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Inner fire too unforgiving, hard to see

WalksonGraves
WalksonGraves
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4k to taunt enemies is unsustainable against anything but single targets and inner fire suffers from multiple problems. The worst imo is the animation, it's barely visible and gets lost In a frantic battle. The high cost means accidentally targeting a trash mobs costs valuable seconds and it frequently has trouble "finding" the enemy hitbox. Considering the other taunt is 1300 stam 4k seems excessive, should be 3k at most.

The taunt animation itself sucks, swirling red is not visible against fire and a ton of other lighting effects. Pretty important to know when aggro is lost visually, something more obvious like mark target would be nice.
  • Totalitarian
    Totalitarian
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    It is also a ranged taunt, so that's important to note. And that warrants extra cost.

    In addition, it has a strong synergy, although not 100% chance of being availible.

    Also, the 4k cost isn't much when dulled down with CP and light armor, which is something that a healer is going to be doing on the final boss of vDSA.
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  • WalksonGraves
    WalksonGraves
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    The assumption is that tanks will use it as no other class has need of aggro, wth does a healer in light armor want adds on them for? Other than that boss you mentioned apparently.
    Tanks need to taunt at range sometimes as it's not always possible to get melee distance to everything.

    Either way thats like 10% of my grievance with it, it's not visible and often misses.
    Edited by WalksonGraves on September 20, 2016 6:10PM
  • Autolycus
    Autolycus
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    It seems the primary issue here is the not the cost, but its targeting issues.

    I agree that once an enemy is targeted, it is often difficult to determine if they are actively taunted by the visual effect, which easily gets lost among other visuals. I am in favor of a more obvious visual to indicate enemies that are taunted.

    As for targeting the wrong enemy for taunt, that one is entirely on the poor excuse for tab-targeting. Tab-targeting (or target lock, however you label it) is almost entirely unreliable. It follows no logical system. There are times where I have two enemies, one is tab-targeted, and the other is standing within melee range or right next to the one I have targeted.

    I can look at the enemy not targeted and hit them with a taunt, which is fine, I guess (since that's not the one had targeted, but does need to be taunted obviously, or I wouldn't have looked at him). Then I can turn around completely, look in literally the opposite direction, and do a ranged light attack at a third enemy, and that attack will defy physics entirely and shoot out of my ass to the enemy who is targeted. Where is the consistency?

    Or how about when we try to cycle to a new target with tab-targeting? I cannot reasonably begin to sum all of the times in which I mashed my tab-target key upwards of ten times while facing directly at the enemy I want targeted (yes, with the crosshair directly on them) and it absolutely would not shift away from whoever I had targeted previously. Countless times I've tried taunting an add as it spawns (think of Velidreth) but my tab-target would not shift to the add, despite me looking right at it.

    In summary, Inner Fire/Rage is not the issue here, tab-targeting is. The cost of this ranged taunt has been near-constant since, well, forever. I will agree that it is a costly skill to use, but I urge consideration for its convenience being justification for its cost. A ranged taunt that costs the same as Puncture would remove a portion of tanking skill from the equation, by making resource management less of an issue inherently. Tanking in ESO is already a very simple system. Aside from having zero in-game disclosure about how mitigation works, the act of tanking is not conceptually challenging, and we don't need to dumb it down further by reducing this variable. The visual effect on a taunted enemy is not obvious enough, and should be adjusted slightly to be more easily- and readily-identifiable. Tab-targeting, in short, should just not be used at all (as it often is the cause of issues, not the resolution).
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