Give people extra bag space for one tanking set. That would be 14 slots in total for tanking only gear. IMO I like how it works presently because when I cue as tank I'm in almost instantly and plow through the run. Taunt,taunt,taunt,taunt,taunt,boneshield,taunt,taunt,boneshield,heavy attack, boneshield, heavy attack, healing circle, heavy attack sprint to next group repeat. And purifying light every six seconds on bosses.
One other thing that would make tanking better is if tanks autoloot instead of having to click on corpses. When there are only a couple of mobs left standing there isn't really anything left to do unless my magicka is low and I need to frost staff heavy attack otherwise I would rather get a head start to the next pull.
paulsimonps wrote: »Give people extra bag space for one tanking set. That would be 14 slots in total for tanking only gear. IMO I like how it works presently because when I cue as tank I'm in almost instantly and plow through the run. Taunt,taunt,taunt,taunt,taunt,boneshield,taunt,taunt,boneshield,heavy attack, boneshield, heavy attack, healing circle, heavy attack sprint to next group repeat. And purifying light every six seconds on bosses.
One other thing that would make tanking better is if tanks autoloot instead of having to click on corpses. When there are only a couple of mobs left standing there isn't really anything left to do unless my magicka is low and I need to frost staff heavy attack otherwise I would rather get a head start to the next pull.
How is inventory management improvements an incentive to tank? This would not change anyone's mind to swap to tanking.
paulsimonps wrote: »Give people extra bag space for one tanking set. That would be 14 slots in total for tanking only gear. IMO I like how it works presently because when I cue as tank I'm in almost instantly and plow through the run. Taunt,taunt,taunt,taunt,taunt,boneshield,taunt,taunt,boneshield,heavy attack, boneshield, heavy attack, healing circle, heavy attack sprint to next group repeat. And purifying light every six seconds on bosses.
One other thing that would make tanking better is if tanks autoloot instead of having to click on corpses. When there are only a couple of mobs left standing there isn't really anything left to do unless my magicka is low and I need to frost staff heavy attack otherwise I would rather get a head start to the next pull.
How is inventory management improvements an incentive to tank? This would not change anyone's mind to swap to tanking.
It might not change everyone's mind to swap to tanking but I don't think you can assert that it would not change anyone's mind. If you have a tanking set tucked away in a portable wardrobe with health enchants and health set bonuses and heavy armor then that saves you 14 slots. Meanwhile you can run your light/medium armor all stamina/magicka enchant dps set when you're not tanking. Make the wardrobe one click of a button to switch gear. It's not so much an incentive to tank as it is removing a disincentive to tank.
Long winded post, but...
ZoS needs to take a hard look at not just tanking, but themselves in order to help tanking IMO.
Just to say where I'm coming from game wise: I tank trials (vet, HMs), dungeons, I've run tanky pvp builds, etc. So I feel like it's all do-able as is, but most of my comments will come from a place of making it more balanced and enjoyable, not just do-able for me or a small % of tanks/builds.
What I mean when I say ZoS needs to look at themselves: They seem to make changes sometimes as if the right hand doesn't know what the left hand is doing.
For Example: Changes have been made (some for sake of PvP) about permablocking and more closely - regen of stam while blocking. We know this wasn't just about pvp, or they could have added a no regen while blocking tag to battle spirit. I've seen mention from devs that they want to encourage more active play in the tanking position. Where as the other side that is making content doesn't take these changes into consideration and creates multiple scenarios in high end content, where you can't drop block consistently to regen or do heavy attacks. And swapping back and forth between ice staff blocking and standard blocking doesn't work as well because the rate you can get both your regens to tick (even in a build for it) while you use the other to block doesn't sync up, that's not even taking into consideration using any of those resources to taunt or use other skills.
Again, I'm talking the hard, end game content, not basic vet dungeons - most differences I'm talking about you'll only see when tanking with different classes on the newest vet HM dungeons and HM vet trials.
What it comes down to is this: Every class needs to be able to regen stam in some fashion while blocking, as long as they are working for it in some way besides the hour long heavy attack. This is a key reason that DK is so good for tanking - the stam return from using earthen and the resource return from using your ulti. The only other classes that offer something similar is Warden (if you run the stam morph of netch and the return is nearly worthless in that situaiton) and Sorc might be able to squeeze in Dark Exchanges in some situations. ZoS might read: DK is too strong then, but no - it's not that tanking is so OP on DK for this reason, it's that is it bearable and enjoyable vs using other classes (I've tried it on many classes, it's all do-able, but that's not what this is about). To me it allows me to be more active as a tank, using abilities and doing other things besides holding block and wondering whether my concern over resources is bigger than my concern over holding aggro.
Possible Solutions: DK's are fine as they are IMO, don't need any help here.
Templars - one morph of their little templar house circle they put down should have a stam return on it. Not a stam regen buff, but a flat return like the netch does for Warden (except maybe a bit higher since it actually costs resources to use).
Warden - in a pretty good spot too, but the netch is a bit weak for this use. Could look at making the netch have a magicka cost and give an upfront burst of stam before it's smaller tick kicks in.
Sorcs - they are in an OK spot with Dark exchange, but it's a bit hit or miss depending on the fight. The fact it gives a heal back as well might swing this into at least being worth the hassle.
NBs - the worst thing they did was start tinkering with siphoning strikes coming from a NB tank perspective (not so much saying it's bad for DPS, just talking from tank standpoint here). It used to be the thing that made it worthwhile to deal with the harder single target boss fights where you'll get less return to at least be awesome at dealing with waves of mobs before the boss fights.
In the end it all comes down to all classes being able to have fun with all roles. If players that are already being challenged with a new role or new content can't even use the class they actually enjoy playing, then it's going to limit the amount of tanks in the game period. Not even counting people not willing to tank because they just don't like that sort of role.
Other issues that dent other classes: No way to group mobs up as efficiently as a DK (chains) the warden pull comes close and it's good enough for them, but other classes are left hanging. You can use Swarm Mother, but that prevents you from running any other set for all of those classes. There is also no other Talons type skill past encase on a sorc.
I really wish the Undaunted line had been used to flesh out dungeon roles since that's what the Undaunted are all about. They could have added some sort of pull ability for any class to access, they could have used something like the webs to create a sort of talon's like snare that's use-able by everyone, etc. They already have managed to give every class a shield w/ bone shield (though there should be a magic morph) and 'shards/heal' with Orb. They could have used this line to bridge that role gap with other classes. And you could make them all synergy dependent to be strong like seems to be another goal of the Undaunted line - teamwork theme: Maybe the webs just create a snare, but when synergized actually stick mobs in place while like a hard CC for example. I'd have also added passives in this line to convert an ice staff into a tanking item instead of taking away the ability of ice staves to be usable as DPS weapons.
The other issue I'll lay at ZoS' feet is that they have a bad habit of nerfing something to try a fix, then seeing it doesn't work and nerfing something else and never looking at what was originally nerfed. Take for instance Black Rose - it went from being a bit strong so several people were giving it a try so it seemed to be the issue, but it wasn't the issue, so: then ZoS nerfed the constitution passive when everyone noticed it wasn't just Black Rose and never reverted the changes to Black Rose, so now it's technically double nerfed and virtually useless. If someone wants to dedicate a five piece set bonus to boosting that nerfed passive, they should correct this and allow it since the passive itself got nerfed. There are already sets that give better flat regen bonuses than this in the game - fix it. Might help in some of the areas mentioned above to balance things out for some builds.
The last thing on them is to take a look at content design. If you are going to continually add a bunch of one-shot mechanics that already have to be blocked (so you can't drop block in some situations at all and sometimes barely weapon swap) and you are going to give them to multiple mobs so that a tank has to pull aggro on more than just one boss or a couple mobs, then you need to look at what you are giving tanks to work with not just for blocking but resource wise.
Just to look at it from PvP side: Some of the changes to being tanky have been OK in PvP, some haven't mattered much at all, but mostly they changes haven't directly addressed the problems, they just chipped at it a little. Usually the builds that are bad for tanks in PvP are niche, you can look at that player, whose fighting them, what they are wearing, etc. and tell it's a combination of things and not just this class is broken or that skill is broken (usually). Those things should be addressed specifically and not just with blanket nerfs to passives or classes. The other side of the coin in PvP are that tanks should be allowed to be tanks, but they should be able to be super tanky and suddenly burst someone down, but if someone is just hard to kill and just stands there holding block, so what. Let them, focus them down after they watch their friends die, etc. But most of the fixes I've seen come to address the tanky builds in PvP have never fixed them, only hurt tanking in general.
Before random people pop up with I have this X class build, I'm sure there are several high end players out there that have tanks in various classes and pull off all content. Great, me too. I'm looking at the differences in the classes though and that some have an easier time of doing the basic job than others while still providing more for the team and frankly, there are major differences and problems between classes for the tanking role.
Past all this, it's just on the player. Maybe people just don't like support roles, you can't make them or make them feel penalized for not liking them (they probably already feel that way just trying to queue for dungeons as dps). There is also a tendency to have more pressure on your shoulders as a tank or healer (some rightly so, some not so much) and that's going to turn some off. I will say some of the best DPS players I've run with have also done a bit of tanking and healing and know what goes down on the other side and handle fights better, so it's worth a try to all, even if you don't want to do it full time.
There is no shortage of tanks.
Just a shortage of tanks who are willing to place themselves at the mercy of the poor DPS output of random groups that they--by virtue of being tanks--cannot carry.
Give us AP for taking damage. In Cyro tank is not fun because you can't kill almost anything, but all those meta cancer builds kill you quick anyway.
I think the bigger question is, how to encourage people to use other weapons in pvp than 2h?
Long winded post, but...
-snip- .
There is no shortage of tanks.
Just a shortage of tanks who are willing to place themselves at the mercy of the poor DPS output of random groups that they--by virtue of being tanks--cannot carry.
There is no shortage of tanks.
Just a shortage of tanks who are willing to place themselves at the mercy of the poor DPS output of random groups that they--by virtue of being tanks--cannot carry.
^^^^^^ This ^^^^^^^
The way to encourage tanks in groupfinder is to encourage dps in groupfinder. And no, 5k per person doesn't qualify for dps.
Mostly heal, benefit is that its not an huge difference between an healer and an dps in build. You want to put cp into the healing cp node but at higher cp its not an big issue. You can adjust how many damage skills you have on bars depending on difficulty. And this depend on group, Blackheart as pledge today planned to do it on veteran and thought I was because I had to heal so much but it was just fake tankJuju_beans wrote: »Kiralyn2000 wrote: »Tanking (and healing), to many, is 'being responsible for the run'. And they don't want that responsibility/pressure/etc. You're not going to get most of them to tank or heal with bribes.
Shortage of tanks & healers for groups & groupfinder has been an issue in MMOs for eons.
I've had several bad experiences as a healer in wow doing dungeons so I stopped doing them and did pvp healing instead.
I'm leveling a templar right now and have been just random healing at dolmens, delves and public dungeons. Also plan to do some pvp healing. I'm on the fence about group dungeon healing in ESO and haven't decided yet if I'm going to venture into that.
Juju_beans wrote: »Kiralyn2000 wrote: »Tanking (and healing), to many, is 'being responsible for the run'. And they don't want that responsibility/pressure/etc. You're not going to get most of them to tank or heal with bribes.
Shortage of tanks & healers for groups & groupfinder has been an issue in MMOs for eons.
I've had several bad experiences as a healer in wow doing dungeons so I stopped doing them and did pvp healing instead.
I'm leveling a templar right now and have been just random healing at dolmens, delves and public dungeons. Also plan to do some pvp healing. I'm on the fence about group dungeon healing in ESO and haven't decided yet if I'm going to venture into that.
There is no shortage of tanks.
Just a shortage of tanks who are willing to place themselves at the mercy of the poor DPS output of random groups that they--by virtue of being tanks--cannot carry.
^^^^^^ This ^^^^^^^
The way to encourage tanks in groupfinder is to encourage dps in groupfinder. And no, 5k per person doesn't qualify for dps.
The sheer number of bad DPS is terrible though, it might be an issue with game design rather than the general population's ability.
I'd rather see it be a little easier to hit 10k dps. Not everybody has time to read guides, forums, practice on the dummy etc.I want to see the damage floor lifted, make it easier to hit 10k dps by just spamming a few skills. I'm sure people will have an issue with that but meh, it's just a game not a job.
There is no shortage of tanks.
Just a shortage of tanks who are willing to place themselves at the mercy of the poor DPS output of random groups that they--by virtue of being tanks--cannot carry.
There is no shortage of tanks.
Just a shortage of tanks who are willing to place themselves at the mercy of the poor DPS output of random groups that they--by virtue of being tanks--cannot carry.