Can we talk about these "untauntable" bosses

Kammakazi
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Makes ZERO sense why they can't be taunted and they are allowed to do whatever they want.
  • Arx Corinium - Sellistrix
  • Darkshade Caverns 1 - Sentinel of Rkugamz
  • Direfrost Keep - Drodda of Icereach
  • Fungal Grotto 2 - Spawn of Mephala
  • Volenfell - Quintus Verres + Guardian Council
  • Wayrest Sewers 1 - Investigator Garron
PLEASE FIX
Edited by Kammakazi on November 13, 2016 12:05AM
  • Shardaxx
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    Make them stunnable too please, thanks!

    Seriously though, I guess its to give some challenge because with a good tank, the tauntable bosses are rather easy. Bosses are immune to other stuff like stun, so why not taunt?
    PS4 - Europe - Shardaxx - Wood Elf Nightblade - Aldmeri Dominion
  • WalksonGraves
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    Yeah it's annoying as *** having one viable main taunt because zos is afraid to make tanking interesting and then that taunt only works sometimes. At that point I'm on buff and rez duty and its bs.


    Grobull is so annoying now, most pugs can't progress without a bunch of wipes.
    Edited by WalksonGraves on November 12, 2016 6:25PM
  • stevepdodson_ESO888
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    with that train of thought my "backwards logic" implies the following:

    if bosses cannot be taunted then why should a tank even bother putting the skill on the bar?

    come to think of it, if you can't taunt them, then do you need a tank?

  • Khenarthi
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    In my experience (bear in mind I've only tanked Volenfell some 20 times and other people will have more experience), the only way to guarantee Quintus to aggro on me as the tank is to make sure I send an inner rage to him while he is still up on the platform. If any other player touches him first, he will blissfully ignore my taunts and pursue them.

    At Guardian Council I just make sure I have the Green on me, he's the one who can one-shot the squishies. Red is easy to kite, Blue stays put like a dummy.

    I'd like all bosses to be tauntable, too.. that'd be nice. But there's ways to adapt to each fight. If you cannot taunt you can still buff/debuff and remain somewhat useful.
    PC-EU
  • GraniteDevil
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    I've never understood the concept of invulnerability when it comes to bosses. For the last 25 years I've been convinced that it's a downright stupid concept. I also find it curious that developers KEEP DOING THAT - making bosses invulnerable to things. There are other ways to do difficulty. It's time to f'ng trash this antiquated bs.
  • Necrelios
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    What about that last boss in Tempest Island? Seems like she just randomly attacks people with no way for the tank to hold agro. She likes to go after the healer too.
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  • Wollust
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    Necrelios wrote: »
    What about that last boss in Tempest Island? Seems like she just randomly attacks people with no way for the tank to hold agro. She likes to go after the healer too.

    That's a pretty straight forward mechanic though.
    When she does her AoE, go out of it, after that walk up close to her. She won't gap close a random target then.
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  • Alucardo
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    When people say your tank sucks because they get killed by an untauntable boss. Agreed, please fix it. Every boss should be tauntable, otherwise a tank is just decoration.
  • bellanca6561n
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    Alucardo wrote: »
    When people say your tank sucks because they get killed by an untauntable boss. Agreed, please fix it. Every boss should be tauntable, otherwise a tank is just decoration.

    This game has tried to break from the traditional trinity from the beginning. Healers have always had to do more than heal. Tanks have always had to do more than make boss monsters hate them most of all.

    PvE has become more a puzzle game than an outright fight anyway. Sooner and sooner in the lifecycle of an MMO style online game the need to satisfy the demand for individual player progression and gear progression, along with the persistent demand by player to have do-it-all character classes, has made the puzzle approach necessary.

    It's just one of the reasons why the MMO genre of online game has grown so stale, alas.
  • xeNNNNN
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    I've never understood the concept of invulnerability when it comes to bosses. For the last 25 years I've been convinced that it's a downright stupid concept. I also find it curious that developers KEEP DOING THAT - making bosses invulnerable to things. There are other ways to do difficulty. It's time to f'ng trash this antiquated bs.

    invulnerability works with mechanics like say when you cant reach the boss due to a special attack or something a long those lines.

    So in concept and paper its a cool idea and makes bosses interesting as it means you dont burn them down too quickly and there is then also no need to add absurd health and resistance buffs too them.

    But untauntable ehhhhh

    I feel like they want to revert back to over-taunting being a thing in a large part of the time but not completely.

    Over taunting still happens of course in some places but not many these days.

    That said ZoS has never been fond of tanks. I refuse to believe they have even liked the idea of them since the game came out.
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  • Afafrenferr
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    I have to think outside the box, expand my build's capabilities, and not every dungeon is exactly the same? This is absolutely horrible! What was Zenimax thinking by making the bosses all different and adding a dynamic to the game to keep it interesting. Worst day EVAR!!!
    PC/NA
  • ZoM_Head
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    Kammakazi wrote: »
    Makes ZERO sense why they can't be taunted and they are allowed to do whatever they want.
    • Darkshade Caverns 1 - Sentinel of Rkugamz
    • Direfrost Keep - Drodda of Icereach
    • Fungal Grotto 2 - Spawn of Mephala
    • Volenfell - Quintus Verres + Guardian Council
    • Wayrest Sewers 1 - Investigator Garron
    PLEASE FIX

    I was about to start a thread about this, good job.

    Yes Zenimax, these bosses were tauntable back in the day before Update 5 kicked in (IC Update).

    May i also add Arx Corinium final boss as well can randomly with or without taunt attack another player.
    mDKs still need a lot of love!
  • Baconfat79
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    As a tank, I am SO TIRED of getting yelled at in PUGs because of this. It happens every time on the Quintus fight and again on the Guardian Council. "Taunt the boss!" "Boss is on me!" "Why am I tanking when I'm a DPS?" "Tank sucks!" "Do you even know what a taunt is?" I try to explain that those bosses ignore taunts, and nobody believes me. It's gotten to the point that I refuse to run Volenfell as a tank anymore. The abuse and stupidity I have to deal with is not worth two keys.
  • Afafrenferr
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    You guys do know those mechanics are intended right? Like.... they wanted them to be untauntable? I think it was an attempt to kinda thin out the glass cannon herd. Seriously, if you can dodge roll, and break free every once in a while on the ice chick in dire frost, you shouldn't have much of a problem. The ambush attack in wayrest is blockable (can be bound to any button you like, press it once in a while, you'll be surprised at it's effectiveness). You can't just expect your tank to stand every single boss still while you just unload on them.... that's so bland and boring. Work as a fluid group, and you'll smash content!

    TL;DR
    Learn to do things a bit differently
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  • WalksonGraves
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    dps don't make builds to off tank they focus on damage. How are you going to make dps races with everyone gimped and the bosses have truckloads of hp? It's not like tanks can do much without taunt, it gives us nothing to do during.
  • Slurg
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    Baconfat79 wrote: »
    As a tank, I am SO TIRED of getting yelled at in PUGs because of this. It happens every time on the Quintus fight and again on the Guardian Council. "Taunt the boss!" "Boss is on me!" "Why am I tanking when I'm a DPS?" "Tank sucks!" "Do you even know what a taunt is?" I try to explain that those bosses ignore taunts, and nobody believes me. It's gotten to the point that I refuse to run Volenfell as a tank anymore. The abuse and stupidity I have to deal with is not worth two keys.

    Agree with this completely. The worst part is before I knew some bosses couldn't be taunted (which makes no sense, why should one group member be useless during boss fights by design) I would just assume I must be the worst tank in the game and gave up even trying for a while.

    I get that it's not good either to make the mechanics of all fights work the same - but come on, making taunts not work at all on certain bosses is really a very lazy way to make it different for the sake of being different. And it confuses the heck out of people who assume a tank should be able to take aggro because that's how it works in every game!
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  • leepalmer95
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    I just 4 dps all the dungeon nowdays anyway, it's just faster.
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  • Glurin
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    Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.

    Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Cryptical
    Cryptical
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    You guys do know those mechanics are intended right? Like.... they wanted them to be untauntable? I think it was an attempt to kinda thin out the glass cannon herd. Seriously, if you can dodge roll, and break free every once in a while on the ice chick in dire frost, you shouldn't have much of a problem. The ambush attack in wayrest is blockable (can be bound to any button you like, press it once in a while, you'll be surprised at it's effectiveness). You can't just expect your tank to stand every single boss still while you just unload on them.... that's so bland and boring. Work as a fluid group, and you'll smash content!

    TL;DR
    Learn to do things a bit differently

    I agree.

    I want more dynamic fights. I want mobs to change their tactics depending on the changes in the situation. I want my attention to be on watching for a mob or boss to do something unexpected, rather than on pushing the same pattern of buttons over and over.

    I want a fight that feels difficult because the boss is a bit unpredictable and kept me on the edge of my seat. I do not want a fight that feels difficult because I've been running that rotation of buttons for 5 minutes straight and am getting a cramp.

    Edit: this means, if I get what I want then boss health numbers can go way way down, and all one-shot-kill attacks can go away.
    Edited by Cryptical on November 12, 2016 7:39PM
    Xbox NA
  • Afafrenferr
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    Why would dps tank a boss that isn't tauntable? The argument is essentially, "they can't be tanked! Fix it!" You don't tank as a dps, but you also don't fall over when a boss looks at you. If you're a dps that falls over dead all the time, you're not a damage dealer, you're a damage taker. and both drodda and the wayrest spambusher both have add phases. And those adds hurt..... and those adds can be CC'd, and taunted, which tanks are generally good at... so you're def not useless.

    Now, if you keep getting into groups with scrubs and goobers that fall over dead the first time that something is just cut and dry trinity, you're running with the wrong people. There's a guild function for you.

    Stop crying how the game isn't working out for you when there are options to make it work, and work well.
    PC/NA
  • UrQuan
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    Glurin wrote: »
    Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.

    Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
    So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.

    Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.
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  • bellanca6561n
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    UrQuan wrote: »
    Glurin wrote: »
    Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.

    Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
    So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.

    Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.

    Excellent point as always.

    You can't move beyond the trinity simply by breaking it.
  • Glurin
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    UrQuan wrote: »
    Glurin wrote: »
    Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.

    Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
    So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.

    Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.

    You tried TSW? They actually do have a few fights quite similar to that.

    Not quite as direct as you make it sound, but still similar.
    Edited by Glurin on November 12, 2016 7:58PM
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Glurin
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    UrQuan wrote: »
    Glurin wrote: »
    Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.

    Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
    So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.

    Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.

    Excellent point as always.

    You can't move beyond the trinity simply by breaking it.

    Maybe not, but it's a start. ;)
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Flynch
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    To avoid confusion when the boss is untauntable, perhaps there should be an onscreen message that says 'your control of this situation is being suppressed' or something.

    Similar to the Kvatch Arena stealth-suppression message.

    That'd at least stop some of the ignorant anti-tank chat-flak putting people off running certain dungeons.
  • Doctordarkspawn
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    It was tollerable when these dungeons went by so fast you didn't need to worry about it but if you intend to bring these on equall footing with the rest of the dungeons you need to make these bosses tauntable. No excuse.
  • UrQuan
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    UrQuan wrote: »
    Glurin wrote: »
    Perhaps the general idea here is to help break up the Holy Trinity of RPGs. No more building solely for tanking, healing, and DPS, cause that boss don't care if the "tank" insulted his mama. Glass cannons will be shattered, healers will be squished, and tanks will be left to fend for themselves until they are beaten into submission.

    Honestly I wish there was a little more content that punished min/max sheep like this in every other MMO.
    So if you like fights that make the tank role useless, how would you feel about fights that make the healer role useless? Maybe a mechanic where during the fight no healing is possible, forcing the healer to switch entirely to DPS for that fight.

    Or how about fights that make the DPS role useless? Maybe the boss has an unbreakable damage shield for the entire fight, and the only way to beat him is for the tank to drag him to places where he (and everyone else) starts taking environmental damage through the shield, so you have to out-heal the fight to win it, without actually doing any DPS.

    Excellent point as always.

    You can't move beyond the trinity simply by breaking it.
    Actually, I'm starting to think that the idea of the boss who you can only hurt with environmental damage could be done in a way that would make it a really interesting fight that would be engaging for all roles.

    Say it's a fight in a dwemer ruin (or maybe somewhere in the Clockwork City), and the only way to hurt the boss is to pull him into a blast furnace area where he and the tank (or whoever pulled him in there) will be trapped until the furnace runs out of fuel. The furnace will do a certain amount of damage to his health without affecting his unbreakable damage shield before it runs out of fuel. The tank has to survive during that time, with the aid of heals from the healer (who should stay just outside the blast furnace, but can heal into it). If the tank dies, the boss will stay in there taking damage until the fuel is used up, at which point he'll come out to try to kill the other players, and someone will have to go in to res the tank.

    Meanwhile, the DPS are off fighting a swarm of adds in the furnace's fuel chamber who are trying to cut off the fuel supply to the furnace. If they don't burn them down fast enough, then the fuel gets cut off early, so the boss takes less damage. Maybe the DPS had to fight through adds in a control room to start the furnace in the first place.

    Once the furnace's fuel supply is cut off, the tank has to drag the boss to a different blast furnace where the process begins again. Say there are 4 furnaces, and if the adds don't prematurely cut off the fuel supply, each furnace will burn down 25% of the boss' health bar. If the adds do prematurely cut off the fuel supply to one or more furnaces, then an additional mechanic comes into play where the DPS have to fight through a different group of adds to activate a different control room mechanism that will activate neutral adds (I'm thinking dwemer worker spiders) who will start the fueling process of the furnaces again. Meanwhile, they need to fight the adds controlled by the boss who are trying to kill all of the neutral adds before they do the appropriate repairs & work to get the furnaces going again.
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  • starkerealm
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    Glurin wrote: »
    You tried TSW?

    Yes. *Vomits uncontrollably for the next 16 minutes.*
  • SickDuck
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    Making some bosses untauntable is fine as long as they are not doing casual 20k+ hits. Like Quintus doing 3-4 heavy attacks in a row killing the healer/dps since they have no stamina left after the previous dodge rolls. Many bosses have occasional attacks against other players but those are non-lethal or avoidable.

    But also remember tank =/= taunt. Lot of support can be done by tanks for these untauntable boss fights still.
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  • VaxtinTheWolf
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    The guardian Trio boss of Volenfell, The Green one Can actually be taunted.

    To avoid the rockets fired by the blue one, just stay in the sandy area. The red angry spin to slaughter construct randomly chases one of the group, so whoever has it's attention has to move away from the group while everyone focuses the Green.

    When green has been turned into scrap, damage the red one when it's not spinning and throw some dots on Mr Lonely Blue rocketeer and all will be fine.

    One note though, Tank can block Green's Cleve attacks but everyone else must dodgeroll them especially on "Hard Mode"
    Edited by VaxtinTheWolf on November 12, 2016 8:52PM
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