old_mufasa wrote: »notimetocare wrote: »Aoe taunt isnt needed. You dont have to taunt everything. Learn to taunt threats and ignore weak mobsold_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE tuant effected added to it?
This is such a stupid argument....
With your logic.. AOE dps isn't needed... because you can single target kill targets....
May as well say all AOE is not needed... right because you can do the same thing single target...
It's not about needed, its not about easy mode.. its about giving more options for players to style there tanks.. instead of cookie cutter single target tanking....
It allows options for fight mechanics as well to be added...
Seems more we have a bunch of people that are scared of any sort of change... then looking at it objectively
old_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE taunt effected added to it?
notimetocare wrote: »old_mufasa wrote: »notimetocare wrote: »Aoe taunt isnt needed. You dont have to taunt everything. Learn to taunt threats and ignore weak mobsold_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE tuant effected added to it?
This is such a stupid argument....
With your logic.. AOE dps isn't needed... because you can single target kill targets....
May as well say all AOE is not needed... right because you can do the same thing single target...
It's not about needed, its not about easy mode.. its about giving more options for players to style there tanks.. instead of cookie cutter single target tanking....
It allows options for fight mechanics as well to be added...
Seems more we have a bunch of people that are scared of any sort of change... then looking at it objectively
Technically speaking taunting is stupid to begin with. You're just magically make a mobs pay attention to the tankiest Target.
Those aren't really equivalent arguments.
I don't have a fear of change but I have played games thathave aoe taunt, and I found the mechanic abhorrently dull compared to what eso has.
I can multi taunt the targets that I need just fine. Aoe taunts are just about people wanting an easy way out.
Most games even have cooldowns for taunt and many have done away with aoe taunts all together.
old_mufasa wrote: »notimetocare wrote: »Aoe taunt isnt needed. You dont have to taunt everything. Learn to taunt threats and ignore weak mobsold_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE tuant effected added to it?
This is such a stupid argument....
With your logic.. AOE dps isn't needed... because you can single target kill targets....
May as well say all AOE is not needed... right because you can do the same thing single target...
It's not about needed, its not about easy mode.. its about giving more options for players to style there tanks.. instead of cookie cutter single target tanking....
It allows options for fight mechanics as well to be added...
Seems more we have a bunch of people that are scared of any sort of change... then looking at it objectively
NewBlacksmurf wrote: »old_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE taunt effected added to it?
Actually...if they don't change the Ultimate...which i agree does need changing, here is what I believe makes better sense @ZOS_GinaBruno (even tho its not in the PTS feedback, please consider this as feedback)
they should scrap the whole line of skills.
1. The very first thing unlocked should be an AOE taunt that does a significant increased amount of dmg. The morph should cause a choice between a longer taunt radius and length of time for aggro. The other morph should lessen the time and enhance the DMG in a cone in front of the tank with
2. AOE shield slam stun for targets within 5 paces or less.... yes this is actually needed and this with morphs for slowing speed after stun and the other morph making them take more phy dmg
*REASON WHY AOE is MPORTANT and necessary for tanking....
-Healing is done on a radius basis and not a targeting basis, so to keep consistency and logic, tanking should follow this same direction. People constantly complain about bad tanks but the game does nothing to encourage, equip or direct players on how to be good. This typically leads to kicking, arguments, or greater social issues upon interactions.
3. keep the shield charge but have one morph with no stun and increase phy dmg, the other should stun shorter and taunt one target
4. Increase armor, resistances and add a buff for a short period like shield stacking. Morphs...open to other ideas from community input
5. Ultimate.....Perhaps the best opportunity if the above is considered, is to drop a radius of HoT in one morph and a reduction of all DoT in the other
The constant issue with all of this is one constant feedback i provide. PvE has to be different from PvP
Different as in the skills for PvE should not be the skills and effects for PvP. What we see now are changes in effort not to create balance issues but its reducing or negating the PvE effectiveness desired and short changing the PvP feedback given.
No one at this point is getting what they desire and often times, those who strictly play one class, feel penalized or left out.
This practice has got to cease if the game is going to get better and encourage players to use this weapon tree outside of a tank role.
You also will want to make major adjustments to the passives in relation to the above skills.
Not only tanks want to use a sword and shield so every weapon should be designed for DPS and Healers but this weapon line has to address all three with stress on DPS and Tanks. The reason it has to address all three is because dual swords and tank and shield are often used for getting another set bonus due to having two items in hand.
To me this is an obvious design direction, even if the devs in charge want to do otherwise, as the players in the game are constantly playing different than wha the devs intend or project actions to be.
Listen to some of the other very vocal community members who have detailed out a much better criticism that mine but who are raising very valid concerns and opportunities.
old_mufasa wrote: »notimetocare wrote: »old_mufasa wrote: »notimetocare wrote: »Aoe taunt isnt needed. You dont have to taunt everything. Learn to taunt threats and ignore weak mobsold_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE tuant effected added to it?
This is such a stupid argument....
With your logic.. AOE dps isn't needed... because you can single target kill targets....
May as well say all AOE is not needed... right because you can do the same thing single target...
It's not about needed, its not about easy mode.. its about giving more options for players to style there tanks.. instead of cookie cutter single target tanking....
It allows options for fight mechanics as well to be added...
Seems more we have a bunch of people that are scared of any sort of change... then looking at it objectively
Technically speaking taunting is stupid to begin with. You're just magically make a mobs pay attention to the tankiest Target.
Those aren't really equivalent arguments.
I don't have a fear of change but I have played games thathave aoe taunt, and I found the mechanic abhorrently dull compared to what eso has.
I can multi taunt the targets that I need just fine. Aoe taunts are just about people wanting an easy way out.
Most games even have cooldowns for taunt and many have done away with aoe taunts all together.
Most games have cooldowns.. what do you think having to regen your ultimate is... its a cool down.. but one you can build up...
Also most mmos games do not do away with taunts... Trinity system is in most mmos.. there are a few that have tried to remove the trinity game play.. and in the pve realm have not done well for it.. such as GW2 there starting content just turned into a dps zerg do to no tank/healer system in the game.
please don't try to bring up realism.. Magically make mobs attack you.. well gee how about you magically have raining arrows, or weapons that cleave through enemy but don't cut them in half or slow you weapon down... everything we do is "magical" it's a game...
as far easy way out.. one button clickers for tank taunting are the easy way out players.. knowing when to use what skills, when to aoe pull or to use that ultimate to prevent a wipe.. those are the option that skilled players use.. its the ill push one button on one mob to tank them that are the easy way out players.
@Giles.floydub17_ESOGiles.floydub17_ESO wrote: »NewBlacksmurf wrote: »old_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE taunt effected added to it?
Actually...if they don't change the Ultimate...which i agree does need changing, here is what I believe makes better sense @ZOS_GinaBruno (even tho its not in the PTS feedback, please consider this as feedback)
they should scrap the whole line of skills.
1. The very first thing unlocked should be an AOE taunt that does a significant increased amount of dmg. The morph should cause a choice between a longer taunt radius and length of time for aggro. The other morph should lessen the time and enhance the DMG in a cone in front of the tank with
2. AOE shield slam stun for targets within 5 paces or less.... yes this is actually needed and this with morphs for slowing speed after stun and the other morph making them take more phy dmg
*REASON WHY AOE is MPORTANT and necessary for tanking....
-Healing is done on a radius basis and not a targeting basis, so to keep consistency and logic, tanking should follow this same direction. People constantly complain about bad tanks but the game does nothing to encourage, equip or direct players on how to be good. This typically leads to kicking, arguments, or greater social issues upon interactions.
3. keep the shield charge but have one morph with no stun and increase phy dmg, the other should stun shorter and taunt one target
4. Increase armor, resistances and add a buff for a short period like shield stacking. Morphs...open to other ideas from community input
5. Ultimate.....Perhaps the best opportunity if the above is considered, is to drop a radius of HoT in one morph and a reduction of all DoT in the other
The constant issue with all of this is one constant feedback i provide. PvE has to be different from PvP
Different as in the skills for PvE should not be the skills and effects for PvP. What we see now are changes in effort not to create balance issues but its reducing or negating the PvE effectiveness desired and short changing the PvP feedback given.
No one at this point is getting what they desire and often times, those who strictly play one class, feel penalized or left out.
This practice has got to cease if the game is going to get better and encourage players to use this weapon tree outside of a tank role.
You also will want to make major adjustments to the passives in relation to the above skills.
Not only tanks want to use a sword and shield so every weapon should be designed for DPS and Healers but this weapon line has to address all three with stress on DPS and Tanks. The reason it has to address all three is because dual swords and tank and shield are often used for getting another set bonus due to having two items in hand.
To me this is an obvious design direction, even if the devs in charge want to do otherwise, as the players in the game are constantly playing different than wha the devs intend or project actions to be.
Listen to some of the other very vocal community members who have detailed out a much better criticism that mine but who are raising very valid concerns and opportunities.
By your logic as to why an aoe taunted is required (not) all DPS skills should only be AoE just like the heals you use as a comparison.
I've tanked a lot in the game and have found zero need for an AoE taunt, except on fight (maybe) and everything can be done well with only the single target taunt.
Skilled tanks do not need an aoe taunt and tanks still learning or are less experienced would likely develope bad habits that would prevent them from becoming decent skilled tanks.
Just a bad idea overall. Glad it is not in game. Glad the Devs have stated they do not want an aoe taunt.
NewBlacksmurf wrote: »the overwhelming feedback is changes to taunt more than one target
Giles.floydub17_ESO wrote: »NewBlacksmurf wrote: »old_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE taunt effected added to it?
Actually...if they don't change the Ultimate...which i agree does need changing, here is what I believe makes better sense @ZOS_GinaBruno (even tho its not in the PTS feedback, please consider this as feedback)
they should scrap the whole line of skills.
1. The very first thing unlocked should be an AOE taunt that does a significant increased amount of dmg. The morph should cause a choice between a longer taunt radius and length of time for aggro. The other morph should lessen the time and enhance the DMG in a cone in front of the tank with
2. AOE shield slam stun for targets within 5 paces or less.... yes this is actually needed and this with morphs for slowing speed after stun and the other morph making them take more phy dmg
*REASON WHY AOE is MPORTANT and necessary for tanking....
-Healing is done on a radius basis and not a targeting basis, so to keep consistency and logic, tanking should follow this same direction. People constantly complain about bad tanks but the game does nothing to encourage, equip or direct players on how to be good. This typically leads to kicking, arguments, or greater social issues upon interactions.
3. keep the shield charge but have one morph with no stun and increase phy dmg, the other should stun shorter and taunt one target
4. Increase armor, resistances and add a buff for a short period like shield stacking. Morphs...open to other ideas from community input
5. Ultimate.....Perhaps the best opportunity if the above is considered, is to drop a radius of HoT in one morph and a reduction of all DoT in the other
The constant issue with all of this is one constant feedback i provide. PvE has to be different from PvP
Different as in the skills for PvE should not be the skills and effects for PvP. What we see now are changes in effort not to create balance issues but its reducing or negating the PvE effectiveness desired and short changing the PvP feedback given.
No one at this point is getting what they desire and often times, those who strictly play one class, feel penalized or left out.
This practice has got to cease if the game is going to get better and encourage players to use this weapon tree outside of a tank role.
You also will want to make major adjustments to the passives in relation to the above skills.
Not only tanks want to use a sword and shield so every weapon should be designed for DPS and Healers but this weapon line has to address all three with stress on DPS and Tanks. The reason it has to address all three is because dual swords and tank and shield are often used for getting another set bonus due to having two items in hand.
To me this is an obvious design direction, even if the devs in charge want to do otherwise, as the players in the game are constantly playing different than wha the devs intend or project actions to be.
Listen to some of the other very vocal community members who have detailed out a much better criticism that mine but who are raising very valid concerns and opportunities.
By your logic as to why an aoe taunted is required (not) all DPS skills should only be AoE just like the heals you use as a comparison.
I've tanked a lot in the game and have found zero need for an AoE taunt, except on fight (maybe) and everything can be done well with only the single target taunt.
Skilled tanks do not need an aoe taunt and tanks still learning or are less experienced would likely develope bad habits that would prevent them from becoming decent skilled tanks.
Just a bad idea overall. Glad it is not in game. Glad the Devs have stated they do not want an aoe taunt.
The idea that only tanks should be getting hit is just an opinion. Others (including it seems the developers of this game) don't see it that way. I prefer a style of combat that more accurately reflects the kind of medieval warfare the game is trying to convey instead of everyone hiding behind a single character without having to worry about anything coming after them.
NewBlacksmurf wrote: »the overwhelming feedback is changes to taunt more than one target
You mean how virtually every person in this thread who actively tanks don't want an AoE taunt?
Giles.floydub17_ESO wrote: »NewBlacksmurf wrote: »old_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE taunt effected added to it?
Actually...if they don't change the Ultimate...which i agree does need changing, here is what I believe makes better sense @ZOS_GinaBruno (even tho its not in the PTS feedback, please consider this as feedback)
they should scrap the whole line of skills.
1. The very first thing unlocked should be an AOE taunt that does a significant increased amount of dmg. The morph should cause a choice between a longer taunt radius and length of time for aggro. The other morph should lessen the time and enhance the DMG in a cone in front of the tank with
2. AOE shield slam stun for targets within 5 paces or less.... yes this is actually needed and this with morphs for slowing speed after stun and the other morph making them take more phy dmg
*REASON WHY AOE is MPORTANT and necessary for tanking....
-Healing is done on a radius basis and not a targeting basis, so to keep consistency and logic, tanking should follow this same direction. People constantly complain about bad tanks but the game does nothing to encourage, equip or direct players on how to be good. This typically leads to kicking, arguments, or greater social issues upon interactions.
3. keep the shield charge but have one morph with no stun and increase phy dmg, the other should stun shorter and taunt one target
4. Increase armor, resistances and add a buff for a short period like shield stacking. Morphs...open to other ideas from community input
5. Ultimate.....Perhaps the best opportunity if the above is considered, is to drop a radius of HoT in one morph and a reduction of all DoT in the other
The constant issue with all of this is one constant feedback i provide. PvE has to be different from PvP
Different as in the skills for PvE should not be the skills and effects for PvP. What we see now are changes in effort not to create balance issues but its reducing or negating the PvE effectiveness desired and short changing the PvP feedback given.
No one at this point is getting what they desire and often times, those who strictly play one class, feel penalized or left out.
This practice has got to cease if the game is going to get better and encourage players to use this weapon tree outside of a tank role.
You also will want to make major adjustments to the passives in relation to the above skills.
Not only tanks want to use a sword and shield so every weapon should be designed for DPS and Healers but this weapon line has to address all three with stress on DPS and Tanks. The reason it has to address all three is because dual swords and tank and shield are often used for getting another set bonus due to having two items in hand.
To me this is an obvious design direction, even if the devs in charge want to do otherwise, as the players in the game are constantly playing different than wha the devs intend or project actions to be.
Listen to some of the other very vocal community members who have detailed out a much better criticism that mine but who are raising very valid concerns and opportunities.
By your logic as to why an aoe taunted is required (not) all DPS skills should only be AoE just like the heals you use as a comparison.
I've tanked a lot in the game and have found zero need for an AoE taunt, except on fight (maybe) and everything can be done well with only the single target taunt.
Skilled tanks do not need an aoe taunt and tanks still learning or are less experienced would likely develope bad habits that would prevent them from becoming decent skilled tanks.
Just a bad idea overall. Glad it is not in game. Glad the Devs have stated they do not want an aoe taunt.
And if less experienced tanks had an aoe taunt they would also be prone to just keep getting themselves killed. Sure I hear guildies say things like they stopped tanking because there is no aoe taunt, but in this game there is not a need for it. The masses of trash mobs should be killed in aoe's, and you don't need an aoe taunt for bosses.
NewBlacksmurf wrote: »Giles.floydub17_ESO wrote: »NewBlacksmurf wrote: »old_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE taunt effected added to it?
Actually...if they don't change the Ultimate...which i agree does need changing, here is what I believe makes better sense @ZOS_GinaBruno (even tho its not in the PTS feedback, please consider this as feedback)
they should scrap the whole line of skills.
1. The very first thing unlocked should be an AOE taunt that does a significant increased amount of dmg. The morph should cause a choice between a longer taunt radius and length of time for aggro. The other morph should lessen the time and enhance the DMG in a cone in front of the tank with
2. AOE shield slam stun for targets within 5 paces or less.... yes this is actually needed and this with morphs for slowing speed after stun and the other morph making them take more phy dmg
*REASON WHY AOE is MPORTANT and necessary for tanking....
-Healing is done on a radius basis and not a targeting basis, so to keep consistency and logic, tanking should follow this same direction. People constantly complain about bad tanks but the game does nothing to encourage, equip or direct players on how to be good. This typically leads to kicking, arguments, or greater social issues upon interactions.
3. keep the shield charge but have one morph with no stun and increase phy dmg, the other should stun shorter and taunt one target
4. Increase armor, resistances and add a buff for a short period like shield stacking. Morphs...open to other ideas from community input
5. Ultimate.....Perhaps the best opportunity if the above is considered, is to drop a radius of HoT in one morph and a reduction of all DoT in the other
The constant issue with all of this is one constant feedback i provide. PvE has to be different from PvP
Different as in the skills for PvE should not be the skills and effects for PvP. What we see now are changes in effort not to create balance issues but its reducing or negating the PvE effectiveness desired and short changing the PvP feedback given.
No one at this point is getting what they desire and often times, those who strictly play one class, feel penalized or left out.
This practice has got to cease if the game is going to get better and encourage players to use this weapon tree outside of a tank role.
You also will want to make major adjustments to the passives in relation to the above skills.
Not only tanks want to use a sword and shield so every weapon should be designed for DPS and Healers but this weapon line has to address all three with stress on DPS and Tanks. The reason it has to address all three is because dual swords and tank and shield are often used for getting another set bonus due to having two items in hand.
To me this is an obvious design direction, even if the devs in charge want to do otherwise, as the players in the game are constantly playing different than wha the devs intend or project actions to be.
Listen to some of the other very vocal community members who have detailed out a much better criticism that mine but who are raising very valid concerns and opportunities.
By your logic as to why an aoe taunted is required (not) all DPS skills should only be AoE just like the heals you use as a comparison.
I've tanked a lot in the game and have found zero need for an AoE taunt, except on fight (maybe) and everything can be done well with only the single target taunt.
Skilled tanks do not need an aoe taunt and tanks still learning or are less experienced would likely develope bad habits that would prevent them from becoming decent skilled tanks.
Just a bad idea overall. Glad it is not in game. Glad the Devs have stated they do not want an aoe taunt.
And if less experienced tanks had an aoe taunt they would also be prone to just keep getting themselves killed. Sure I hear guildies say things like they stopped tanking because there is no aoe taunt, but in this game there is not a need for it. The masses of trash mobs should be killed in aoe's, and you don't need an aoe taunt for bosses.
CP5
Do you understand AOE taunt?
Realistically what happens is the healer or ranged is getting targeted while the tank is on another NPC. While many tanks run from NPC to NPC and taunt here and there, many dps aren't only using single target dps all on one target as the tank. Even in very coordinated groups that's not the case so an aoe taunt provides opportunities to pull an NPC off maybe both a healer and a caster while tanking another target. Let's say it's limited to two or three NPCs, or in a cone or what not.
The intent even if it taunts everything in a radius isn't going to keep all on one person because unless it's a boss fight, ppl tend to dps all over the place so Aggro is lost right away this the benefit of an aoe taunt.
Typically ppl aren't stupid so they understand it's not something to spam over and over as well as by design ZOS is going to continue the Aggro tables which are lost very quickly. This is just a request for efficiency that doesn't exist which oddly only applies to tanks.
Healers and DPS all use and have aoe viable role specific skills.
It does. Because it means you view tanking very differently than most endgame tanks, and you have a fundamentally different view of what the tank's job should be and how it fits into the combat dynamic. That view is why you want an AoE taunt and why you don't run War Horn.UltimaJoe777 wrote: »What I run or don't run has nothing to do with me wanting an AoE Taunt.By you and a few others, you mean. Most tanks in this game, particularly endgame tanks, neither need nor want an AoE taunt. And we fully support ZOS's stance that there shouldn't be one.UltimaJoe777 wrote: »but that will never change the fact AoE Taunts are wanted
@UltimaJoe777
1- Actually , it does . As far as I understand you are ok with using your Ultimate for AOE taunting which means you don't have any idea how important Warhorn is . If you knew , you would use it over pretty much everything .
2- If you really need to taunt everything , it is a better option than an AOE Taunt since it makes your blocks free as well as your taunts .
3- As I said before , I would not mind if ZOS implement an AOE Taunt . It would be pretty important while observing a tank to understand how good he/she is .
Giles.floydub17_ESO wrote: »UltimaJoe777 wrote: »NoMoreChillies wrote: »AOE taunt would remove any player skill from Tanks.
You barely need skill in this game to tank to begin with.
Why make it even easier then. An AoE taunt would make it completely lazy. Absolutely not justification for an AoE taunt in this game other than pure laziness.
There is also absolutely zero reason a tank needs to taunt everything to begin with unless they are running with players with poor skill and have no interested in seeing them improve.
Just say no to what is not needed. Just say no to an AoE taunt
Giles.floydub17_ESO wrote: »UltimaJoe777 wrote: »Just throwing my vote in with the no crowd. No need to repeat the reasons that others have already stated.UltimaJoe777 wrote: »Yeah, that explains nothing except your own stance on it, which is quite clear by everyone that has said so. I mean really, I have yet to hear a good reason why AoE Taunts should not be in this game.
"I don't want it"
"It's easy mode"
"It's not needed"
That's pretty much all I'm hearing, and it just isn't good enough. In fact, those same reasons can apply to literally EVERYTHING in or not in this game. Good arguments, they don't make.
But since you insist on a degree of verbosity, have you even tanked serious endgame content in this game? If you have, then I doubt this would be such a controversial topic for you. You're not supposed to hold aggro on everything. And a lot of enemies will deal damage indiscriminately, regardless of aggro. This is the intended design. In this game, the DPS are supposed to have a degree of self-responsibility--everyone has a substantial arsenal of defenses: blocks, dodges, self-heals, etc. And healers have to heal everyone, not just the tank. The tank's job isn't to taunt everything. Prioritization of taunt is important. Their job is to provide support, through positioning, debuffing, etc.
In short, adding an AoE taunt means changing the entire dynamic of the game. It doesn't fit with a game where everyone has a high degree of self-sufficiency. It simply does not belong.
Of course you're not SUPPOSED to, but the more aggro you take the less pressure on your allies so they can do what they're supposed to. Taunting is mitigating aggro, which is something more guaranteed to work than trying other means, like outright damage.
Self-sufficiency in what way? If the tank doesn't keep the aggro off the Damagers and Healer they just die under normal circumstances. Even the meta here disapproves of being self-sufficient.
If you agree that one is not supposed to have aggro on everything then why do you agrue that an AoE taunt should be added for unnecessary reasons?
BTW, pointless convo since the devs have specifically said the game is designed to agro will go to different players and do not intend tanks to taunt everything.
In reality, the design is for SMART tanking. Smart tanking the tank chooses the more important targets to tank and lets the group handle the rest. An AoE taunt is not for smart tanking. It is for game like Final Fantasy.
notimetocare wrote: »UltimaJoe777 wrote: »Just throwing my vote in with the no crowd. No need to repeat the reasons that others have already stated.UltimaJoe777 wrote: »Yeah, that explains nothing except your own stance on it, which is quite clear by everyone that has said so. I mean really, I have yet to hear a good reason why AoE Taunts should not be in this game.
"I don't want it"
"It's easy mode"
"It's not needed"
That's pretty much all I'm hearing, and it just isn't good enough. In fact, those same reasons can apply to literally EVERYTHING in or not in this game. Good arguments, they don't make.
But since you insist on a degree of verbosity, have you even tanked serious endgame content in this game? If you have, then I doubt this would be such a controversial topic for you. You're not supposed to hold aggro on everything. And a lot of enemies will deal damage indiscriminately, regardless of aggro. This is the intended design. In this game, the DPS are supposed to have a degree of self-responsibility--everyone has a substantial arsenal of defenses: blocks, dodges, self-heals, etc. And healers have to heal everyone, not just the tank. The tank's job isn't to taunt everything. Prioritization of taunt is important. Their job is to provide support, through positioning, debuffing, etc.
In short, adding an AoE taunt means changing the entire dynamic of the game. It doesn't fit with a game where everyone has a high degree of self-sufficiency. It simply does not belong.
Of course you're not SUPPOSED to, but the more aggro you take the less pressure on your allies so they can do what they're supposed to. Taunting is mitigating aggro, which is something more guaranteed to work than trying other means, like outright damage.
Self-sufficiency in what way? If the tank doesn't keep the aggro off the Damagers and Healer they just die under normal circumstances. Even the meta here disapproves of being self-sufficient.notimetocare wrote: »Aoe taunt isnt needed. You dont have to taunt everything. Learn to taunt threats and ignore weak mobsold_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE tuant effected added to it?
Yeah and those weak mobs add up over time, becoming a real threat.notimetocare wrote: »Would also point put that no good tank would waste ult for a taunt.
I would use an Ultimate AoE Taunt, considering it is literally the only way we'd get it at this point. My tank loses nothing by doing so anyway.
You lose norhing, but your group loses tons of damage for a lack of warhorn. However I did specify good tanks.
Yes the small mobs do it up but if they're not dying you have more problems than the fact that they're killing DPS.
Caltrops.
NewBlacksmurf wrote: »the overwhelming feedback is changes to taunt more than one target
You mean how virtually every person in this thread who actively tanks don't want an AoE taunt?
Giles.floydub17_ESO wrote: »NewBlacksmurf wrote: »old_mufasa wrote: »They should added a AOE tuant to the one hand and shield ultimate... it would of been so perfect... Tuants all mobs with in x meters while blocking all attacks... its fills a gap that's been missing as well fits the ultimate's ability perfectly and its not spam able like a normal tuant....
Do you think it should have a AOE taunt effected added to it?
Actually...if they don't change the Ultimate...which i agree does need changing, here is what I believe makes better sense @ZOS_GinaBruno (even tho its not in the PTS feedback, please consider this as feedback)
they should scrap the whole line of skills.
1. The very first thing unlocked should be an AOE taunt that does a significant increased amount of dmg. The morph should cause a choice between a longer taunt radius and length of time for aggro. The other morph should lessen the time and enhance the DMG in a cone in front of the tank with
2. AOE shield slam stun for targets within 5 paces or less.... yes this is actually needed and this with morphs for slowing speed after stun and the other morph making them take more phy dmg
*REASON WHY AOE is MPORTANT and necessary for tanking....
-Healing is done on a radius basis and not a targeting basis, so to keep consistency and logic, tanking should follow this same direction. People constantly complain about bad tanks but the game does nothing to encourage, equip or direct players on how to be good. This typically leads to kicking, arguments, or greater social issues upon interactions.
3. keep the shield charge but have one morph with no stun and increase phy dmg, the other should stun shorter and taunt one target
4. Increase armor, resistances and add a buff for a short period like shield stacking. Morphs...open to other ideas from community input
5. Ultimate.....Perhaps the best opportunity if the above is considered, is to drop a radius of HoT in one morph and a reduction of all DoT in the other
The constant issue with all of this is one constant feedback i provide. PvE has to be different from PvP
Different as in the skills for PvE should not be the skills and effects for PvP. What we see now are changes in effort not to create balance issues but its reducing or negating the PvE effectiveness desired and short changing the PvP feedback given.
No one at this point is getting what they desire and often times, those who strictly play one class, feel penalized or left out.
This practice has got to cease if the game is going to get better and encourage players to use this weapon tree outside of a tank role.
You also will want to make major adjustments to the passives in relation to the above skills.
Not only tanks want to use a sword and shield so every weapon should be designed for DPS and Healers but this weapon line has to address all three with stress on DPS and Tanks. The reason it has to address all three is because dual swords and tank and shield are often used for getting another set bonus due to having two items in hand.
To me this is an obvious design direction, even if the devs in charge want to do otherwise, as the players in the game are constantly playing different than wha the devs intend or project actions to be.
Listen to some of the other very vocal community members who have detailed out a much better criticism that mine but who are raising very valid concerns and opportunities.
By your logic as to why an aoe taunted is required (not) all DPS skills should only be AoE just like the heals you use as a comparison.
I've tanked a lot in the game and have found zero need for an AoE taunt, except on fight (maybe) and everything can be done well with only the single target taunt.
Skilled tanks do not need an aoe taunt and tanks still learning or are less experienced would likely develope bad habits that would prevent them from becoming decent skilled tanks.
Just a bad idea overall. Glad it is not in game. Glad the Devs have stated they do not want an aoe taunt.
And if less experienced tanks had an aoe taunt they would also be prone to just keep getting themselves killed. Sure I hear guildies say things like they stopped tanking because there is no aoe taunt, but in this game there is not a need for it. The masses of trash mobs should be killed in aoe's, and you don't need an aoe taunt for bosses.
SublimeSparo wrote: »There's just no need for aoe taunts, the only places i can think of a use for them are places like a) the axes in vAA hm, but you could accidentally pull an Atronach so not that useful, b) trash pulls in vSO and vMoL, where you generally have 2 tanks and need to not stack the adds/ keep certain adds away. Many of these adds have random attacks that ignore taunt anyway.
The ranged taunt exists for when a loose mob is attacking a healer etc and you need to get them off them.
They won't likely help new tanks, as they'll end up with too many adds on them run out of stamina and die.
milesrodneymcneely2_ESO wrote: »While I wouldn't mind an AoE taunt on the 1H/S ultimate, I still kind of like the way the taunt system is now in that it forces the tank to prioritize and the DPS to play a bit more strategically.
However, I am STILL bitter that the Werewolf skill line doesn't have a taunt rolled into one of its morphs.
BITTER, ZOS. You hear me?
Already working on it, Boss!SublimeSparo wrote: »Get yourself the tormentor set from WGT, - charge abilities taunt an enemy, pounce is technically a charge ability
That's actually quite brilliant if it works.In fact did anyone ever test tormentor with an aoe charge ability... explosive charge, brutal pounce, lotus fan etc, there may already be an aoe taunt
Personofsecrets wrote: »An AOE taunt alone would be much better than the currently planned S&B ult.
milesrodneymcneely2_ESO wrote: »While I wouldn't mind an AoE taunt on the 1H/S ultimate, I still kind of like the way the taunt system is now in that it forces the tank to prioritize and the DPS to play a bit more strategically.
However, I am STILL bitter that the Werewolf skill line doesn't have a taunt rolled into one of its morphs.
BITTER, ZOS. You hear me?
AzraelKrieg wrote: »Nope.