Bladerunner1 wrote: »paulsimonps wrote: »Also you expect me to believe that DPS are not already going glass cannon set ups? People build for Trials and then they go with that for Dungeons too.
Yeah. A good DPS won't die, they're going to use or slot something to survive aggro or damage just like they always have.paulsimonps wrote: »I mean too low HP or defense and you will get one shot'ed by untauntable mechanics, most dungeons have them. The AoE taunt would not change any of that.
We're talking about trash mob aggro, and it would change the need for DPS to use defense against large groups of mobs. One shot Boss mechanics aren't the same thing, they aren't a problem if the DPS knows the mechanic.paulsimonps wrote: »A Tank with Powerful assault and SPC would do the trick for buffs and debuffs
It looks like you're describing something else with heals while I'm talking about true tanks. And I didn't say the tanking role wasn't needed. I said they're like luggage, not used for most of the trip until they reach a destination in a 4 player dungeon, the role isn't valued as much as it should be.
This game is designed so that DPS has to deal with most of the trash mob aggro that doesn't get CC'd or taunted. They deal with most of the ranged aggro as well. They're already like tanks to some degree or they die.
Deathpunkin wrote: »How about some feedback, rather than being rude and flat out shooting it down?
paulsimonps wrote: »Are you seriously saying that strong AoE DPSs need to gear to be tanky cause they pull agro?Also what are you talking about when you say DPS have to use defense against large groups of mobs?
paulsimonps wrote: »I know zero DPS that think that they are facing too much in trash mobs in Dungeons. Do you feel you have problem surviving in Dungeons?
Bladerunner1 wrote: »Tanks are an endangered species in 4 player content for one reason: they're boring.
They're like luggage that isn't useful for most of the trip. The game was designed so that every role needs to have defense, and min-maxers have made all of that an afterthought as they design DPS builds. Four player dungeon mobs are weak enough that a DPS can coast through while holding full aggro without any issues, they have to hold most of the aggro anyway because of the game's aggro mechanic so they adjust their builds accordingly. There are no true glass cannon DPS builds with this system. True tanks aren't valued as much as they should be in 4 person content.
If a tank had the ability to hold aggro on every mob, DPS can adjust to be more like a glass cannon and deal more damage. If this causes wipes in trials then don't slot it, it's that simple, but it is needed in 4 player content to make tanking less of an afterthought.
paulsimonps wrote: »Ya i tank ive played a templar tank dk tank nb tank warden tank sorc tank
Not so much needed for sorc or dk since they have cc but for the other classes with no cc it would be beneficial
Then what they need is not a AoE taunt right? Its a fricking CC. Also Wardens have a CC, them and DKs are the CC masters in PvE.
paulsimonps wrote: »Ya i tank ive played a templar tank dk tank nb tank warden tank sorc tank
Not so much needed for sorc or dk since they have cc but for the other classes with no cc it would be beneficial
Then what they need is not a AoE taunt right? Its a fricking CC. Also Wardens have a CC, them and DKs are the CC masters in PvE.
Gripping shards is awesome! Scales off of max health. I would love to have a CC like that or Restraining Prison from my Sorc on my Templar or NB. Something in the Undaunted Skill line....... maybe replace the spider thing at Lvl2.
When I started playing again I wished for an AoE taunt but the more I tank the more I realize it isn't needed. S/B Pierce Armor, Inner Fire (with either mag/stam morph and can be used at range), and a frost staff heavy attack taunt (if you use one on the back bar) is plenty.
Making choices on what to taunt and resource management is part of the fun for tanking. Generally speaking, it's anything named (boss, mini-boss) then mobs with big 2handed weapon is getting taunted if I don't know the dungeon. Something hitting the healer? Taunt. Knowing the pulls in dungeons helps a lot.
Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Deathpunkin wrote: »I'm sure (almost) everyone will agree, we need at least one AOE taunt skill.
"But how will we keep it from being abused!?"
Which is most likely the reason there isn't one.
I've got a solution!
What do you guys think of...
"Enemies within 5(or more?) meters are taunted to attack you for X seconds.
When the taunt ends, affected enemies are Immune to taunt(Taunt Immunity is applied to them, as if too many people were smashing that Puncture) for Y seconds"
That's fair right? Taunt immunity would nullify abuse.
and we would be able to hold aggro of larger groups.
paulsimonps wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Thing is if you do it right you don't even have to retaunt the vAA Axes. And even if you do, its easy enough to do already, you don't need an AoE Taunt for it. Tanks have been doing it since AA came out, never seen anyone cry for an AoE Taunt cause of that specific fight.
Nelson_Rebel wrote: »paulsimonps wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Thing is if you do it right you don't even have to retaunt the vAA Axes. And even if you do, its easy enough to do already, you don't need an AoE Taunt for it. Tanks have been doing it since AA came out, never seen anyone cry for an AoE Taunt cause of that specific fight.
You don’t see many people bring it up, because realistically the entire playbases population of tanks who are capable of doing VAA are so miniscule that no one ever see’s or hears their issues. And the amount of actual trial completions on all platforms is less than 5%. (verified by trophy achievements)
I have tanked VAA and seen tanks with VAA the issue is rarely that the group is bad,
but because of the reasons I listed in my previous post that the games reticle targeting system is far from perfect and leaves much to be desired. Especially when counting the lag and latency issues that will cause a group wipe all because I couldn’t tell if my puncture/inner fire actually hit the right axe and there was nothing I could do because the axes moving around in a tight space like that mid air make it almost game breaking to do correctly without luck rng on your side.
Adding in a very limited AoE taunt, to say, 5 meter range would go a long way to help with tanks when dealing withh all that and lag and latency. It’s not making it lazy tanking when it’s limited in; Scope, range, and volume of enemies. Throw in a stacking cost for consecutive casts would also make it un-abusable.
Poof problems solved, and the game recieves a much needed skill that alleviates the problems with lag, latency, and reticle targeting system issues for the already small population of tanks.
What could honestly be bad with this?
paulsimonps wrote: »Nelson_Rebel wrote: »paulsimonps wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Thing is if you do it right you don't even have to retaunt the vAA Axes. And even if you do, its easy enough to do already, you don't need an AoE Taunt for it. Tanks have been doing it since AA came out, never seen anyone cry for an AoE Taunt cause of that specific fight.
You don’t see many people bring it up, because realistically the entire playbases population of tanks who are capable of doing VAA are so miniscule that no one ever see’s or hears their issues. And the amount of actual trial completions on all platforms is less than 5%. (verified by trophy achievements)
I have tanked VAA and seen tanks with VAA the issue is rarely that the group is bad,
but because of the reasons I listed in my previous post that the games reticle targeting system is far from perfect and leaves much to be desired. Especially when counting the lag and latency issues that will cause a group wipe all because I couldn’t tell if my puncture/inner fire actually hit the right axe and there was nothing I could do because the axes moving around in a tight space like that mid air make it almost game breaking to do correctly without luck rng on your side.
Adding in a very limited AoE taunt, to say, 5 meter range would go a long way to help with tanks when dealing withh all that and lag and latency. It’s not making it lazy tanking when it’s limited in; Scope, range, and volume of enemies. Throw in a stacking cost for consecutive casts would also make it un-abusable.
Poof problems solved, and the game recieves a much needed skill that alleviates the problems with lag, latency, and reticle targeting system issues for the already small population of tanks.
What could honestly be bad with this?
Yes it still would be. We have survived for 3 years without it, and we will continue to do so as well. It would trivialize dungeons further than it already does, and adding one skill just to deal with the Axes is a Learn to play issue. And as I said, you don't even need to retaunt them if you know what you are doing. Make sure to damage them a bit and make sure no one else hits them and then you don't have to retaunt. Aka make healers give healing orbs and not shards cause that would damage them.
No. It would make tanking less challenging. With an AOE taunt, tanking would be as boring as DPS.
Nelson_Rebel wrote: »paulsimonps wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Thing is if you do it right you don't even have to retaunt the vAA Axes. And even if you do, its easy enough to do already, you don't need an AoE Taunt for it. Tanks have been doing it since AA came out, never seen anyone cry for an AoE Taunt cause of that specific fight.
You don’t see many people bring it up, because realistically the entire playbases population of tanks who are capable of doing VAA are so miniscule that no one ever see’s or hears their issues. And the amount of actual trial completions on all platforms is less than 5%. (verified by trophy achievements)
I have tanked VAA and seen tanks with VAA the issue is rarely that the group is bad,
but because of the reasons I listed in my previous post that the games reticle targeting system is far from perfect and leaves much to be desired. Especially when counting the lag and latency issues that will cause a group wipe all because I couldn’t tell if my puncture/inner fire actually hit the right axe and there was nothing I could do because the axes moving around in a tight space like that mid air make it almost game breaking to do correctly without luck rng on your side.
Adding in a very limited AoE taunt, to say, 5 meter range would go a long way to help with tanks when dealing withh all that and lag and latency. It’s not making it lazy tanking when it’s limited in; Scope, range, and volume of enemies. Throw in a stacking cost for consecutive casts would also make it un-abusable.
Poof problems solved, and the game recieves a much needed skill that alleviates the problems with lag, latency, and reticle targeting system issues for the already small population of tanks.
What could honestly be bad with this?
Nelson_Rebel wrote: »paulsimonps wrote: »Nelson_Rebel wrote: »paulsimonps wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Thing is if you do it right you don't even have to retaunt the vAA Axes. And even if you do, its easy enough to do already, you don't need an AoE Taunt for it. Tanks have been doing it since AA came out, never seen anyone cry for an AoE Taunt cause of that specific fight.
You don’t see many people bring it up, because realistically the entire playbases population of tanks who are capable of doing VAA are so miniscule that no one ever see’s or hears their issues. And the amount of actual trial completions on all platforms is less than 5%. (verified by trophy achievements)
I have tanked VAA and seen tanks with VAA the issue is rarely that the group is bad,
but because of the reasons I listed in my previous post that the games reticle targeting system is far from perfect and leaves much to be desired. Especially when counting the lag and latency issues that will cause a group wipe all because I couldn’t tell if my puncture/inner fire actually hit the right axe and there was nothing I could do because the axes moving around in a tight space like that mid air make it almost game breaking to do correctly without luck rng on your side.
Adding in a very limited AoE taunt, to say, 5 meter range would go a long way to help with tanks when dealing withh all that and lag and latency. It’s not making it lazy tanking when it’s limited in; Scope, range, and volume of enemies. Throw in a stacking cost for consecutive casts would also make it un-abusable.
Poof problems solved, and the game recieves a much needed skill that alleviates the problems with lag, latency, and reticle targeting system issues for the already small population of tanks.
What could honestly be bad with this?
Yes it still would be. We have survived for 3 years without it, and we will continue to do so as well. It would trivialize dungeons further than it already does, and adding one skill just to deal with the Axes is a Learn to play issue. And as I said, you don't even need to retaunt them if you know what you are doing. Make sure to damage them a bit and make sure no one else hits them and then you don't have to retaunt. Aka make healers give healing orbs and not shards cause that would damage them.
I love how you ignored everything else lmfao
But again. No it’s not making it lazy tanking WHEN it’s limited in how many enemies it’ll hit (3-4) limited in range (5 meters) And add in a stacking cost to consecutive casts.
I said before that the axes were just ONE example. You assumed on your own that this is all I said it would be useful for. Very presumptious of you. Some other examples would be
vDSA, vSO, vMoL
All where the single targeting reticle system are woefully inadequate when dealing with MoBs where it’s impossible to accurately hit the correct targets in addition to lag and latency issues on ZoS’s server side.
The damaging tactic on axes does not work reliably . Once Taunt breaks and ANY enemies not just the axes in vAA and they are gone to wherever their AI at the time instructs them, and everyone knows that the AI in this game is also far from infallible as well.
paulsimonps wrote: »Nelson_Rebel wrote: »paulsimonps wrote: »Nelson_Rebel wrote: »paulsimonps wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Thing is if you do it right you don't even have to retaunt the vAA Axes. And even if you do, its easy enough to do already, you don't need an AoE Taunt for it. Tanks have been doing it since AA came out, never seen anyone cry for an AoE Taunt cause of that specific fight.
You don’t see many people bring it up, because realistically the entire playbases population of tanks who are capable of doing VAA are so miniscule that no one ever see’s or hears their issues. And the amount of actual trial completions on all platforms is less than 5%. (verified by trophy achievements)
I have tanked VAA and seen tanks with VAA the issue is rarely that the group is bad,
but because of the reasons I listed in my previous post that the games reticle targeting system is far from perfect and leaves much to be desired. Especially when counting the lag and latency issues that will cause a group wipe all because I couldn’t tell if my puncture/inner fire actually hit the right axe and there was nothing I could do because the axes moving around in a tight space like that mid air make it almost game breaking to do correctly without luck rng on your side.
Adding in a very limited AoE taunt, to say, 5 meter range would go a long way to help with tanks when dealing withh all that and lag and latency. It’s not making it lazy tanking when it’s limited in; Scope, range, and volume of enemies. Throw in a stacking cost for consecutive casts would also make it un-abusable.
Poof problems solved, and the game recieves a much needed skill that alleviates the problems with lag, latency, and reticle targeting system issues for the already small population of tanks.
What could honestly be bad with this?
Yes it still would be. We have survived for 3 years without it, and we will continue to do so as well. It would trivialize dungeons further than it already does, and adding one skill just to deal with the Axes is a Learn to play issue. And as I said, you don't even need to retaunt them if you know what you are doing. Make sure to damage them a bit and make sure no one else hits them and then you don't have to retaunt. Aka make healers give healing orbs and not shards cause that would damage them.
I love how you ignored everything else lmfao
But again. No it’s not making it lazy tanking WHEN it’s limited in how many enemies it’ll hit (3-4) limited in range (5 meters) And add in a stacking cost to consecutive casts.
I said before that the axes were just ONE example. You assumed on your own that this is all I said it would be useful for. Very presumptious of you. Some other examples would be
vDSA, vSO, vMoL
All where the single targeting reticle system are woefully inadequate when dealing with MoBs where it’s impossible to accurately hit the correct targets in addition to lag and latency issues on ZoS’s server side.
The damaging tactic on axes does not work reliably . Once Taunt breaks and ANY enemies not just the axes in vAA and they are gone to wherever their AI at the time instructs them, and everyone knows that the AI in this game is also far from infallible as well.
You do NOT want to taunt everything in vSO as a Tank, you do NOT want to taunt everything in vMoL as a tank and vDSA is more about chaining stuff in rather than taunting them, just chain them in and they die almost immediately. Its all about being lazy or L2P. Its not needed. And if you limit it as much as you are, then why have it? It would be a skill that would either be boring as hell or completely useless.
Tanked 5-6 Axes before in vAA HM, not felt like I needed a AoE Taunt to deal with them, and most non HM runs never get more than 3-4 Axes.
When other people consistently do it all the time you can only complain about the game so much before it starts being more you than it.
Nelson_Rebel wrote: »You don’t see many people bring it up, because realistically the entire playbases population of tanks who are capable of doing VAA are so miniscule that no one ever see’s or hears their issues. And the amount of actual trial completions on all platforms is less than 5%. (verified by trophy achievements)
I have tanked VAA and seen tanks with VAA the issue is rarely that the group is bad,
but because of the reasons I listed in my previous post that the games reticle targeting system is far from perfect and leaves much to be desired. Especially when counting the lag and latency issues that will cause a group wipe all because I couldn’t tell if my puncture/inner fire actually hit the right axe and there was nothing I could do because the axes moving around in a tight space like that mid air make it almost game breaking to do correctly without luck rng on your side.
Adding in a very limited AoE taunt, to say, 5 meter range would go a long way to help with tanks when dealing withh all that and lag and latency. It’s not making it lazy tanking when it’s limited in; Scope, range, and volume of enemies. Throw in a stacking cost for consecutive casts would also make it un-abusable.
?
VaranisArano wrote: »Nelson_Rebel wrote: »You don’t see many people bring it up, because realistically the entire playbases population of tanks who are capable of doing VAA are so miniscule that no one ever see’s or hears their issues. And the amount of actual trial completions on all platforms is less than 5%. (verified by trophy achievements)
I have tanked VAA and seen tanks with VAA the issue is rarely that the group is bad,
but because of the reasons I listed in my previous post that the games reticle targeting system is far from perfect and leaves much to be desired. Especially when counting the lag and latency issues that will cause a group wipe all because I couldn’t tell if my puncture/inner fire actually hit the right axe and there was nothing I could do because the axes moving around in a tight space like that mid air make it almost game breaking to do correctly without luck rng on your side.
Adding in a very limited AoE taunt, to say, 5 meter range would go a long way to help with tanks when dealing withh all that and lag and latency. It’s not making it lazy tanking when it’s limited in; Scope, range, and volume of enemies. Throw in a stacking cost for consecutive casts would also make it un-abusable.
?
I understand your point that the axes are a tough fight and that the AOE taunt would help with lag and targeting issues.
However, I look at your statement about population and have to wonder, "Why should we trivialize group dungeons in order to fix a problem with a vet Trial fight?"
I main a tank. Adding an aoe taunt to group dungeons means that ideal tanking becomes AOE Taunt, Perma-block, and the healing spams heals on tank while the dps wreck face from perfect safety. Even a limited range, limited target aoe taunt is going to do that to the meta. That enormously simplifies and indeed trivializes the current combat system in group dungeons.
Your points about the difficulty of the axes with lag, targeting, and such deserve a solution. The solution is not to destroy the current system for roles in group dungeons which currently requires more of tanks than being perma-blocking damage sponges, more of healers than to spam heals, and more of DPS than being pure glass cannons.
If the axes are a problem with lag and latency, then ZOS should fix the problem with targeting the axes. ZOS should not change the fundamental design of tanking.
Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Ya i tank ive played a templar tank dk tank nb tank warden tank sorc tank
Not so much needed for sorc or dk since they have cc but for the other classes with no cc it would be beneficial
Nelson_Rebel wrote: »paulsimonps wrote: »Nelson_Rebel wrote: »paulsimonps wrote: »Nelson_Rebel wrote: »paulsimonps wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Thing is if you do it right you don't even have to retaunt the vAA Axes. And even if you do, its easy enough to do already, you don't need an AoE Taunt for it. Tanks have been doing it since AA came out, never seen anyone cry for an AoE Taunt cause of that specific fight.
You don’t see many people bring it up, because realistically the entire playbases population of tanks who are capable of doing VAA are so miniscule that no one ever see’s or hears their issues. And the amount of actual trial completions on all platforms is less than 5%. (verified by trophy achievements)
I have tanked VAA and seen tanks with VAA the issue is rarely that the group is bad,
but because of the reasons I listed in my previous post that the games reticle targeting system is far from perfect and leaves much to be desired. Especially when counting the lag and latency issues that will cause a group wipe all because I couldn’t tell if my puncture/inner fire actually hit the right axe and there was nothing I could do because the axes moving around in a tight space like that mid air make it almost game breaking to do correctly without luck rng on your side.
Adding in a very limited AoE taunt, to say, 5 meter range would go a long way to help with tanks when dealing withh all that and lag and latency. It’s not making it lazy tanking when it’s limited in; Scope, range, and volume of enemies. Throw in a stacking cost for consecutive casts would also make it un-abusable.
Poof problems solved, and the game recieves a much needed skill that alleviates the problems with lag, latency, and reticle targeting system issues for the already small population of tanks.
What could honestly be bad with this?
Yes it still would be. We have survived for 3 years without it, and we will continue to do so as well. It would trivialize dungeons further than it already does, and adding one skill just to deal with the Axes is a Learn to play issue. And as I said, you don't even need to retaunt them if you know what you are doing. Make sure to damage them a bit and make sure no one else hits them and then you don't have to retaunt. Aka make healers give healing orbs and not shards cause that would damage them.
I love how you ignored everything else lmfao
But again. No it’s not making it lazy tanking WHEN it’s limited in how many enemies it’ll hit (3-4) limited in range (5 meters) And add in a stacking cost to consecutive casts.
I said before that the axes were just ONE example. You assumed on your own that this is all I said it would be useful for. Very presumptious of you. Some other examples would be
vDSA, vSO, vMoL
All where the single targeting reticle system are woefully inadequate when dealing with MoBs where it’s impossible to accurately hit the correct targets in addition to lag and latency issues on ZoS’s server side.
The damaging tactic on axes does not work reliably . Once Taunt breaks and ANY enemies not just the axes in vAA and they are gone to wherever their AI at the time instructs them, and everyone knows that the AI in this game is also far from infallible as well.
You do NOT want to taunt everything in vSO as a Tank, you do NOT want to taunt everything in vMoL as a tank and vDSA is more about chaining stuff in rather than taunting them, just chain them in and they die almost immediately. Its all about being lazy or L2P. Its not needed. And if you limit it as much as you are, then why have it? It would be a skill that would either be boring as hell or completely useless.
Tanked 5-6 Axes before in vAA HM, not felt like I needed a AoE Taunt to deal with them, and most non HM runs never get more than 3-4 Axes.
When other people consistently do it all the time you can only complain about the game so much before it starts being more you than it.
Where did I once say I wanted to taunt everything? Nowhere not once, again presumptious when I have already explained multiple times that it would be limited in scope, range and consecutive costs. Where it WOULD be useful for Niche fights that require a better implementation of taunt targeting tactics rather than the much to be desired single target reticle that does not always reliably work due to mechanics, lag, and latency issues.
Your OPINION is getting in the way of looking at it objectively because you are just dead set in that because something HAS been done and CAN be done by a MINISCULE population of and even MORE miniscule population of completions (factual % of less than 5 percent on ALL platforms) that changing it in ANY way is lazy to YOU because you PERSONALLY don’t like it is NOT a legitimate reason to deny every other player in the game. Excuse me god.
Bladerunner1 wrote: »Tanks are an endangered species in 4 player content for one reason: they're boring.
They're like luggage that isn't useful for most of the trip. The game was designed so that every role needs to have defense, and min-maxers have made all of that an afterthought as they design DPS builds. Four player dungeon mobs are weak enough that a DPS can coast through while holding full aggro without any issues, they have to hold most of the aggro anyway because of the game's aggro mechanic so they adjust their builds accordingly. There are no true glass cannon DPS builds with this system. True tanks aren't valued as much as they should be in 4 person content.
If a tank had the ability to hold aggro on every mob, DPS can adjust to be more like a glass cannon and deal more damage. If this causes wipes in trials then don't slot it, it's that simple, but it is needed in 4 player content to make tanking less of an afterthought.
Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Have had 5 axes in HM and did not find it any more challenging than 3 axes. I know plenty that have tanked it, including myself, that have not had an issue with the axes once they figured it out which has to do with understanding agro mechanics in this game.
The reality is, an AoE taunt would be a horrid crutch in that fight since it would clearly not be something that could be spammed. A tank that was challenged to tank the axes and used an AoE taunt as a crutch would be so worse off than they learned to do it correctly, even if their choice was to taunt each one.
Paul is correct in his statements.
Nelson_Rebel wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Have had 5 axes in HM and did not find it any more challenging than 3 axes. I know plenty that have tanked it, including myself, that have not had an issue with the axes once they figured it out which has to do with understanding agro mechanics in this game.
The reality is, an AoE taunt would be a horrid crutch in that fight since it would clearly not be something that could be spammed. A tank that was challenged to tank the axes and used an AoE taunt as a crutch would be so worse off than they learned to do it correctly, even if their choice was to taunt each one.
Paul is correct in his statements.
So you’re of the opinion that just because something has been done and can be done by a miniscule population that it’s ok? After 3 years of huge balance changes and combat adjustments but everything good to go?
Sorry no, not buying this.
I have tanked it and I have seen others tank it. rarely EVER have I EVER seen anyone not have issues with this as well, and NOT just with the axes as I have explained countless times throughout this posts conversations.

paulsimonps wrote: »Nelson_Rebel wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Have had 5 axes in HM and did not find it any more challenging than 3 axes. I know plenty that have tanked it, including myself, that have not had an issue with the axes once they figured it out which has to do with understanding agro mechanics in this game.
The reality is, an AoE taunt would be a horrid crutch in that fight since it would clearly not be something that could be spammed. A tank that was challenged to tank the axes and used an AoE taunt as a crutch would be so worse off than they learned to do it correctly, even if their choice was to taunt each one.
Paul is correct in his statements.
So you’re of the opinion that just because something has been done and can be done by a miniscule population that it’s ok? After 3 years of huge balance changes and combat adjustments but everything good to go?
Sorry no, not buying this.
I have tanked it and I have seen others tank it. rarely EVER have I EVER seen anyone not have issues with this as well, and NOT just with the axes as I have explained countless times throughout this posts conversations.
Nelson_Rebel wrote: »Nelson_Rebel wrote: »I’m not against an AoE taunt, mainly because there ARE some bosses and group pulls where the single target taunt is incredibly ineffective and is ruined in addition to latency and lag on the servers side.
Notably Vet AA with the Mages Axes. And the reason is that because those axes are moving around mid air so much with more than 4 axes it can become very luck based in order to actually taunt the right axe. And if even one gets lose, poof there goes your group because they’re all dead.
That was just one example, but there are plenty others.
Anyway’s IF an AoE taunt is added it’ll have to be limited in how many NPC’s the AoE taunt actually taunt, I.E. 3-4 NPC’s at a time. I would be ok with this as you would still definitely need your single target taunt for the big bad’s, but it would help the games reticle targeting that is far from infallible, especially including trials issues such as latency when casting skills and poor timing of lag.
@ZOS_GinaBruno
Have had 5 axes in HM and did not find it any more challenging than 3 axes. I know plenty that have tanked it, including myself, that have not had an issue with the axes once they figured it out which has to do with understanding agro mechanics in this game.
The reality is, an AoE taunt would be a horrid crutch in that fight since it would clearly not be something that could be spammed. A tank that was challenged to tank the axes and used an AoE taunt as a crutch would be so worse off than they learned to do it correctly, even if their choice was to taunt each one.
Paul is correct in his statements.
So you’re of the opinion that just because something has been done and can be done by a miniscule population that it’s ok? After 3 years of huge balance changes and combat adjustments but everything good to go?
Sorry no, not buying this.
I have tanked it and I have seen others tank it. rarely EVER have I EVER seen anyone not have issues with this as well, and NOT just with the axes as I have explained countless times throughout this posts conversations.