How do we encourage tanking?

  • Bladerunner1
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    * Let the crusher enchant spread across a large AOE circle.

    * One completely free swappable Respec slot - not just to save equipment, but to save the distribution of stats and CPs. Who isn't tired of spending 6500 gold and replacing hundreds of incremental stats one click at a time just to do a different role?

    * More buff / debuff sets like Livewire

    * Add an AOE debuff effect to taunts
  • josiahva
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    Vhozek wrote: »
    Narvuntien wrote: »
    The main problem is that just questing as a tank is basically impossible chore. So people make dps quest and skyshard hunt and then turn a character into a tank when they need them. So for the most part everyone has a DPS until they reach full build.

    It is a dreadful chore. I hate it.

    The solution is easy. Do what I do on my tank, I use one crafted/one drop DPS set(all gold) that I keep in my inventory...then use an add-on that swaps gear and skills with the press of a button so I can swap between tank gear/skills and DPS gear/skills with one key. Now, a tank wearing DPS gear does not a true DPS make, but I can still pull a respectable 25k single target DPS in DPS gear, which is more than enough for questing or for those dungeons like DCII that don't require a tank.
  • Thorgrimn
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    * Let the crusher enchant spread across a large AOE circle.

    * One completely free swappable Respec slot - not just to save equipment, but to save the distribution of stats and CPs. Who isn't tired of spending 6500 gold and replacing hundreds of incremental stats one click at a time just to do a different role?

    * More buff / debuff sets like Livewire

    * Add an AOE debuff effect to taunts

    Those are some awesome ideas
  • Eyesinthedrk
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    Revert the recent changes to block cost. PVE tanking just isn’t fun anymore.
  • ThinkerOfThings
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    Role Specific Buffs for Dungeons

    As an idea to improve this situation from a development standpoint, ZoS might want to provide each player a buff based on the role they select while in a normal or veteran dungeon. An example of this would be:

    Tank: Once every X number of seconds, a light or heavy attack will taunt your target ( This would improve the situation for people who have to play with Tanks that do not taunt ex: Running around with a staff as a Tank Role)

    Healer: Once every X number of seconds, your healing abilities will grant the "Healer" buff, when you reach X amount of stacks of "Healer" your next Healing ability costs no resource

    DPS: Heavy attacks provide the player with the "Burn them" buff, when you reach X number of stacks, your next ability will be a critical hit

    These are just some idea's on buffs that could improve this situation. Overall, a buff that supports a player in a given role, might be a good development solution to some of the issues we have seen with players queuing for a role they are not suited for. This would encourage players to perform ( and excel ) in the role they queued for instead of punishing players, who may not know what they are doing or ultimately don't care at the expense of the other members of the group.

    Thoughts?
    "It is very, very sad being mortal. There is happiness, yes. But mostly sadness. As I have said, count only the happy hours." - Vivec
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  • paulsimonps
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    * Let the crusher enchant spread across a large AOE circle.

    * One completely free swappable Respec slot - not just to save equipment, but to save the distribution of stats and CPs. Who isn't tired of spending 6500 gold and replacing hundreds of incremental stats one click at a time just to do a different role?

    * More buff / debuff sets like Livewire

    * Add an AOE debuff effect to taunts

    There isn't a single enchantment to date that has an AoE Effect, not sure there is reason enough for this to be a thing, it would however solidify Torug's Pact together with Alkosh as THE best debuff sets a tank could be using. Which would also hamper your 3rd point of having more buff/debuff sets, you would have to create something that could outperform the buffed Torug's as well as Alkosh, otherwise the choices would be mostly superficial and never actually chosen. I mean Livewire might be good in PvP but considering this is mainly a PvE thread I don't see it being that much of a set to talk about.

    As well you seem to really like the idea of AoE effects, you want Crusher to be a large AoE, and you also want taunts to add a AoE debuff when used, why? Why would this make people tank more? This is again just making tanking easier and more lazy, have everything be an AoE and you have less to do. Sure you didn't say AoE Taunt, but there are already a lot of way to apply many of the useful debuffs. We can't have to many debuffs be accessible though easy to use AoEs, that would make things again, too easy, which will make tanking more boring. There are aspects of Tanking for non DK classes that needs to be updated but AoE easy access debuffs given to any and all Tanks regardless of class will not help the case for DK supremacy.

    Now the build swapping thing is pretty cool, most PC players already do this quickly with gear and food with Addons, but Cp and attributes do cost a lot to change.
  • potirondb16_ESO
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    danno8 wrote: »
    In addition, DPS'ing in groups is easier and requires less situational awareness and responsibility than the tank and healer.

    That is half true, good deeps need as much situational awareness then tank and healer. Only way for me to increase the interest of the player into tanking and healing is actually to give more incentive as

    #1 Create content with meaningful reward where the trinity has to be respected.

    #2 Create set-bonus which make those role an advantage over a flaw
    Sell-power-cure and Alkosh are good example of said set-bonus only issue is that most good set-bonus are stamina as a tank

    #3 Improve experience gain while queueing as specific role within random
    Did help gather more tank and help tank level faster only issue being that more dps will queue as tank or healer but hey if they are good you shall not notice it

    Those 3 aspects should give you more tank and more healer since those two are hard to get, good-one anyway. The current reality is that for dungeon you mostly don't need an healer and for trial (old one) you don't need two tank. So as the overall need for those two role has decrease the overall population did too. In the current meta it is widely accepted that dps is the key for better success rate, and doing so the overall expectation for tank and healer has been to adapt in order to help said dps.

    Reworking 3 pc trial-set bonus for tank and healer in order to give them more overall group efficiency might also help them if the content grew harder.

    Exemple :

    Tank
    # Lunar bastion - 3 pc bonus : After blocking two heavy attacks gives group minor evasion
    # Automated defense - 3 pc bonus : After interrupting an enemy attacks apply to enemy within 10 meters minor vulnerability
    # Eternal Yokeda - 3 pc bonus : After roll-dodging and attack apply a stun to enemies within 10 meters

    Healer
    # Twilight remedy - 3 pc bonus : Purging a negative effect on a friendly-target apply minor berserk on them
    # Inventor guard - 3 pc bonus : When you get hit, 50% chance to create a shield of 5000hp on the 4 nearest target
  • Jade1986
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    Narvuntien wrote: »
    The main problem is that just questing as a tank is basically impossible chore. So people make dps quest and skyshard hunt and then turn a character into a tank when they need them. So for the most part everyone has a DPS until they reach full build.

    Say wut? My Ice tank has 40 k hp, 33000 spell and phys resist ( buffed ) and 3 k ( buffed ) spell damage. You do not have to hit like a wet noodle as a tank.
    Edited by Jade1986 on December 11, 2017 4:24PM
  • josiahva
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    I love tanking. I have been tanking this game for years, I pug all the time, vet DLCs are actually my favorite to pug since depending on the group, they actually provide a challenge. That being said, I don't see any way to encourage tanking, its a certain personality that enjoys it...most people do not, this will not change ever. Any attempts to encourage tanking will just end with fake-tanks trying to take advantage of whatever the perceived rewards are. Different personalities lend themselves to different roles, in fact I think there was a study done of personalities vs. roles in mmorpgs that I read once, I dont remember most of it, but I remember they equated ranged DPS as more high-strung and Tanks as the most grounded and calm, with other roles on a sliding scale somewhere in between

    P.S. An AoE taunt is not needed and would bring nothing to the tanking role, there are already more than enough tools available to help you control mobs, simply throwing caltrops will aggro an entire mob on you long enough for you to root them and the DPS to burn most of them down.
    Edited by josiahva on December 11, 2017 4:26PM
  • MaleAmazon
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    To be honest the basic problem is that, as has been stated, there is no reason to have a tank, for a great majority of the game content. Even soloing world bosses doesnt really involve tanking, just being able to take the heavy damage sometimes; which isnt quite the same thing. Switch in something like Whitestrake on your DPS and youre good to go.

    Overland - no. Normal dungeons - not really, a good DPS with a taunt is usually more than enough. Vet dungeons - yeah ok, but
    even a place like Falkreath is more about understanding of boss mechanics and attack patterns, than massive damage tanking. I think 2 'semitanks' rather than tank+DD might well complete that content, it´s just a few really heavy attacks that you need enough stats to block. The problem when I play normal Bloodroot forge isnt the tanking, it is getting people to be aware that they need to interrupt the minotaur prison when it is put on another player, and not to stand on the large rock island when they boss does his massive AoE.

    I havent done support tanking for 12-man raids that much, but that is the one place I guess you sometimes really need a tank. So there´s that, Im not qualified to comment on vet content there.

    I dont think tanking really needs to be encouraged with something like XP boosts. Those of us who dabble in tanking I think mostly understand that it´s just a few places where you are needed. Giving people extra XP would just invite faketanking IMO; tanking is already 'encouraged' in that I, for example, have a tanking bar on my stamina characters for easy random normal daily queueing.

    You want to encourage tanking, create more game content where tanking mechanics are useful.

    The free respec idea was nice though. Though thinking about it you can probably tank pretty much everything on a medium armor DD without respec if you also have the skillpoints invested in tanking and a full heavy armor alternate outfit banked.
  • Vhozek
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    Templars could use an AoE pull and Nightblade an AoE blind.
    Give classes a couple more HP scaling skills.
    Add followers to the game that can be the dps to your tank or the tank to your dps.
    Scale some utility with HP such as movement speed and self heal/healing taken.
    Add thorns that scale with HP or resistances.
    Give damage shields a base capacity that also scales with the target's max HP so healers give tanks a bigger shield.
    Make taunt useful in PVP but give it a cooldown on repeating targets.

    I don't know, I'm just grabbing stuff that other games do that makes tanking not so terrible.

    Edited by Vhozek on December 11, 2017 4:53PM
    𝗡𝗼𝘁 𝘀𝗼𝗿𝗿𝘆, 𝗺𝗼𝗱𝘀. 𝗙𝗿𝗲𝗲 𝗕𝗶𝗿𝗱 𝘄𝗮𝘀 𝗽𝗹𝗮𝘆𝗶𝗻𝗴.
  • Jade1986
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    Vhozek wrote: »
    Templars could use an AoE pull and Nightblade an AoE blind.
    Give classes a couple more HP scaling skills.
    Add followers to the game that can be the dps to your tank or the tank to your dps.
    Scale some utility with HP such as movement speed and self heal/healing taken.
    Add thorns that scale with HP or resistances.
    Give damage shields a base capacity that also scales with HP.
    Make taunt useful in PVP but give it a cooldown on repeating targets.

    I don't know, I'm just grabbing stuff that other games do that makes tanking not so terrible.

    I will repeat myself. You do not need to hit like a wet noodle to be a tank. You can build tanks to be able to take an insane amount of punishment and still hit hard.
  • AnviOfVai
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    Tanking can be incredibly boring even in PVP, you can do very little damage and you are technically the rock who stands there and takes a beating, while getting no kills on your own. However I love tanking in PVP yes it is boring not being able to do much damage, (which means no money/no kills) but if you tank it right you can turn the tables on a battle pretty fast. Tanks are essential in huge battles and I fully respect every one of them. Tanks who are off the castle walls surrounded by enemies and are just backing slowly towards the castle bringing the enemies closer to the snipers and the DD's on the wall FULL RESPECT. I love playing a tank too, its very much a team player. You can't do much on your own but in a team they are great assets.
    "I appear at my lord's behest, or perhaps I was always here, and you merely lacked the ability to see me."

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    EP - Dragon Knight -Fire Tank - 160
    EP - Nightblade - Damage Dealer - 160

  • Spacemonkey
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    Remove all the caps and ceilings from tanking and healing(PvP only I think) and you are going to see way more pure tanks and healers.

    Remove the 50% dmg mitigation max (for soft caps instead?) and you'll see way more people going for tanking up to 40k + resistances - a nice AoE taunt would be really awesome too...

    As it is, tanking is a resource battle against your own players. Because you cant mitigate too much dmg you have to block, interrupt, and TAUNT (because your dmg wont be that high). And then you can do some crowd control. All of which are generally resource costly. But then you have people pulling with frost, others not interrupting when they can (theyd lose precious dps), etc... I find the resource management game much more important on tanks than anything else, and thats partly because mitigation is capped and minor/major system is not defensively freindly. All that is not freindly to new players, definitly not enjoyable for most in PvP, etc.... So rolling a tank is not attractive for most.

    I'm not a great tank by far, but I get by ok. Most of the time when people ask me my build or ask about tanking, I find they expect all of a sudden being dependant on others (not true). Not being able to kill anything (5k - dps) or worse and they dont want to spend 3 hours killing mobs alone.
  • paulsimonps
    paulsimonps
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    MaleAmazon wrote: »
    To be honest the basic problem is that, as has been stated, there is no reason to have a tank, for a great majority of the game content. Even soloing world bosses doesnt really involve tanking, just being able to take the heavy damage sometimes; which isnt quite the same thing. Switch in something like Whitestrake on your DPS and youre good to go.

    Overland - no. Normal dungeons - not really, a good DPS with a taunt is usually more than enough. Vet dungeons - yeah ok, but
    even a place like Falkreath is more about understanding of boss mechanics and attack patterns, than massive damage tanking. I think 2 'semitanks' rather than tank+DD might well complete that content, it´s just a few really heavy attacks that you need enough stats to block. The problem when I play normal Bloodroot forge isnt the tanking, it is getting people to be aware that they need to interrupt the minotaur prison when it is put on another player, and not to stand on the large rock island when they boss does his massive AoE.

    I havent done support tanking for 12-man raids that much, but that is the one place I guess you sometimes really need a tank. So there´s that, Im not qualified to comment on vet content there.

    I dont think tanking really needs to be encouraged with something like XP boosts. Those of us who dabble in tanking I think mostly understand that it´s just a few places where you are needed. Giving people extra XP would just invite faketanking IMO; tanking is already 'encouraged' in that I, for example, have a tanking bar on my stamina characters for easy random normal daily queueing.

    You want to encourage tanking, create more game content where tanking mechanics are useful.

    The free respec idea was nice though. Though thinking about it you can probably tank pretty much everything on a medium armor DD without respec if you also have the skillpoints invested in tanking and a full heavy armor alternate outfit banked.

    Tanks are 100% required in Veteran Trials. A loose boss will one shot anyone that is not a Tank. Now in some of the earlier Trials the "mini"bosses might not do that but not having a Tank at the last boss is a recipe for failure. I mean Olms in veteran has a light attack that deals about 152k damage before mitigation, and something like the Mantikora has a 180 conal that will one shot DPS's and Healers.

    And indeed, add more mechanics that require tanks, and or make bosses hit hard enough to where it is required, though the current "one shots" that are untauntable should stay as they are. Though the mechanics being the leading cause is the preferred route in my opinion.
  • Spacemonkey
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    As much as it would be a lot of work, they really need to change the way dungeons work. Requiring specific roles for dungeons is so old fashioned. Yes, having a tank should make it more efficient, but it shouldn't be a must have.

    I know, you can do most dungeons without a tank, but for the purpose of queuing for dungeons as a DPS, it shouldn't be a 1.5 hr wait, either.

    I entirely agree. Requiring specific roles for dungeons is old fashioned. You should be able to do a dungeon with 4 healers, or 4 tanks as well as 4 dps. Right now you can only do so with 4 dps.
    Soft caps and no minor/major allowed this. Hard caps and minor/major do not.
    Whats wrong with a dungeon becoming stupid easy but ridiculously long because all 4 tanks are sub healing and buffing one another? Whats wrong with the group relying on CCs (like throws) to kill monsters by dropping em off ledges and stuff, and joking around because dying is so remote. DPS walls make this impossible. There are no mechanics I've seen yet that can't be dealt with full DPS teams sub-healing or sub-tanking through insane dmg shields.

  • Danksta
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    Vhozek wrote: »
    SydneyGrey wrote: »
    The issue I see with that is then people would make their health higher than their other stats for leveling up new characters, then they'd re-spec the stats after they reached maximum level. Then again, that sounds awesome 'cause then I can level a new character faster. LOL.

    More HP at the cost of damage and resources. They'll just feel like tankier non CP characters. Or people can kick them out since DPS are easily replaced. DPS and healers are in desperate need of tanks in queue, so I doubt they would sacrifice their own stats just to get extra EXP AND be the source of a queue/role problem they complain so much about today.

    The problem is there are plenty of tanks, it's just the good ones don't have issues finding a group so they don't use group finder.
    BawKinTackWarDs PS4/NA

  • paulsimonps
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    Remove all the caps and ceilings from tanking and healing(PvP only I think) and you are going to see way more pure tanks and healers.

    Remove the 50% dmg mitigation max (for soft caps instead?) and you'll see way more people going for tanking up to 40k + resistances - a nice AoE taunt would be really awesome too...

    As it is, tanking is a resource battle against your own players. Because you cant mitigate too much dmg you have to block, interrupt, and TAUNT (because your dmg wont be that high). And then you can do some crowd control. All of which are generally resource costly. But then you have people pulling with frost, others not interrupting when they can (theyd lose precious dps), etc... I find the resource management game much more important on tanks than anything else, and thats partly because mitigation is capped and minor/major system is not defensively freindly. All that is not freindly to new players, definitly not enjoyable for most in PvP, etc.... So rolling a tank is not attractive for most.

    I'm not a great tank by far, but I get by ok. Most of the time when people ask me my build or ask about tanking, I find they expect all of a sudden being dependant on others (not true). Not being able to kill anything (5k - dps) or worse and they dont want to spend 3 hours killing mobs alone.

    There is no mitigation max or cap, there is resistance cap, but that is an entirely different thing. I would suggest you read this thread and you will see how incredibly easy it is for a Tank to get really really high total damage mitigation and why removing the resistance cap would not make a huge difference at all, and how overrated resistance is to PvE Tanking.

    https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-and-list-of-options/p1

    Also while resource management is a big deal for Tanks its not as bad as you make it seem, people just need to learn to drop block to heavy attack as well they need to learn to build for those kind of scenarios. And please, there are so many reason for us not to have an AoE taunt, it will not help the tanking population, it would dwindle it.
  • Spacemonkey
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    Remove all the caps and ceilings from tanking and healing(PvP only I think) and you are going to see way more pure tanks and healers.

    Remove the 50% dmg mitigation max (for soft caps instead?) and you'll see way more people going for tanking up to 40k + resistances - a nice AoE taunt would be really awesome too...

    As it is, tanking is a resource battle against your own players. Because you cant mitigate too much dmg you have to block, interrupt, and TAUNT (because your dmg wont be that high). And then you can do some crowd control. All of which are generally resource costly. But then you have people pulling with frost, others not interrupting when they can (theyd lose precious dps), etc... I find the resource management game much more important on tanks than anything else, and thats partly because mitigation is capped and minor/major system is not defensively freindly. All that is not freindly to new players, definitly not enjoyable for most in PvP, etc.... So rolling a tank is not attractive for most.

    I'm not a great tank by far, but I get by ok. Most of the time when people ask me my build or ask about tanking, I find they expect all of a sudden being dependant on others (not true). Not being able to kill anything (5k - dps) or worse and they dont want to spend 3 hours killing mobs alone.

    There is no mitigation max or cap, there is resistance cap, but that is an entirely different thing. I would suggest you read this thread and you will see how incredibly easy it is for a Tank to get really really high total damage mitigation and why removing the resistance cap would not make a huge difference at all, and how overrated resistance is to PvE Tanking.

    https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-and-list-of-options/p1

    Also while resource management is a big deal for Tanks its not as bad as you make it seem, people just need to learn to drop block to heavy attack as well they need to learn to build for those kind of scenarios. And please, there are so many reason for us not to have an AoE taunt, it will not help the tanking population, it would dwindle it.

    *eye roll* I mitigate around 85%+ probably could mitigate a bit more,

    I should have specified mitigation FROM resistances, which is the second most important source of mitigation (after block) if not (arguably) the most important one, and the most straightforward one to any new player.

    From a resources point of view the single most important mitigation source is resistances. You can't block ticks and not everything works vs AoEs.
    Damage sheilds don't count as mitigation, you are absorbing // avoiding dmg, not mitigating it not to mention all the counters. The DPS can use dmg shields just as effectively and in some cases more so. On top of that you could make a point arguing that damage shields are one of the reasons people don't bother rolling tanks.

    I didnt say an AoE taunt is needed I said it would be nice. Thats a personal opinion.
    You thinking I make resources management bad is your own opinion, I personally think we both see it the same way.
  • paulsimonps
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    Remove all the caps and ceilings from tanking and healing(PvP only I think) and you are going to see way more pure tanks and healers.

    Remove the 50% dmg mitigation max (for soft caps instead?) and you'll see way more people going for tanking up to 40k + resistances - a nice AoE taunt would be really awesome too...

    As it is, tanking is a resource battle against your own players. Because you cant mitigate too much dmg you have to block, interrupt, and TAUNT (because your dmg wont be that high). And then you can do some crowd control. All of which are generally resource costly. But then you have people pulling with frost, others not interrupting when they can (theyd lose precious dps), etc... I find the resource management game much more important on tanks than anything else, and thats partly because mitigation is capped and minor/major system is not defensively freindly. All that is not freindly to new players, definitly not enjoyable for most in PvP, etc.... So rolling a tank is not attractive for most.

    I'm not a great tank by far, but I get by ok. Most of the time when people ask me my build or ask about tanking, I find they expect all of a sudden being dependant on others (not true). Not being able to kill anything (5k - dps) or worse and they dont want to spend 3 hours killing mobs alone.

    There is no mitigation max or cap, there is resistance cap, but that is an entirely different thing. I would suggest you read this thread and you will see how incredibly easy it is for a Tank to get really really high total damage mitigation and why removing the resistance cap would not make a huge difference at all, and how overrated resistance is to PvE Tanking.

    https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-and-list-of-options/p1

    Also while resource management is a big deal for Tanks its not as bad as you make it seem, people just need to learn to drop block to heavy attack as well they need to learn to build for those kind of scenarios. And please, there are so many reason for us not to have an AoE taunt, it will not help the tanking population, it would dwindle it.

    *eye roll* I mitigate around 85%+ probably could mitigate a bit more,

    I should have specified mitigation FROM resistances, which is the second most important source of mitigation (after block) if not (arguably) the most important one, and the most straightforward one to any new player.

    From a resources point of view the single most important mitigation source is resistances. You can't block ticks and not everything works vs AoEs.
    Damage sheilds don't count as mitigation, you are absorbing // avoiding dmg, not mitigating it not to mention all the counters. The DPS can use dmg shields just as effectively and in some cases more so. On top of that you could make a point arguing that damage shields are one of the reasons people don't bother rolling tanks.

    I didnt say an AoE taunt is needed I said it would be nice. Thats a personal opinion.
    You thinking I make resources management bad is your own opinion, I personally think we both see it the same way.

    Major Ward and Resolve and fully gold armor and shield is all the resistance you will ever need. Stacking resistance with armor sets and or traits is overrated, resistance is by far not the most important source of mitigation, its strong yes, but not THE most important that is block and the passives that only work while blocking.

    There is also not that much DoT effects in PvE and they can either be purged or out healed fairly easy. Though I will admit for new players resistance means a lot more, but for a maxed out character Hardy, Elemental Defender, Thick Skinned and Ironclad will make resistance not a priority. Even just a little bit of CP will make resistance stacking overkill. Block cost reduction is the most important stat when it comes to resource management that and magicka recovery, not resistance, that would only make sense if you had no healer and your CP was zero aka a scenario where you would have to self heal a lot with low mitigation.

    0xZwOXG.png

    I'm pretty sure one could say damage shield help mitigate the damage taken to your health pool. Sure its not the same as what we usually call mitigation but considering where it sits in the mitigation formula its a really big part of it. I mean yea, it says you absorb damage but yea it still does do a lot in terms of mitigation the damage you take on your health, which is the important part after all.
  • TheValkyn
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    The benefit is already there. As a tank, daily queues pop almost instantly.
  • Spacemonkey
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    Remove all the caps and ceilings from tanking and healing(PvP only I think) and you are going to see way more pure tanks and healers.

    Remove the 50% dmg mitigation max (for soft caps instead?) and you'll see way more people going for tanking up to 40k + resistances - a nice AoE taunt would be really awesome too...

    As it is, tanking is a resource battle against your own players. Because you cant mitigate too much dmg you have to block, interrupt, and TAUNT (because your dmg wont be that high). And then you can do some crowd control. All of which are generally resource costly. But then you have people pulling with frost, others not interrupting when they can (theyd lose precious dps), etc... I find the resource management game much more important on tanks than anything else, and thats partly because mitigation is capped and minor/major system is not defensively freindly. All that is not freindly to new players, definitly not enjoyable for most in PvP, etc.... So rolling a tank is not attractive for most.

    I'm not a great tank by far, but I get by ok. Most of the time when people ask me my build or ask about tanking, I find they expect all of a sudden being dependant on others (not true). Not being able to kill anything (5k - dps) or worse and they dont want to spend 3 hours killing mobs alone.

    There is no mitigation max or cap, there is resistance cap, but that is an entirely different thing. I would suggest you read this thread and you will see how incredibly easy it is for a Tank to get really really high total damage mitigation and why removing the resistance cap would not make a huge difference at all, and how overrated resistance is to PvE Tanking.

    https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-and-list-of-options/p1

    Also while resource management is a big deal for Tanks its not as bad as you make it seem, people just need to learn to drop block to heavy attack as well they need to learn to build for those kind of scenarios. And please, there are so many reason for us not to have an AoE taunt, it will not help the tanking population, it would dwindle it.

    *eye roll* I mitigate around 85%+ probably could mitigate a bit more,

    I should have specified mitigation FROM resistances, which is the second most important source of mitigation (after block) if not (arguably) the most important one, and the most straightforward one to any new player.

    From a resources point of view the single most important mitigation source is resistances. You can't block ticks and not everything works vs AoEs.
    Damage sheilds don't count as mitigation, you are absorbing // avoiding dmg, not mitigating it not to mention all the counters. The DPS can use dmg shields just as effectively and in some cases more so. On top of that you could make a point arguing that damage shields are one of the reasons people don't bother rolling tanks.

    I didnt say an AoE taunt is needed I said it would be nice. Thats a personal opinion.
    You thinking I make resources management bad is your own opinion, I personally think we both see it the same way.

    Major Ward and Resolve and fully gold armor and shield is all the resistance you will ever need. Stacking resistance with armor sets and or traits is overrated, resistance is by far not the most important source of mitigation, its strong yes, but not THE most important that is block and the passives that only work while blocking.

    Thus the word 'arguably' because it can be argued. I could say in some situations you can't block. I could say, you can run out of stam, you can start getting hit by dots at the wrong time, I could say you're in an AoE and need to dodge some mechanic, etc.... Just because it comes after blocking doesnt all of a sudden make it unimportant. And the whole point of what I posted was removing the fact you cap at 33k res. So major ward/resolve and gold gear would NOT be all you ever need - and chances are youd be able to use a much larger pool of sets to be effective because you wouldnt need to rely necessarily on their effects. It would allow the current style of tanking as well as newer perhaps more newbie ways by stacking more res. Either way, it would make tanking both more attractive and accessible - which is my whole point - that you are welcome to have argued, but I feel you got stuck on the actual meta and where res stands in it and saying there is no point in doing so, rather than the 'what can we do to make tanking more attractive' subject at hand.

    Say what you will, perhaps at the cost of balance, but tanking was MUCH more enjoyable and popular back in the first year with soft caps.


    ** I disregarded the kindergarden-grade dictionary definition argument - you knew what I meant and disagreed - thats fine, still its the same as to why I did not bring self-healing into this, every role can/does it.
    Edited by Spacemonkey on December 11, 2017 7:37PM
  • paulsimonps
    paulsimonps
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    Remove all the caps and ceilings from tanking and healing(PvP only I think) and you are going to see way more pure tanks and healers.

    Remove the 50% dmg mitigation max (for soft caps instead?) and you'll see way more people going for tanking up to 40k + resistances - a nice AoE taunt would be really awesome too...

    As it is, tanking is a resource battle against your own players. Because you cant mitigate too much dmg you have to block, interrupt, and TAUNT (because your dmg wont be that high). And then you can do some crowd control. All of which are generally resource costly. But then you have people pulling with frost, others not interrupting when they can (theyd lose precious dps), etc... I find the resource management game much more important on tanks than anything else, and thats partly because mitigation is capped and minor/major system is not defensively freindly. All that is not freindly to new players, definitly not enjoyable for most in PvP, etc.... So rolling a tank is not attractive for most.

    I'm not a great tank by far, but I get by ok. Most of the time when people ask me my build or ask about tanking, I find they expect all of a sudden being dependant on others (not true). Not being able to kill anything (5k - dps) or worse and they dont want to spend 3 hours killing mobs alone.

    There is no mitigation max or cap, there is resistance cap, but that is an entirely different thing. I would suggest you read this thread and you will see how incredibly easy it is for a Tank to get really really high total damage mitigation and why removing the resistance cap would not make a huge difference at all, and how overrated resistance is to PvE Tanking.

    https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-and-list-of-options/p1

    Also while resource management is a big deal for Tanks its not as bad as you make it seem, people just need to learn to drop block to heavy attack as well they need to learn to build for those kind of scenarios. And please, there are so many reason for us not to have an AoE taunt, it will not help the tanking population, it would dwindle it.

    *eye roll* I mitigate around 85%+ probably could mitigate a bit more,

    I should have specified mitigation FROM resistances, which is the second most important source of mitigation (after block) if not (arguably) the most important one, and the most straightforward one to any new player.

    From a resources point of view the single most important mitigation source is resistances. You can't block ticks and not everything works vs AoEs.
    Damage sheilds don't count as mitigation, you are absorbing // avoiding dmg, not mitigating it not to mention all the counters. The DPS can use dmg shields just as effectively and in some cases more so. On top of that you could make a point arguing that damage shields are one of the reasons people don't bother rolling tanks.

    I didnt say an AoE taunt is needed I said it would be nice. Thats a personal opinion.
    You thinking I make resources management bad is your own opinion, I personally think we both see it the same way.

    Major Ward and Resolve and fully gold armor and shield is all the resistance you will ever need. Stacking resistance with armor sets and or traits is overrated, resistance is by far not the most important source of mitigation, its strong yes, but not THE most important that is block and the passives that only work while blocking.

    Thus the word 'arguably' because it can be argued. I could say in some situations you can't block. I could say, you can run out of stam, you can start getting hit by dots at the wrong time, I could say you're in an AoE and need to dodge some mechanic, etc.... Just because it comes after blocking doesnt all of a sudden make it unimportant. And the whole point of what I posted was removing the fact you cap at 33k res. So major ward/resolve and gold gear would NOT be all you ever need - and chances are youd be able to use a much larger pool of sets to be effective because you wouldnt need to rely necessarily on their effects. It would allow the current style of tanking as well as newer perhaps more newbie ways by stacking more res. Either way, it would make tanking both more attractive and accessible - which is my whole point - that you are welcome to have argued, but I feel you got stuck on the actual meta and where res stands in it and saying there is no point in doing so, rather than the 'what can we do to make tanking more attractive' subject at hand.

    Say what you will, perhaps at the cost of balance, but tanking was MUCH more enjoyable and popular back in the first year with soft caps.

    So making resistance stacking builds give more mitigation will make more people want to tank? How? We've been able to do without it for now, what makes this such a game changer?
  • Spacemonkey
    Spacemonkey
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    Remove all the caps and ceilings from tanking and healing(PvP only I think) and you are going to see way more pure tanks and healers.

    Remove the 50% dmg mitigation max (for soft caps instead?) and you'll see way more people going for tanking up to 40k + resistances - a nice AoE taunt would be really awesome too...

    As it is, tanking is a resource battle against your own players. Because you cant mitigate too much dmg you have to block, interrupt, and TAUNT (because your dmg wont be that high). And then you can do some crowd control. All of which are generally resource costly. But then you have people pulling with frost, others not interrupting when they can (theyd lose precious dps), etc... I find the resource management game much more important on tanks than anything else, and thats partly because mitigation is capped and minor/major system is not defensively freindly. All that is not freindly to new players, definitly not enjoyable for most in PvP, etc.... So rolling a tank is not attractive for most.

    I'm not a great tank by far, but I get by ok. Most of the time when people ask me my build or ask about tanking, I find they expect all of a sudden being dependant on others (not true). Not being able to kill anything (5k - dps) or worse and they dont want to spend 3 hours killing mobs alone.

    There is no mitigation max or cap, there is resistance cap, but that is an entirely different thing. I would suggest you read this thread and you will see how incredibly easy it is for a Tank to get really really high total damage mitigation and why removing the resistance cap would not make a huge difference at all, and how overrated resistance is to PvE Tanking.

    https://forums.elderscrollsonline.com/en/discussion/279426/damage-mitigation-explanation-and-list-of-options/p1

    Also while resource management is a big deal for Tanks its not as bad as you make it seem, people just need to learn to drop block to heavy attack as well they need to learn to build for those kind of scenarios. And please, there are so many reason for us not to have an AoE taunt, it will not help the tanking population, it would dwindle it.

    *eye roll* I mitigate around 85%+ probably could mitigate a bit more,

    I should have specified mitigation FROM resistances, which is the second most important source of mitigation (after block) if not (arguably) the most important one, and the most straightforward one to any new player.

    From a resources point of view the single most important mitigation source is resistances. You can't block ticks and not everything works vs AoEs.
    Damage sheilds don't count as mitigation, you are absorbing // avoiding dmg, not mitigating it not to mention all the counters. The DPS can use dmg shields just as effectively and in some cases more so. On top of that you could make a point arguing that damage shields are one of the reasons people don't bother rolling tanks.

    I didnt say an AoE taunt is needed I said it would be nice. Thats a personal opinion.
    You thinking I make resources management bad is your own opinion, I personally think we both see it the same way.

    Major Ward and Resolve and fully gold armor and shield is all the resistance you will ever need. Stacking resistance with armor sets and or traits is overrated, resistance is by far not the most important source of mitigation, its strong yes, but not THE most important that is block and the passives that only work while blocking.

    Thus the word 'arguably' because it can be argued. I could say in some situations you can't block. I could say, you can run out of stam, you can start getting hit by dots at the wrong time, I could say you're in an AoE and need to dodge some mechanic, etc.... Just because it comes after blocking doesnt all of a sudden make it unimportant. And the whole point of what I posted was removing the fact you cap at 33k res. So major ward/resolve and gold gear would NOT be all you ever need - and chances are youd be able to use a much larger pool of sets to be effective because you wouldnt need to rely necessarily on their effects. It would allow the current style of tanking as well as newer perhaps more newbie ways by stacking more res. Either way, it would make tanking both more attractive and accessible - which is my whole point - that you are welcome to have argued, but I feel you got stuck on the actual meta and where res stands in it and saying there is no point in doing so, rather than the 'what can we do to make tanking more attractive' subject at hand.

    Say what you will, perhaps at the cost of balance, but tanking was MUCH more enjoyable and popular back in the first year with soft caps.

    So making resistance stacking builds give more mitigation will make more people want to tank? How? We've been able to do without it for now, what makes this such a game changer?

    The idea was providing middle ground for tank builds. The same way one-ability-spamming DPSes can get by without being great. It has the added effect of opening doors to more diversity in proper tanking builds too (who knows what people will come up with). Reducing the stress/pressure of performing properly for groups, and turning less people away from tanking in general.
  • idk
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    Vhozek wrote: »
    Is there anything we can think of that could be a good request for the devs to add to the game? I was thinking that if your HP is higher than your other stats you get extra EXP.
    Edit: I know this isn't the best idea, but it's an example of what type of discussion is expected in this thread.

    Is expect a great number of guilds have more interested in tanking trials than they have a need for.

    If your speaking of 4 man dungeons I'd expect there are some in your guild that have tank builds as an odd spec. Many of us do that.

    4 man dungeons. 1 tank to 2 DDs.

    Trials 1 tank to 9 DDs or 1 tank to 4 DDs.

    So, ir the is for 4 man content why encourage more tanks when they will rarely get to tank the good stuff. Put together an off spec for tanking. Simple solution.
  • iiYuki
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    Problem with ESO compared with other MMO games (like WoW for example) is any class, theoretically, can perform any role and can spec into other skill lines outside of class skills to make them better better at their chosen spec. Its a shame they cant add bonus loot for tanks or healers maybe for their first dungeon or first few of a day, but people would abuse it to hell like they already do just for a faster queue.
    In wow you have set specs for a class that performs either Tank, Healer or DPS and that's, that as far as end game goes a dps will always DPS, a tank will always tank, and a healer will always heal.
    "Play how you want... unless its not how we intended you to play in which case we'll nerf it".
    - ZO$

    - The ZO$ Theme Song: https://www.youtube.com/watch?v=gmUJWP_ebsQ
  • zaria
    zaria
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    josiahva wrote: »
    Vhozek wrote: »
    Narvuntien wrote: »
    The main problem is that just questing as a tank is basically impossible chore. So people make dps quest and skyshard hunt and then turn a character into a tank when they need them. So for the most part everyone has a DPS until they reach full build.

    It is a dreadful chore. I hate it.

    The solution is easy. Do what I do on my tank, I use one crafted/one drop DPS set(all gold) that I keep in my inventory...then use an add-on that swaps gear and skills with the press of a button so I can swap between tank gear/skills and DPS gear/skills with one key. Now, a tank wearing DPS gear does not a true DPS make, but I can still pull a respectable 25k single target DPS in DPS gear, which is more than enough for questing or for those dungeons like DCII that don't require a tank.
    Assume you have all +health in tanking armor. thought of started tanking and I also though of this, already running healer with a veteran and normal setup, gear is the same but normal drops shields and some buffs for damage.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • O_LYKOS
    O_LYKOS
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    While this might be an interesting idea, many might cry because being a tank is "rewarding" and will therefore demand such bonuses on any builds.
    PC NA - GreggsSausageRoll
  • xaraan
    xaraan
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    xaraan wrote: »
    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.

    This is a great post @xaraan and it encapsulates a lot of my problems with changes made in the game. You said everything very even-handed as well. I would really love it if developers could read this entire post of yours.

    They do read this type of stuff. And I've given feedback on many of these before directly, in fact some of these were told to them over a year ago, if not two.

    Who knows what sort of counter feedback they get from other sources, what their own thoughts are, etc. But I've been preaching many of these things for a long time now.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Tonturri
    Tonturri
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    I feel that - how to say, 'normal'? - tanking is far too passive. It's taunt this (and don't need to use taunt for another 14 sec), block that or hold block, face boss this way, keep up this and that buff. The most fun I have in the role is when I put a DPS setup in heavy armor and try to do everything at once.

    When that happens, I'm alive when the rest of my group is dead NOT because I had my block button taped down or because I have so much health I can't possibly die unless I have a screw up of monstrous proportions, but because I managed blocking, healing, dodging, and mitigation buffs well enough that I came out ahead, even in a DLC dungeon while running 23k health - I can even contribute meaningful DPS.

    I played tanks for years before I DPS'ed, and I enjoyed DPSing so much more because it felt extremely active. If I sat there and did nothing, or merely pressed a button every so often at a lazy pace, I got trash results. When I did my best to be quick at my rotation, refresh everything at the right time while keeping up everything else, etc, it was fun and I felt like I was actually doing something.

    Tanking is easy. It's always been having to deal with not only being expected to lead the group, but being expected to be bored for x length of time depending on how competent/incompetent they were, or having to deal with the bad attitude of another group member because for whatever reason I can't carry them - dude, I'm sorry, the way numbers in this game work mean I can't carry you. It just doesn't work. <---That is what has driven me away from tanking at times. The weird and (to me) seemingly nonsensical expectations of my group combined with how passive my role is. I wouldn't mind taking an extra 5-10min to kill a boss if my own role wasn't so boring.

    A while ago - maybe this is still the case, I haven't kept terribly up to date - it was expected that tanks wear the Ebon armor set that gives health to your group. Just...a flat health bonus. That requires no effort on your part. That's godawful boring.

    Meanwhile, healers get Spellpower Cure, which requires at least some action on their part to give/get the benefit of the 5 piece. I feel this serves as a good example.
    Edited by Tonturri on December 12, 2017 2:18AM
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