SolarCat02 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!!
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.
A good way to motivate tanks would be boost S&S DPS. After all:
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...
dtm_samuraib16_ESO wrote: »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.
Let me tell you why: a DPS must do damage. PERIOD.
Healers must heal. PERIOD.
Tanks must, indeed, play punchball. PERIOD.
In comes the fourth class: the Templar, who should be a support.
Last class has been quite an oversight, but let's not touch this right now.
If you have a Tank that tries to heal, or do DPS, he should become an automatic fail.
Why?
Because HE IS NOT EITHER A DD OR A HEALER.
And such should be for the other classes as well.
Hybrids should be far weaker/useable than there complete class versions.
But hey, just thinking out loud.
If you like a "smart but weak barbarian", sure, but do not ask this to be a competitive thing compared to a Strength based Barb wielding his axe.
One does not put a cannon on a Lamborghini for a reason.
@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.
You have to remember the context of this conversation. My post was a rebuttal against someone who claims that doing multiple roles makes for a worse tank. It does not--in my experience, it makes you a better, more versatile tank.
Well yes, i am aware of that.Averya_Teira wrote: »dtm_samuraib16_ESO wrote: »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.
Let me tell you why: a DPS must do damage. PERIOD.
Healers must heal. PERIOD.
Tanks must, indeed, play punchball. PERIOD.
In comes the fourth class: the Templar, who should be a support.
Last class has been quite an oversight, but let's not touch this right now.
If you have a Tank that tries to heal, or do DPS, he should become an automatic fail.
Why?
Because HE IS NOT EITHER A DD OR A HEALER.
And such should be for the other classes as well.
Hybrids should be far weaker/useable than there complete class versions.
But hey, just thinking out loud.
If you like a "smart but weak barbarian", sure, but do not ask this to be a competitive thing compared to a Strength based Barb wielding his axe.
One does not put a cannon on a Lamborghini for a reason.
Problem is.... the best way to do any 4 man content right now is with 3 DPS and a templar tank/healer... Which is so wrong and horrible.
I fear the viability of gear swap tanks is going to take a significant hit.
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.
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.
So, you're a masochist then?vladimilianoub17_ESO1 wrote: »Its sad really.Pretty sad how devs know what the issue is but dont address it.I think is because fixing the issue takes a lot of time and resources and equal no money so instead lets just keep releasing DLC and forget that serious issues like this one exist.Is Also one of the reason i went from a hardcore ESO fan to now having a foot outside looking to come back to a game where i can tank,the role i love.
dtm_samuraib16_ESO wrote: »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.
Let me tell you why: a DPS must do damage. PERIOD.
Healers must heal. PERIOD.
Tanks must, indeed, play punchball. PERIOD.
In comes the fourth class: the Templar, who should be a support.
Last class has been quite an oversight, but let's not touch this right now.
If you have a Tank that tries to heal, or do DPS, he should become an automatic fail.
Why?
Because HE IS NOT EITHER A DD OR A HEALER.
And such should be for the other classes as well.
Hybrids should be far weaker/useable than there complete class versions.
But hey, just thinking out loud.
If you like a "smart but weak barbarian", sure, but do not ask this to be a competitive thing compared to a Strength based Barb wielding his axe.
One does not put a cannon on a Lamborghini for a reason.
dtm_samuraib16_ESO wrote: »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.
Let me tell you why: a DPS must do damage. PERIOD.
Healers must heal. PERIOD.
Tanks must, indeed, play punchball. PERIOD.
In comes the fourth class: the Templar, who should be a support.
Last class has been quite an oversight, but let's not touch this right now.
If you have a Tank that tries to heal, or do DPS, he should become an automatic fail.
Why?
Because HE IS NOT EITHER A DD OR A HEALER.
And such should be for the other classes as well.
Hybrids should be far weaker/useable than there complete class versions.
But hey, just thinking out loud.
If you like a "smart but weak barbarian", sure, but do not ask this to be a competitive thing compared to a Strength based Barb wielding his axe.
One does not put a cannon on a Lamborghini for a reason.
This is exactly what I wanted to get at in the post quoted. You cannot expect anyone to have to switch rolls to be viable. As a tank, I expect to tank. I also expect DPS to DPS and Healers to Heal. That's the way it should work. A Tank should not need to DPS if a DPS is not expected to change roles in an instant.
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.
dtm_samuraib16_ESO wrote: »3K... what's 3K?
3K is easily made?
TheDarkShadow wrote: »If ZOS nerf DD's defense, buff all the big bad bosses so that only a tank with max health, max resistance, full heavy armor and shield, and all skills slots for defense skills can tank, then it doesn't mean the role "tank" is more valuable, it just mean gear > skill. It will also add a huge gate for low levels tanks with lesser gear and skills (points).
IMO, in ESO, tank is not the guy who wear the heaviest armor, carring a huge shield, an have the biggest health pool. Tank in ESO are people who act as a tank: taunting, position mobs... That can be a guy in dps gear, but have taunt skill slot and know the mechanic well enough to know where to face the mobs, when to run, when to block, when to interrupt...
Does it mean I think tank are not important? NO! I like dungeon that require more tactic than just dps race. But I also prefer a system where everyone can do any role, as long as they know what they're doing. The knowledge of the mechanics, the skill of the player, should be more important than the gear. Yes a full heavy tank, with all tribute in health, will be safer, and leave more room for mistakes, but if one is good, they should be able to ACT like a tank without full tank setup.
AmberLaTerra wrote: »TheDarkShadow wrote: »If ZOS nerf DD's defense, buff all the big bad bosses so that only a tank with max health, max resistance, full heavy armor and shield, and all skills slots for defense skills can tank, then it doesn't mean the role "tank" is more valuable, it just mean gear > skill. It will also add a huge gate for low levels tanks with lesser gear and skills (points).
IMO, in ESO, tank is not the guy who wear the heaviest armor, carring a huge shield, an have the biggest health pool. Tank in ESO are people who act as a tank: taunting, position mobs... That can be a guy in dps gear, but have taunt skill slot and know the mechanic well enough to know where to face the mobs, when to run, when to block, when to interrupt...
Does it mean I think tank are not important? NO! I like dungeon that require more tactic than just dps race. But I also prefer a system where everyone can do any role, as long as they know what they're doing. The knowledge of the mechanics, the skill of the player, should be more important than the gear. Yes a full heavy tank, with all tribute in health, will be safer, and leave more room for mistakes, but if one is good, they should be able to ACT like a tank without full tank setup.
The problem that comes in there is when you are running a pure tank like I myself do and a DPS with a taunt hits a boss with the taunt after you hand and is killed as a tank I get the flak for not doing my job. A DPS should not be running taunts and should be smashed if they are and taunt a boss. It is not their role to taunt, their roll is to do the damage. A tanks role is to taunt and keep the boss on them or the MOBs away from the healer. That is a role that is nearly pointless in the high DPS that going on now.
How about the solution no one here as suggested. Nerf DPS damage output. If they cannot kill the bosses so fast the bosses will last long enough to use their Mechanics and kill DPS as DPS should be glass cannons and not able to semi tank. This would give tanks our proper role back in tanking so the DPS are not targeted, as well as give the healer their role of healing over a long fight back.
One role should not be able to do 95% of the games content without the other 2 roles even needed at all, and with the rampant DPS output there is now they can.
Needed? No.Silver_Strider wrote: »The game is just too easy for tanks to be needed for most of it, not to mention all the negatives for playing a tank.
Needed? No.Silver_Strider wrote: »The game is just too easy for tanks to be needed for most of it, not to mention all the negatives for playing a tank.
But I sure as hell still want one. I did a run of vWGT yesterday tankless. Did we succeed? Yes, we did (which is kinda sad, that we can beat the 2nd hardest piece of 4-man content without a tank--we didn't read the book on Kena, though). Was it easier than doing it the traditional way, with a tank? Hell no. Things that used to be a walk in the park--Crematorial Guards or the titan before the Inhibitor whose untelegraphed 1-shot attack a DPS never experiences in tanked runs--were so much more difficult without a tank. And doing DPS was more difficult too without a tank holding stuff in place.
I have now done every piece of 4-man content, with the exception of vICP, without a tank. (And no, I'm not stupid enough to try vICP tankless.) And while it's possible, in many situations, going tankless was harder and slower. It's hard to do good DPS with a boss on the loose, running out of your ground AoEs, and having to worry about your own survival a lot more.
So while it may be popular to say "3 DPS and 1 Healer wins the day" in threads like this, I almost always prefer having a tank because going "3 DPS and 1 Healer" is activating Hard Mode in many situations.
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 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.
TheDarkShadow wrote: »If ZOS nerf DD's defense, buff all the big bad bosses so that only a tank with max health, max resistance, full heavy armor and shield, and all skills slots for defense skills can tank, then it doesn't mean the role "tank" is more valuable, it just mean gear > skill. It will also add a huge gate for low levels tanks with lesser gear and skills (points).
IMO, in ESO, tank is not the guy who wear the heaviest armor, carring a huge shield, an have the biggest health pool. Tank in ESO are people who act as a tank: taunting, position mobs... That can be a guy in dps gear, but have taunt skill slot and know the mechanic well enough to know where to face the mobs, when to run, when to block, when to interrupt...
Does it mean I think tank are not important? NO! I like dungeon that require more tactic than just dps race. But I also prefer a system where everyone can do any role, as long as they know what they're doing. The knowledge of the mechanics, the skill of the player, should be more important than the gear. Yes a full heavy tank, with all tribute in health, will be safer, and leave more room for mistakes, but if one is good, they should be able to ACT like a tank without full tank setup.
Needed? No.Silver_Strider wrote: »The game is just too easy for tanks to be needed for most of it, not to mention all the negatives for playing a tank.
But I sure as hell still want one. I did a run of vWGT yesterday tankless. Did we succeed? Yes, we did (which is kinda sad, that we can beat the 2nd hardest piece of 4-man content without a tank--we didn't read the book on Kena, though). Was it easier than doing it the traditional way, with a tank? Hell no. Things that used to be a walk in the park--Crematorial Guards or the titan before the Inhibitor whose untelegraphed 1-shot attack a DPS never experiences in tanked runs--were so much more difficult without a tank. And doing DPS was more difficult too without a tank holding stuff in place.
I have now done every piece of 4-man content, with the exception of vICP, without a tank. (And no, I'm not stupid enough to try vICP tankless.) And while it's possible, in many situations, going tankless was harder and slower. It's hard to do good DPS with a boss on the loose, running out of your ground AoEs, and having to worry about your own survival a lot more.
So while it may be popular to say "3 DPS and 1 Healer wins the day" in threads like this, I almost always prefer having a tank because going "3 DPS and 1 Healer" is activating Hard Mode in many situations.