dtm_samuraib16_ESO wrote: »What is this with Wow?Averya_Teira wrote: »*cough* WoW *cough*
Seems like everyone has to bark this every so often, is it a new thing, or?
There is no threat table in ESO. You either taunt the target or you dont. If the target is taunted the DPS cannot take the agro.Averya_Teira wrote: »phaneub17_ESO wrote: »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...
LinearParadox wrote: »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.A good way to motivate tanks would be boost S&S DPS...
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 that thing with the Mr. T grenades, right?Averya_Teira wrote: »dtm_samuraib16_ESO wrote: »What is this with Wow?Averya_Teira wrote: »*cough* WoW *cough*
Seems like everyone has to bark this every so often, is it a new thing, or?
? I don't understand your question. Are you asking what is WoW or why are people comparing stuff to WoW ?
To answer both questions: WoW is World of Warcraft and it has been the most popular MMO worldwide since 2004, so a lot of people like the game and how it plays.
I mean, I could've written ''like Rift, DDO, Wildstar, etc'' but WoW is just known better...
There is no threat table in ESO. You either taunt the target or you dont. If the target is taunted the DPS cannot take the agro.Averya_Teira wrote: »phaneub17_ESO wrote: »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...
-snip- The problem is that group content is tuned such that a dedicated tank isn't needed.
Yes, there are pieces of group content where you absolutely must have a good tank. Namely trials and vICP, but this is not true for most group content.
But they also can't tune boss damage too high because there is a wide gulf in the capabilities of tanks. I PUGed the vet Fungal pledge last night on my healer, and it was a very rough run in part because the tank was not good at mitigating damage, so I needed to heal him a lot (when I tank vFG, I require almost no support from the healer), and with lackluster DPS in the group, it meant that I was trying to juggle between keeping the tank alive and providing off-DPS to shore up the weak DPS. We got through it in the end, but it was a mess. And in my experience, PUG tanks are more likely to be like the one I encountered last night.
So while we complain that there's no need for tanks in many dungeons, ZOS's hands are kinda tied here: If we do tune those dungeons to require good solid tanks, we'll soon have many people who will simply be unable to complete the content, like the PUG that I was in last night.
It would help, though, if we didn't get dubious changes like the stam regen nerf. I adapted to that nerf without too much difficulty, but for a large portion of the player base who have not yet gotten enough tanking experience, it made tanking more difficult and contributes (in part) to the wide range that we see in tanking capability.
To make tanking relevant again, ZOS needs to do away with things like the stam regen nerf and improving the tanking toolkit. And by rebuffing tanks, they then open up the possibility to tuning up content difficulty such that tanks are no longer optional. Unfortunately, the changes in DB aren't helping: at best, we're about where we were before, except now saddled with extra expenses and hassles to once again adapt.
And they should, but this is where the tank come i... AW...There is no threat table in ESO. You either taunt the target or you dont. If the target is taunted the DPS cannot take the agro.Averya_Teira wrote: »phaneub17_ESO wrote: »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...
I know there is no standard threat in ESO, but it sure as heck feels like it when there's no tank about and I'm healing. All the mobs make a beeline for me
I disagree.LinearParadox wrote: »It is my personal opinion that many of those sub-par tanks are a direct result of the need for 'flexible' builds AKA swapping when tanks aren't needed which leads to, as someone mentioned previously a sub-par DPS AND and sup-par tank!
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.
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.
I disagree.LinearParadox wrote: »It is my personal opinion that many of those sub-par tanks are a direct result of the need for 'flexible' builds AKA swapping when tanks aren't needed which leads to, as someone mentioned previously a sub-par DPS AND and sup-par tank!
In my personal experience, the best tanks that I've met are all multi-build. Whether it's having multiple tanking gear sets for different kinds of tanking scenarios (how you balance survivability and group support can change from fight to fight) or having a DD build that they can swap into. Stats and gear are only a small part of the picture--good tanking is really about understanding the game from different angles and knowing how best to support the group.
In contrast, the bad tanks that I've met tend to be single-build. They either just taunt and hold and lack the perspective needed to know how to support the group or they are using a build copied from somewhere without understanding how to play the role of tank.
I absolutely agree with Woeler's comment earlier that good tanks are flexible. Because it means they have a better understanding of what the DD and healers need. Because it means that they actually understand their build(s) well and are more adaptable to what the situation calls for.
I tanked vFG twice yesterday. Once on my lowbie VR2 nightblade with pitiful resistance (somewhere between 15 and 20K resistance after battle leveling; I gave him some tank gear that he can swap into because I want to level his Undaunted before DB and Group Finder pops so much quicker if I'm marked as DD/Tank instead of just DD) and once on my VR16 DK that I use for trials tanking. They're two very, very different tank builds and require different playstyles. And both had pretty smooth runs. I also healed a third run of vFG with a PUG tank that was very rough in comparison.
My VR2 lowbie DD with heavy armor and shield in his bag was placed by Group Finder in a group with other lowbie VRs where two of the members had never even set foot in vFG before on any character. Despite all that, the run went smoother than the run where my healer was grouped with a PUG DK tank who didn't know how to survive damage (he had heavy armor and decent health, but he didn't know when to block, when not to block, when to self-heal, and how to keep his resources up effectively) and who provided zero support for the group--he did nothing beyond taunt and hold. In contrast, my VR2 nightblade, despite his low resistances, required almost no healer support and did his best (given the nightblades' limited toolkit) to position and do other things to make things easier for the rest of the group.
The moral of the story is that good tanking is more about experience and knowing how to tank than it is about having a fancy build with optimal resistances. And you don't really learn how to tank until you've played as healer and as DD so that you know what kinds of support will help the DD and what healers can be realistically be expected to provide. Having someone shoehorned into a single build/gearset just limits their perspective and limits the breadth of their experience. Flexibility is good for tanking--and for any other role. A good tank is one that is able to make the most out of what he has in a way that makes sense for the fight that he's in.
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.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...
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!!
Rune_Relic wrote: »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.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...
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!!
From my perspective its not about killing the enemies in the quickest time ...DD.
Its about taking on enemies and still being the last one standing...no matter how long it takes.
In fact...the longer the better as it feels much more rewarding when you finally overcome.
Its a completely different mentality.
I actually find tanking less stressful than being a DD.I disagree.LinearParadox wrote: »It is my personal opinion that many of those sub-par tanks are a direct result of the need for 'flexible' builds AKA swapping when tanks aren't needed which leads to, as someone mentioned previously a sub-par DPS AND and sup-par tank!
In my personal experience, the best tanks that I've met are all multi-build. Whether it's having multiple tanking gear sets for different kinds of tanking scenarios (how you balance survivability and group support can change from fight to fight) or having a DD build that they can swap into. Stats and gear are only a small part of the picture--good tanking is really about understanding the game from different angles and knowing how best to support the group.
In contrast, the bad tanks that I've met tend to be single-build. They either just taunt and hold and lack the perspective needed to know how to support the group or they are using a build copied from somewhere without understanding how to play the role of tank.
I absolutely agree with Woeler's comment earlier that good tanks are flexible. Because it means they have a better understanding of what the DD and healers need. Because it means that they actually understand their build(s) well and are more adaptable to what the situation calls for.
I tanked vFG twice yesterday. Once on my lowbie VR2 nightblade with pitiful resistance (somewhere between 15 and 20K resistance after battle leveling; I gave him some tank gear that he can swap into because I want to level his Undaunted before DB and Group Finder pops so much quicker if I'm marked as DD/Tank instead of just DD) and once on my VR16 DK that I use for trials tanking. They're two very, very different tank builds and require different playstyles. And both had pretty smooth runs. I also healed a third run of vFG with a PUG tank that was very rough in comparison.
My VR2 lowbie DD with heavy armor and shield in his bag was placed by Group Finder in a group with other lowbie VRs where two of the members had never even set foot in vFG before on any character. Despite all that, the run went smoother than the run where my healer was grouped with a PUG DK tank who didn't know how to survive damage (he had heavy armor and decent health, but he didn't know when to block, when not to block, when to self-heal, and how to keep his resources up effectively) and who provided zero support for the group--he did nothing beyond taunt and hold. In contrast, my VR2 nightblade, despite his low resistances, required almost no healer support and did his best (given the nightblades' limited toolkit) to position and do other things to make things easier for the rest of the group.
The moral of the story is that good tanking is more about experience and knowing how to tank than it is about having a fancy build with optimal resistances. And you don't really learn how to tank until you've played as healer and as DD so that you know what kinds of support will help the DD and what healers can be realistically be expected to provide. Having someone shoehorned into a single build/gearset just limits their perspective and limits the breadth of their experience. Flexibility is good for tanking--and for any other role. A good tank is one that is able to make the most out of what he has in a way that makes sense for the fight that he's in.
Read what you just wrote and think what a new player reading it would think. Would they then role a tank? No they would run a mile.
So now in this game tanks not only need to have the most stressful role, they need to be experienced at the other two roles, need to be flexible, not just hold aggro and mitigate damage. Now compare that to DPS? What are they going to choose.
This is the whole problem, it's so much responsibility to tank. Multiple sets of gear needed, your expected to know all mechanics inside out. what do the dps need to learn? To do dps which normally can't be checked, heck it's rare where I even see a dps look to res someone who stood in stupid. They just get to hit stuff and try not to stand in stupid.
Is there any wonder there are less tanks and healers?
Rune_Relic wrote: »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.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...
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!!
From my perspective its not about killing the enemies in the quickest time ...DD.
Its about taking on enemies and still being the last one standing...no matter how long it takes.
In fact...the longer the better as it feels much more rewarding when you finally overcome.
Its a completely different mentality.
Yep tanks are also able to do some of the more extreme solo things (just not VMSA). I have been messing with a heavy armor s&s Templar spell tank. I can take on packs of mobs in imp city that no DPS could survive. Also trying out drain tanking on my NB, for similar reasons.
Being tanky as fook can be fun solo.
Fun, what an odd concept heh.
Averya_Teira wrote: »Rune_Relic wrote: »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.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...
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!!
From my perspective its not about killing the enemies in the quickest time ...DD.
Its about taking on enemies and still being the last one standing...no matter how long it takes.
In fact...the longer the better as it feels much more rewarding when you finally overcome.
Its a completely different mentality.
Yep tanks are also able to do some of the more extreme solo things (just not VMSA). I have been messing with a heavy armor s&s Templar spell tank. I can take on packs of mobs in imp city that no DPS could survive. Also trying out drain tanking on my NB, for similar reasons.
Being tanky as fook can be fun solo.
Fun, what an odd concept heh.
Doing vMSA on a tank char is way harder than on a decently build DPS char. For most, it's not even possible as there are DPS checks inside vMSA that you can't easily reach with a straight tank build.
Just sayin'...
Averya_Teira wrote: »Rune_Relic wrote: »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.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...
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!!
From my perspective its not about killing the enemies in the quickest time ...DD.
Its about taking on enemies and still being the last one standing...no matter how long it takes.
In fact...the longer the better as it feels much more rewarding when you finally overcome.
Its a completely different mentality.
Yep tanks are also able to do some of the more extreme solo things (just not VMSA). I have been messing with a heavy armor s&s Templar spell tank. I can take on packs of mobs in imp city that no DPS could survive. Also trying out drain tanking on my NB, for similar reasons.
Being tanky as fook can be fun solo.
Fun, what an odd concept heh.
Doing vMSA on a tank char is way harder than on a decently build DPS char. For most, it's not even possible as there are DPS checks inside vMSA that you can't easily reach with a straight tank build.
Just sayin'...
I did say they couldn't do that. You may have misread.
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.
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.
I suggested a boss (or mob) that simply returns all incoming damage to the attacker, but your idea is very similar.
DPS would wreck themselves in seconds, while the tank would just patiently work away at it. Slow and steady wins the race.
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.
I suggested a boss (or mob) that simply returns all incoming damage to the attacker, but your idea is very similar.
DPS would wreck themselves in seconds, while the tank would just patiently work away at it. Slow and steady wins the race.
I actually find tanking less stressful than being a DD. -continued-
Cute, but totally illogical.I actually find tanking less stressful than being a DD. -continued-
I too find Tanking less stressful than being DPS, but that is only because I am experienced at the role. Regardless of experience however, the Role of Tank still has no viability on it's own. Just as Guppet said, the current ideal is that a Tank can switch roles on a whim. That is not the case with DPS and Healers. No one EXPECTS a DPS to become a Healer in dungeon. Yet Tanks are expected to be able to swap on command to another Spec? Just as I stated before, they then become a sub-par Tank and sub-par DPS. The problem comes from the fact that to be a "good Tank" in ESO that, as you stated yourself, they MUST have an alternate role. A DPS is fine to stay a DPS, A Healer can Stay a Healer (and even if not, they still specialize into many of the same stats as a DPS), but Tanks cannot be just a good Tank. They have to be an okay Tank and an okay DPS/Healer. I have a Tank that can solo up to the first Boss in Maw of Lorkaj and solo the first Boss or two in many Vet dungeons (given time, of course ), yet I get dropped often for the 3rd DPS in group because my off-DPS doesn't do enough. THERE is the problem. And even as a Tank, I cannot blame the players. It's simply better to ditch the Tank. The goal of this thread is to address the very fact you continue to point out. A Tank needs to ALSO be another role. Tanking should have their own Role Identity. From your explanation, a Tank is not a good Tank unless they have another role. No one would ever say that of a DPS.
@code65536 I think you are looking at this too much from the point of view of someone who has played the game for a long time and has a lot of resources. It's great that your VR1 toons have multiple armor sets, but for someone playing through the first time, ONE blue armor set might be the limit of their resources. It was for me. (Dwarven oil seemed SO expensive!) One set had to do everything I needed to do on that character.
I am in 100% agreement about what it takes to be a good tank, but you are essentially outlining a scenario where a new chum leveling a tank not only takes longer to get there, but in some cases gets less loot and they have higher expenses just to play their chosen role. It's not encouraging to new players at all.
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.
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.