ This. So much this. I hear this all the time "Just switch your gear and role"... what does that translate to? Your role isn't needed. Awesome. Thanks. Great asinine workaround to the real problem. Please, name for me one time ONE TIME all the DPS switch to tanks hmm? "Oh we need three tanks and one healer for this boss." Oh please -.-

    Tanks already have the most thankless job, we're often stuck playing a mini-game of resource management and taunt and skill rotations that aren't really flashy or impressive. The only reward a good tank gets is in their own satisfaction. People NOTICE when a boss health bar melts, people NOTICE when a healer saves their life(most times >~>) but does anyone notice when the tank makes sure the trash is collected in a nice tight circle for aoe? Does anyone notice when the tank makes sure no adds are bothering/endangering the healer? When a tank does their job, no one notices because they did their job.

    Tanks are already almost worthless in PvP since they're no threat, and there's little way to force 'artifical' focus, smart players will always target the biggest threat (DPS and heals) and then the tank is left for last, outnumbered and without any support or hope of killing anyone, left to slowly be whittled down under sustained DPS from massive resource pools and skill Scaling that the tank can never hope to match... do we really need to s*** on them in PvE too???
    Edited by LinearParadox on May 17, 2016 4:50AM
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  • code65536
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    Krozen wrote: »
    Woeler wrote: »

    Tanks that cannot switch to a dps setup by switching gear and skills have a bad build. Bosses like the Planar Inhibitor are a breath of fresh air, even if it takes people out of their comfort zone. You can't expect to run through everything with 1 setup, 1 set of gear and 1 set of skills. Flexibility is simply needed as a tank, and I'd hate it to be forced into and bound to only that role.
    The problem with that is now that you are both a lesser Tank than others AND a lesser DPS. In that case, assuming every player wishes to optimize, why would you have either role. You won't be as tanky as a full tank, and you'll NEVER be able to deal as much damage as a pure DPS.

    No. It does require a little bit of planning with how you do your build, but it's possible to be a good tank and good DPS without hampering either role. My DK has tanked SO HM on live and can also be a full-fledged no-compromise DPS with just a gear/food/mundus swap. Unfortunately, the upcoming CP relocation is going to require that I also reallocate some CP too, which is very annoying.

    You can achieve some pretty substantial stat swings with just gear. My DK has all 64 attribute points into magicka, and as DPS, she has 41K magicka, 18K health, and 10K stamina after blue food. Swap into tank gear and purple food, and she has 26K magicka, 28K health, and 20K stamina.

    Tanking is mostly agnostic to what I pick in the blue trees. Similarly, DPS is pretty agnostic to what I pick in the red trees: my 30 points of Block Expertise is good for DPS block-casting, and my other red points are in Hardy/Defender/Thick stars (which are more potent than Heavy/Medium/Light armor focus anyway). And my green points are all in magicka sustain, which is fully compatible with both DPS and tanking (since the vast bulk of any tanking toolkit is magicka, with the main consumer of stamina being blocking, not ability usage).
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  • Iduyenn
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    I think the Point is, that we dont wanna be the flexible guys in this relationship. We give and give, but nothing Comes back.... We want to faceroll, like those dps.:P

    One Point is: why you have to Group as Tank in lfg, if dependant on certain bosses you realy need one or not..

    Problem: you cant do content harder, because:
    - playerbase is stupid and doesent min/max "because i want to Play like i was ment to do..." Sobb, whine, flame, troll
    --> make content easyer
    - Developers are stupid, because they cant balance tanks or tankyness into pvp
    --> make content easyer

    Noone wants to tank randoms anYmore
    --> tankpopulation decreases
    Sobb, whine, flame, troll.

    ==> make content so *** easy; it doesent matter how stupid you are or if you have a Tank or not. You can do it anyway. because "we dont want to deny anyone teh fuun....
    Edited by Iduyenn on May 17, 2016 7:04AM
  • Majic
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    Introduce a boss that absorbs all incoming damage, healing it, and only takes damage by dealing damage.

    Now tanks and healers are your de facto DPSers, and regular DPSers get to know what it feels like to be a tank whose taunts don't work.

    Problem solved. :D
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  • phaneub17_ESO
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    I would love it if both Puncture/Pierce Armor and Inner Fire gained a "while slotted" bonus that increases threat generated from all your attacks and abilities by 150%. Ransack Morph would lose the Taunt and threat increase for the rare number of players who actually use it as an actual attack.
  • CP5
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    You mention how having things scale off of health 'could be abused', but isn't that exactly the situation with magicka and stamina? So many builds just put 64 into one of those, get enough health to get by and call it good.

    The problems tanks have:
    • Based around outlasting opponents but have lesser resources and regen than damage based builds
    • Are the only role that has a flat hard-cap on one of their main focuses
    • Have the most expensive/weakest skills if not using the lighter armors
    • Have a much more limited pool of skills
    • Can't really enforce their role in game other than taunts and guard

    All of those just leave tanks very weak, with little room to grow, and generally boring to play. That says nothing about how little they can do in pvp (this coming from someone whose tank is a pvp tank), and with the devs taking so much pride in making a dungeon boss that doesn't require a tank is a hint that this is the direction they are comfortable with.
  • dodgehopper_ESO
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    I've commented on this before and made a similar post. You missed Sun Shield in your health-scaled list of skills.

    1. I definitely think the lack of health scaling is a problem, and I've been saying this a long time. They lowered our multiplier on health, lowered the multiplier on many health scaled skills, and lowered their benefit in pvp further. Health as a stat has been continually brought low, and it is the only stat that serves only one function. At the very least stam/mag scale damage for their weapon/spell attacks respectively, while also granting a greater resource pool to draw upon. Health does no such thing and I've offered many suggestions including: stronger light/heavy attacks, cc duration reduction, lowered cc break costs, lowered block costs, improved damage mitigation, improved penetration resistance, lowered sprint costs, lowered sneak costs, lowered dodge roll costs, etc. I'm not arguing that all of these things should be added, but I'm just making examples where I believe having a higher health stat might perhaps scale to something different than damage.
    2. I definitely think the associated costs of being a tank is an even bigger problem. The costs of twin sets of gear, the cost of constantly bouncing back and forth between builds. The time associated with that, or the time wasted while trying to do everything in Tank role.
    3. Many of the mitigation based skills benefit from damage stats as opposed to the stat meant for mitigation (health). This has been something I discussed as well, and it was one reason I've not been fond of shields based on anything but health. I'm not going to say much on this because it is clear they're already looking into this area with DB.
    4. I find it odd that Dodging is a superior form of mitigation to Blocking on the whole (Particularly where pvp is concerned). Blocking should not give you 0% stamina regeneration. I can understand seeing a reduction, but I've been against this change for quite some time. It wrecked builds like the Bosmer Tank for instance, and certainly disadvantages other groups like Templars, Redgards, and Khajiit Tanks by nullifying their inherent benefits. I understand what they were trying to do, but I still feel 0% regeneration is overboard, and really hurts the stamina focused tank build unfairly. One also has to note that Dodge Rolling is mobile as it moves you in a direction away from the target rapidly in whatever chosen direction you desire. Blocking forces the player to stand still more or less.

    These are just a few of my quick musings on the topic.
    Edited by dodgehopper_ESO on May 17, 2016 8:07AM
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  • dodgehopper_ESO
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    Another interesting idea I've had in the past, was that Health caps could also help to scale all regeneration stats for a character, which would directly help with survivability. The Health build wouldn't have a ton of DPS per se but could keep firing out utility abilities in this fashion. Just another thought.
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  • dtm_samuraib16_ESO
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    Nerf DPS life points heavily.
    Nerf DPS armor heavily.
    Now they CAN'T go past a tank.

    A DPS should be squishable, not a halftrack tank.
    Edited by dtm_samuraib16_ESO on May 17, 2016 8:37AM
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  • Phyrexis
    Phyrexis
    Nerf DPS life points heavily.
    Nerf DPS armor heavily.
    Now they CAN'T go past a tank.

    A DPS should be squishable, not a halftrack tank.

    I agree. As a healer I'm amazed at how easily a lot of DPS can act as a surrogate tank for a whole dungeon.
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  • dtm_samuraib16_ESO
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    Of course you agree, I said it. XD

    JK.
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  • Martinus72
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    I would love it if both Puncture/Pierce Armor and Inner Fire gained a "while slotted" bonus that increases threat generated from all your attacks and abilities by 150%. Ransack Morph would lose the Taunt and threat increase for the rare number of players who actually use it as an actual attack.

    This. Having played tanks in several other mmo's I'm surprised with lack of generation threat tools for tanks here.
    I'm gonna level my little DK as a tank and just hope tanking will finally get some love here.
  • frethopper
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    I'm a punter far more than pundit I'm afraid. I really don't mind how ZOS deliver improvements, so long as they do. I'm convinced that they could improve the game by having a stronger vision for defensive abilities and builds. It's just way way too DPS oriented right now. Swapping gear and abilities isn't the answer. That's not balancing the game, that's just working around the imbalance. The game playing equivalent of sweeping the dust under the rug. Trouble is the rug is beginning to show a bulge now.
  • code65536
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    Miszou wrote: »
    By that logic, DPS that cannot switch to a tank setup also have a bad build, but no-one cares because if you need a tank for a dungeon you just get a real one and then make the tank change to DPS if necessary...
    Sure thing. Any DD should be able to tank if they have the right tanking gearset in their bags. I carry full tank gear on two DD characters, and a shield on my other two if they ever need to off-tank anything. I make it a point that every one of my characters can be a DD and can be a support role, whether it's a tank or healer.

    The issue is that tanks are a group support role. It makes absolutely no sense to be a tank when you're soloing: who are you supporting, and what is the point of holding aggro? So tanks, out of sheer necessity, need to be able to switch to non-tank simply because it makes no sense to be in a group support role when you have no group. There is no need for a DD to switch to tanking. Though being able to fill a support role like healing or tanking does make finding groups so much easier. And doing multiple roles on a character makes me a better player in general by way of giving me better familiarity with the class and how the various roles work on that class.
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  • Guppet
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    code65536 wrote: »
    Miszou wrote: »
    By that logic, DPS that cannot switch to a tank setup also have a bad build, but no-one cares because if you need a tank for a dungeon you just get a real one and then make the tank change to DPS if necessary...
    Sure thing. Any DD should be able to tank if they have the right tanking gearset in their bags. I carry full tank gear on two DD characters, and a shield on my other two if they ever need to off-tank anything. I make it a point that every one of my characters can be a DD and can be a support role, whether it's a tank or healer.

    The issue is that tanks are a group support role. It makes absolutely no sense to be a tank when you're soloing: who are you supporting, and what is the point of holding aggro? So tanks, out of sheer necessity, need to be able to switch to non-tank simply because it makes no sense to be in a group support role when you have no group. There is no need for a DD to switch to tanking. Though being able to fill a support role like healing or tanking does make finding groups so much easier. And doing multiple roles on a character makes me a better player in general by way of giving me better familiarity with the class and how the various roles work on that class.

    What if a tank enjoys the tanking playstyle even when solo? That seems to be a good enough reason to tank solo to me. When your solo, there is less need to be optimised, so long as you can complete the content you are doing.

    Your assuming everyone that plays wants to play at 100% efficiency, even when solo. You know what they say about assuming!!
  • SolarCat02
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    Guppet wrote: »
    code65536 wrote: »
    Miszou wrote: »
    By that logic, DPS that cannot switch to a tank setup also have a bad build, but no-one cares because if you need a tank for a dungeon you just get a real one and then make the tank change to DPS if necessary...
    Sure thing. Any DD should be able to tank if they have the right tanking gearset in their bags. I carry full tank gear on two DD characters, and a shield on my other two if they ever need to off-tank anything. I make it a point that every one of my characters can be a DD and can be a support role, whether it's a tank or healer.

    The issue is that tanks are a group support role. It makes absolutely no sense to be a tank when you're soloing: who are you supporting, and what is the point of holding aggro? So tanks, out of sheer necessity, need to be able to switch to non-tank simply because it makes no sense to be in a group support role when you have no group. There is no need for a DD to switch to tanking. Though being able to fill a support role like healing or tanking does make finding groups so much easier. And doing multiple roles on a character makes me a better player in general by way of giving me better familiarity with the class and how the various roles work on that class.

    What if a tank enjoys the tanking playstyle even when solo? That seems to be a good enough reason to tank solo to me. When your solo, there is less need to be optimised, so long as you can complete the content you are doing.

    Your assuming everyone that plays wants to play at 100% efficiency, even when solo. You know what they say about assuming!!

    It's tough to play solo as a tank. Most obvious example, Harvesters are a DPS check. If you want to play solo as a tank, you need a way to pass those - a good healing debuff for starters.

    Plus lots and lots of patience. Fights take forever, and so does your experience gain as a result.
    Why be normal when you can be better?

    Elissandra Ravenwing, Magicka Dragonknight Healer
    Lady Kalila, Stamina Templar DPS
    Stands-in-Danger, Nightblade Saptank
    Zalarah, Stamina Dragonknight DPS
  • code65536
    code65536
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    Guppet wrote: »
    code65536 wrote: »
    Miszou wrote: »
    By that logic, DPS that cannot switch to a tank setup also have a bad build, but no-one cares because if you need a tank for a dungeon you just get a real one and then make the tank change to DPS if necessary...
    Sure thing. Any DD should be able to tank if they have the right tanking gearset in their bags. I carry full tank gear on two DD characters, and a shield on my other two if they ever need to off-tank anything. I make it a point that every one of my characters can be a DD and can be a support role, whether it's a tank or healer.

    The issue is that tanks are a group support role. It makes absolutely no sense to be a tank when you're soloing: who are you supporting, and what is the point of holding aggro? So tanks, out of sheer necessity, need to be able to switch to non-tank simply because it makes no sense to be in a group support role when you have no group. There is no need for a DD to switch to tanking. Though being able to fill a support role like healing or tanking does make finding groups so much easier. And doing multiple roles on a character makes me a better player in general by way of giving me better familiarity with the class and how the various roles work on that class.

    What if a tank enjoys the tanking playstyle even when solo? That seems to be a good enough reason to tank solo to me. When your solo, there is less need to be optimised, so long as you can complete the content you are doing.

    Your assuming everyone that plays wants to play at 100% efficiency, even when solo. You know what they say about assuming!!

    Playing solo as tank works only because the solo content in this game had been nerfed to oblivion and is boring as hell. If the vet zones retained their original difficulty, you would not be able to complete the content. In any case, when I said "solo", I mostly had vMA in mind, as it's the only piece of solo content that provides a challenge to anyone.

    Anyway, Woeler's original comment in this chain of discussion is that a good well-rounded tank is one that can fill the DD role. So if a play-how-you-want player doesn't care about "100% efficiency" and wants to remain tank even in scenarios where it makes no sense to be a tank, that's their prerogative, of course, but that doesn't change or invalidate the original point that Woeler made.
    Edited by code65536 on May 17, 2016 1:24PM
    Nightfighters ― PC/NA and PC/EU

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  • Cously
    Cously
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    A good way to motivate tanks would be boost S&S DPS. After all:

    maxresdefault.jpg
  • kylewwefan
    kylewwefan
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    I just spent a good chunk of gold acquiring tanking gear. It's worthless to play the regular game with, damage is soooo low. My DPS gear is still pretty good even with champion points all messed up. Could use some more skill points though. Maybe re spec leaving out crafting.
  • LinearParadox
    LinearParadox
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    Cously wrote: »
    A good way to motivate tanks would be boost S&S DPS...
    NO. Just... no. Stop making this game DPS: Online. Yes damage is important, but it's not the end-all beat-all it's being made to be.
    I have, VR 16 and mostly fully geared....
    A Sorc Mag DPS,
    A Temp mag healer
    A DK tank.
    (I also have a VR3 Stam NB that I'm waiting on the vet rank removal for XP)

    I can complete more difficult dungeons like WGT and ICP. My magplar has completed vMA without using the sigils. I understand dealing damage, I understand healing, I understand tanking and my builds aren't bad. I'm not crying about tanks because I can't do/don't understand anything else.
    Tank are in a BAD SPOT.

    No other type of build suffers the same lack of deversity, lack of adaptability, lack of use in many situations, etc.
    They have a poor toolkit for their job in terms of sustain and threat generation, and often their already poor threat generation is completely nullified by untauntable bosses.
    I'm sick and tired of tanks being thought of as tissue; to be used on the rare occasion you need them then thrown away and either excluded from the group or forced to reskill, respec, regear, reallocate champ points, etc all to adapt to a glaring hole in the game the despite ZoS trying to claim that all content can be completed by all types of groups, that's just not true.

    Think of it this way, as many players have said above...
    DPS can off-tank quite easily through active mitigation forms like blocking, dodging, shielding.
    DPS also often have abilities like Swallow Soul, Vigor, Rally, etc that help them heal themselves and often others as well.
    Healers can DPS a little because there's resource pool Scaling and many also take some spell/weapon damage as that scales their heals as well.
    Healers can also often 'heal tank' for a limited time, providing they don't get burst down, by just mass healing through damage. It's not optimal by anyears but it can be done.
    ALL of this is WITHOUT switching spec or gear.

    Now... what do tanks have like that? Yeah. I rest my case.
    twitch.tv/linearparadox
    Benthar the Unkillable - lvl 50 StamDK - AD
    High Confessor Celosia - lvl 50 MagDK, AD
    Aeolyndra Sunstrider - lvl 50 Magplar Support God, AD
    Maldreth Angala - lvl 50 Magicka PetSorc, AD
    Veldrosa Wyldwind - lvl 50 StamSorc, AD
    M. Night Shatupon - lvl 50 MagBlade, AD
    Vestonia Ironhardt - lvl 50 Warden GuardTank, AD
    Bone Daddy - lvl 50 TankCro, AD
    Abra Kedaver - lvl 50 MagCro, AD
    And many more...
    CP 1700+
  • Cously
    Cously
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    Cously wrote: »
    A good way to motivate tanks would be boost S&S DPS...
    NO. Just... no. Stop making this game DPS: Online. Yes damage is important, but it's not the end-all beat-all it's being made to be.
    I have, VR 16 and mostly fully geared....
    A Sorc Mag DPS,
    A Temp mag healer
    A DK tank.
    (I also have a VR3 Stam NB that I'm waiting on the vet rank removal for XP)

    I can complete more difficult dungeons like WGT and ICP. My magplar has completed vMA without using the sigils. I understand dealing damage, I understand healing, I understand tanking and my builds aren't bad. I'm not crying about tanks because I can't do/don't understand anything else.
    Tank are in a BAD SPOT.

    No other type of build suffers the same lack of deversity, lack of adaptability, lack of use in many situations, etc.
    They have a poor toolkit for their job in terms of sustain and threat generation, and often their already poor threat generation is completely nullified by untauntable bosses.
    I'm sick and tired of tanks being thought of as tissue; to be used on the rare occasion you need them then thrown away and either excluded from the group or forced to reskill, respec, regear, reallocate champ points, etc all to adapt to a glaring hole in the game the despite ZoS trying to claim that all content can be completed by all types of groups, that's just not true.

    Think of it this way, as many players have said above...
    DPS can off-tank quite easily through active mitigation forms like blocking, dodging, shielding.
    DPS also often have abilities like Swallow Soul, Vigor, Rally, etc that help them heal themselves and often others as well.
    Healers can DPS a little because there's resource pool Scaling and many also take some spell/weapon damage as that scales their heals as well.
    Healers can also often 'heal tank' for a limited time, providing they don't get burst down, by just mass healing through damage. It's not optimal by anyears but it can be done.
    ALL of this is WITHOUT switching spec or gear.

    Now... what do tanks have like that? Yeah. I rest my case.

    It's not my intent to push the game DPS only, but that was ZOS. The same can be seem in games like SWTOR were they implemented easy ways to complete content without the trinity and everyone can DPS. Since we are stuck with this direction (dungeons are made easier like ICP and WGT, so it's much less likely anyone will need a tank), the alternative seems put some DPS on tanks or accept tanks will be a trial commodity to be unshelved when is raid time. I'm all for the trinity but seems like ZOS isn't.
  • dtm_samuraib16_ESO
    dtm_samuraib16_ESO
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    Hold on, who said we're stuck with it?
    Tons of solutions, I do not even know WHERE to begin in that regard, so many there be.

    The very simplest is what I said afore:
    Drop DPS life heavily.
    Drop their defenses heavily.
    And in comes the NEED for a tank.
    Earthdawn Game Master Role Play Quotes by me:
    "If it looks like a bear, if it feels like a bear, smells and tastes like a bear, then be VERY aware, it could be something ENTIRELY different..."
    "Be careful what you wish for, you might get plenty of it..."
  • Averya_Teira
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    I would love it if both Puncture/Pierce Armor and Inner Fire gained a "while slotted" bonus that increases threat generated from all your attacks and abilities by 150%. Ransack Morph would lose the Taunt and threat increase for the rare number of players who actually use it as an actual attack.

    This, but make it 300-500% or something because DPS just do so much more damage than tanks, 150% is not going to cut it.

    I really like ESO as a whole, but the grouping experience is awful. I understand people that like GW2 style of content will love ESO's grouping mechanics, but I prefer a ''normal'' grouping experience like *cough* WoW *cough* with specific roles that are actually required.

    Right now, you don't even need tanks and healers for 99% of content, just run 4 DPS with 1-2 people running Vigor and that's it.

    Makes me really sad because I don't see myself playing long term (when a few MMOs and single player games I am waiting for come out) because DPSing is the role I really dislike and it's basically ESO's entire playstyle...
    Edited by Averya_Teira on May 17, 2016 2:31PM
  • dtm_samuraib16_ESO
    dtm_samuraib16_ESO
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    *cough* WoW *cough*
    What is this with Wow?
    Seems like everyone has to bark this every so often, is it a new thing, or?
    Earthdawn Game Master Role Play Quotes by me:
    "If it looks like a bear, if it feels like a bear, smells and tastes like a bear, then be VERY aware, it could be something ENTIRELY different..."
    "Be careful what you wish for, you might get plenty of it..."
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