LinearParadox wrote: »Sorry for the double post, but I wanted to keep this seperate for ease of reading.
Here's a bunch of ideas for mechanics that would raise the value/need for a tank in dungeons.
1. Boss fires a beam/attack of some kind that heals the boss for the amount of damage done AFTER mitigation. Higher mitigation = less healing for the boss. Easier to beat with a tank.
2. Boss does something undesirable/ disruptive (summons an add, heals, CCs, etc) each time he changes targets. Having a tank that can hold aggro and prevent him from switching targets constantly (which he would be programmed to do otherwise) would make the boss easier to defeat.
3. Boss CC locks his current target and deals a large amount of damage to them while also rendering them unhealable meaning their own durability/max health/mitigation would have to sustain them through. The boss would ONLY do this to his current target so having a TANK that could keep the boss TAUNTED could make sure to 'take the bullet' for their team.
4. Boss CC locks EVERYONE BUT his current target, which under most circumstances would usually mean the Healer wouldn't be able to heal so again, the person left up would have to survive by themselves for a certain amount of time. Yes this could be done by some DPS with self-sustain as well, but like I said before they're vulnerable to being burst down since they have low mitigation. This would still favor Tanks in that situation I think.
5. The boss strikes it's current target with a high amount of damage, that damage is then copied, AFTER MITIGATION to all group members. The higher the initial target's mitigation, the less damage everyone else takes. If their mitigation is too low, there's a chance it might burst the entire group, better hope the person the attack his is THE TANK.
ALL THIS... took me about 20 minutes to come up with, on the fly. It's not that f***in hard people -.-
Oh, I do run with these types of groups all the time. I was careful to avoid absolutes in my post and said never said that a tank is nice in all situations--only many. For example, I went helm-farming in vCoH recently. I was the tank, and after the first run (which I tanked only because someone wanted no-death, so it was better to play it safe), I switched to DD and the rest of our runs were 3D/1H, and yes, it was easier this way. The problem with vCoH is that much of the boss damage is not affected by taunt. The most dangerous thing about the Spider boss is her roaming AoE, which targets randomly. The most dangerous thing about the Illambris combination boss are their AoEs, which, again, is random. The most dangerous thing about the penultimate boss is her pull, which affects everyone. And all of Nerien'eth's attacks ignore taunt and are indiscriminate. The only time you need a tank in vCoH is if you're doing the gold key challenge and need to keep those wraiths alive (they hit hard). But if you're just burning him, you can push him to the sword stage without him ever moving from his initial spawn spot (another reason why vCoH is best tankless--the boss conveniently stays still).LinearParadox wrote: »This... is not entirely true. If you've run with any TRUE DPS groups, I'm talking three people putting out 20-25K single target and many times that AoE, you'll know that this isn't true.
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.
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.
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.
LinearParadox wrote: »Anyone who thinks 3DPS is 'hardmode' has not seen what three top-tier DPS can do.
Bosses die in typically under 20 seconds and often don't even reach their first 'mechanic', trash pulls last no more than 5 seconds, and the dungeon practically runs on autopilot.
Some will say that's because dungeons are too easy, which may be partially true, but I personally believe it's largely due to the insanely high ceiling on DPS cappability; it makes it impossible to balance boss health; lower tier geared players will struggle if it's balanced for those 30K single target monster DPS, AND inversely the dungeons become a laughable cakewalk if they're balanced to the other end of the spectrum. If you try to aim for a middle point, you get outliers on both sides. The span of DPS ability is simply too wide to tune boss health properly.
My suggestion here would be mechanics. If you have to, make the boss invulnerable every so often or at certain health%s that FORCE the mechanics to trigger, give them attacks that only a Tank can absorb, have them summon adds that need to be burned down before the boss is vulnerable again meanwhile making the boss 'frenzy' or something requiring a tank to draw aggro, throw in a SINGLE TARGET heal check that's nearly impossible to pass unless that single target has high mitigation, etc. I can come up with dozens of ideas and I'm sure the people here can too so let's hear em!
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.
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.
I think the changes to guard will make some interesting tank builds in pvp next patch.
1I 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.
I think the changes to guard will make some interesting tank builds in pvp next patch.
I had completely forgotten about the Guard changes! Thank you for that reminder. That is, indeed the type of tools Tanks need for PvP.
1I 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.
I think the changes to guard will make some interesting tank builds in pvp next patch.
I had completely forgotten about the Guard changes! Thank you for that reminder. That is, indeed the type of tools Tanks need for PvP.
How do you feel about guard keeping the whole "no stamina regen while active" part?
1I 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.
I think the changes to guard will make some interesting tank builds in pvp next patch.
I had completely forgotten about the Guard changes! Thank you for that reminder. That is, indeed the type of tools Tanks need for PvP.
How do you feel about guard keeping the whole "no stamina regen while active" part?
I feel that it might be a little too harsh. Maybe cut it down to 25% regen, but still give them something. That said, a Tank can still be given stamina by Templars, so it might encourage the same type of thing as a Medic/Heavy combination in TF2.
1I 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.
I think the changes to guard will make some interesting tank builds in pvp next patch.
I had completely forgotten about the Guard changes! Thank you for that reminder. That is, indeed the type of tools Tanks need for PvP.
How do you feel about guard keeping the whole "no stamina regen while active" part?
I feel that it might be a little too harsh. Maybe cut it down to 25% regen, but still give them something. That said, a Tank can still be given stamina by Templars, so it might encourage the same type of thing as a Medic/Heavy combination in TF2.
Good point, but I don't think templars like the title of 'pocket stamina monkies' that much.
For opposite examples, for the last boss in Darkshade Cavern it is almost pointless to have a tank.
Ep1kMalware wrote: »Without good dps the healers and tanks ARE useless because the only way through pve content is by killing your way through. If the dps is bad, and always dead, you're going to be there a while.
Ep1kMalware wrote: »Healers are the most useless role imo. Good dps can self sustain, and can kill stuff before anything becomes an issue. I'd rather run with 3 dps and a tank that can cc ads and pull them into aoes. This is my preferred setup for prison. But when the game gets nerfed over and over, dps will continue to be the most important role.
And in a way, it is. Without good dps the healers and tanks ARE useless because the only way through pve content is by killing your way through. If the dps is bad, and always dead, you're going to be there a while. Content needs to be BUFFED if you want to see any type of role equality. More nerfs = less demand.
Every player in this game has access to self heals. Tanks are underrated imo, I just don't see many good ones. No matter what, it's always a team effort. If your tanking, and running the boss around the room like a chicken with his head cut off, and you die, I'll breath a sigh of relief and solo the boss in peace. If you lock in adds with talons, and pull casters into aoes with your chains, I'll kick any healer to make room for you in my group
dodgehopper_ESO wrote: »1I 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.
I think the changes to guard will make some interesting tank builds in pvp next patch.
I had completely forgotten about the Guard changes! Thank you for that reminder. That is, indeed the type of tools Tanks need for PvP.
How do you feel about guard keeping the whole "no stamina regen while active" part?
I feel that it might be a little too harsh. Maybe cut it down to 25% regen, but still give them something. That said, a Tank can still be given stamina by Templars, so it might encourage the same type of thing as a Medic/Heavy combination in TF2.
Good point, but I don't think templars like the title of 'pocket stamina monkies' that much.
Not to mention that some Templars want to be the tank not the battery. The more I think about the problem of attribute scaling, the more it occurs to me that increased health should boost all regeneration. Regeneration is a staple of tanking in this game. Health is the tank attribute. It stands to reason that you wouldn't want tanking to push dps up too much, but giving better regeneration (mag and stam) would allow for the 'slow and steady wins the race' kind of style that tanks would be involved in.
Taunt Affects Everything:One of my biggest complaints in PvE is that there are some bosses that can simply ignore Taunt effects.
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.
LinearParadox wrote: »The only reward a good tank gets is in their own satisfaction.
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.
dtm_samuraib16_ESO wrote: »If you have a Tank that tries to heal, or do DPS, he should become an automatic fail.
TheDarkShadow wrote: »Why would a dps slot a taunt when there is already a tank in the group. The point in my post is "everyone can be a tank" if they know what they are doing, not "everyone in a group is a tank".
For opposite examples, for the last boss in Darkshade Cavern it is almost pointless to have a tank. There are a few adds, but they come out in groups, which tanks can't do much about, and the boss ignores you.
Ep1kMalware wrote: »Take from this what you will:
My favorite tank I do dungeons with, does exactly what I mentiomed above. I have great dps/sustain, sure. But how she manipulates the adds saves so many resources and cuts the timenspent killihg them to a third of what it used to be. When shes not on, I que as a tank. not because it's faster, simply because I gave up trying to chase bosses around thenroom. its wasteful of resources and a huge time dump for everybody.
Often though, we run randoms all day together, I que as a healer (unless its something like darkshade and Infeel like pug dps wont handle the sustain demands).We can 2 man pretty jmuch anythingl ky vigor tooltips for 22k, so we are usualky side by side. I keep her healed, and she manipulates adds. Well take anyone, heavy armour resto we dont care. some stick in our group since we chain que dungeons.
Others dont care, and are simply along for the ride. Last night we did city of ash, vet and the only teamate that died was the healer (suprise?). He was in heavy armour with a bow,nvr 8 or 9. Tanks, don't sell yourselves short. You can be an incredible asset to a team, it just really sucks when you get "people who dont care" that can take this kind of group buff for granted.
I'm not entirely against healers, I lovem for trials. Most of them just dont add much to the team. Maybe they could expand the resto staff tree to give support buffs. Sets like spellpower cure are awesome and welcomed, but only a good start. I've had awesome healers that mostly biffed thengroup and dpsd. They also really benefit the newer and mote casual players, but by the time you're completing endgame content you cant quite remember what 'healer' means.
my motto in group chat is: It's never the healer's fault. SUSTAIN. Healers are package deal pf varying buffs, and therefore should never be blamed. ZOS needs to kick it in gear, buff up cotent some, and tailor item sets for the support/buff roll so that healers can excel at something. Changing our perspective of healers, to 'support' classes, and giving them the tools they need. This would do so much for eso ad a whole. It would help people appriciate healers more, and add more variety than what the status quo had to offer. I think it may help force people to sustain, and as a consequence, improve their gameplay. Zenimax dropped the ball on the healer role in this game, and I think it needs a serious overhaul.
just my .02¢
Ep1k
If this game has any issue at all it's the massive disparity between skilled DPS and unskilled DPS.
Ep1kMalware wrote: »Guppet, it seems like you misunderstood my target with that last post. Healers and tanks arent overly critical. I run pugs all day while cued as healer, and most do just fine. I think alot of your trouble came from the DDs not doing too well at their role.
The game is not balanced, instead we're on a sliding powerscale that shifts around each update. Instead of wasting dev time on skill tweaks, we could use alot more armour varience in a way that buffs a large variety of play styles that would ,make the, effective. zos's play ad you want campaigne was a total fail. Not because of players, but because of zenimax' inability to facilitate this and make it a reality. Most [players are pretty decent, and adapt fairly well when put into performance groups.
I by no meand intendrd to come out as saying everyone needs to start acting like the top 1%. healers have a place, but they arent as important. I'm trying to suggest that your role should be buffed, and you should have more tools to excel with rather than cookie cutter armour and skill sets. Play how you want shouldnt mean heavy armour resto staff, it should mean 'Good thing zenimax gave me armour sets that added a unique advantage to the skill abilities that support my playstyle and make it viable!'.
There's a reason for a top 1%, 10%, 25%. All I'm saying is they could overhaul healers at support classes. This would be good endgame too. Because all those buff on a min/max build add up. It'd carry the same useful weight in endgame content as it does with a few casual players enjoying a dungeon run with friends. Some people need a 'healer' to constantly fix their mistakes, awesome. Maybe they could make a jewelry set that returns magica whenever you heal someone while they're below 50% health.(It's useful for a heal support style of gameplay). For people who enjoy speedruns, perhaps armour sets similar to spellpower cure, or even sets that buff YOU when teamates are at full health. You know, options.
Most weaker players, will get better and unreliant on healers, if they start running in tripple dps/tank groups. This is the RESULT of many problems. From zenimax not supporting their advertised diversity of gameplay, and in the end forcing a group role with alot of potential into a 1 class 1 skill meta.
Ep1kMalware wrote: »See, this confuses me. All I need to do to not need a healer is slot vigor, stay out of red circles, and dodge roll ocasionally. I don't see any reason why you can't spam breath of life if you'd like. The problem is that's what you're reduced to. There's more than one way to keep people alive, and with pugs I agree, with bad overall dps you need to babysit them with healing spells. There's also crowd control, shields, damage buffs, resource buffs, any many other options.
I guess that's why I like being a DD. I have the most control over how far, and how easily my group will move through a given dungeon.