WhiteNoiseMaker wrote: »
I think you confused me with another poster. I never called Ebon garbage. I merely commented that what was supposed to be one tool amongst many in the tanking toolbox, has instead become an expectation from grubby DD's.
This is the dangerous slippery slope mentality that has created the current META. While it's true that the longer a fight persists, the more chance of a critical error causing a wipe occurs, the fact is that the emphasis on DAMAGE has caused the support roles, notably tanking, to degrade in quality.The true challenge to building a tank is to build one that provides something the group needs to finish the fight faster and safer. The reason this is a challenge, is there is almost nothing in the players box of tools to help with this.
My pain point is how much damage people can do in PvP while holding the block and basicly beeing a tank that do damage comparable to DD setups. They loose barely anything from offense since blocking is not wasting any cast times which is huge deal in fights but gain 50% dmg reduction , immunity to most of the critical hits and most of the CC effects. All of that while still keeping high damage pressure on enemie.
Few builds abuses it too much currently to the point the're almost permablocking and keeping high damage pressure on enemie that is unable to touch them. Block should have some drawbacks other then stam regen halt.
WhiteNoiseMaker wrote: »This is the dangerous slippery slope mentality that has created the current META. While it's true that the longer a fight persists, the more chance of a critical error causing a wipe occurs, the fact is that the emphasis on DAMAGE has caused the support roles, notably tanking, to degrade in quality.The true challenge to building a tank is to build one that provides something the group needs to finish the fight faster and safer. The reason this is a challenge, is there is almost nothing in the players box of tools to help with this.
What I think the role needs more of is the ability to protect the group as a whole, to extend the ability to weather and survive onto a group level. Something like changing the Guard ability from a targeted power to working on the nearest three party members in a way similar to the way Automated Defense set functions. I think sets like Brands of the Imperium and Lord Warden were on a smarter track, extending shields and 'tankiness' to one's fellow party members. Perhaps a Tank version of something like Gossamer might be appropriate.
I believe that your words above are still true, but we need to extend our emphasis from the "Faster" to the "Safer" aspect. I'd also like to see the Devs abandon rage timers and DPS races in favor of other more original mechanics for Vet DLC and Trial mechanics. Other games have objectives that slow down the DPS race and instead focus on capture, carry, and disposal of key elites and minibosses in order to defeat a primary boss. Other examples include multiple puzzle activation at different ends of a map simultaneously, or strategic use of terrain to sustain a long fight. DCUO's Fortress of Solitude bridge fight is a CLASSIC example of a battle where and how a tank excels in, but they also give their tanks far, far, far better CC options than ESO does. I only wish we tanks had such options in ESO.
WhiteNoiseMaker wrote: »Other games have objectives ...
WhiteNoiseMaker wrote: »This is the dangerous slippery slope mentality that has created the current META. While it's true that the longer a fight persists, the more chance of a critical error causing a wipe occurs, the fact is that the emphasis on DAMAGE has caused the support roles, notably tanking, to degrade in quality.The true challenge to building a tank is to build one that provides something the group needs to finish the fight faster and safer. The reason this is a challenge, is there is almost nothing in the players box of tools to help with this.
What I think the role needs more of is the ability to protect the group as a whole, to extend the ability to weather and survive onto a group level. Something like changing the Guard ability from a targeted power to working on the nearest three party members in a way similar to the way Automated Defense set functions. I think sets like Brands of the Imperium and Lord Warden were on a smarter track, extending shields and 'tankiness' to one's fellow party members. Perhaps a Tank version of something like Gossamer might be appropriate.
I believe that your words above are still true, but we need to extend our emphasis from the "Faster" to the "Safer" aspect. I'd also like to see the Devs abandon rage timers and DPS races in favor of other more original mechanics for Vet DLC and Trial mechanics. Other games have objectives that slow down the DPS race and instead focus on capture, carry, and disposal of key elites and minibosses in order to defeat a primary boss. Other examples include multiple puzzle activation at different ends of a map simultaneously, or strategic use of terrain to sustain a long fight. DCUO's Fortress of Solitude bridge fight is a CLASSIC example of a battle where and how a tank excels in, but they also give their tanks far, far, far better CC options than ESO does. I only wish we tanks had such options in ESO.
I think tanking needs a basic overhaul of how 'taunt' and 'aggro' works.
Tanking here works with 3 different single-target 15-second taunts.
1H/Shield
Undaunted
Frost staff
Having to hit just that 1 skill once ever 15 seconds on ever creature in a pull is... clunky.
In most MMOs there is an agro mechanic. Get into 'tank mode' and your attacks just generate more 'threat' against enemies - so you can weave various attacks to generate attention, including single-target and AoE.
Modern MMOs make getting all of that threat TOO EASY...
So I would not copy them.
But the 'taunt it every 15 seconds' method is just as bad... it's a guaranteed grab, but you have to spam it and you have to run around spamming it on everything individually...
Messy...
worsttankever wrote: »(1) Mechanics that are immune to taunt/block/mitigation and slow and steady progress. I’m thinking Shadows of the Hist, Ruins of Mazzatun, specifically Xal-Nur . That spice induced charge mechanic destroys the party’s cohesion and people start to drop. I really hate tanking those DLC dungeons.
(2) Leveling in PVE/under 50 as a tank. You need a separate spec completely. I feel bad when people ask “how do I level a tank?” (You don’t).
Topic: PvP Mega Tanking - And how it's almost impossible these days especially in non-cp environments. This will describe the reasons why mega tanking is near impossible currently and compare to a time roughly around one Tamriel where mega tanking was still possible although difficult.
Okay, so I've been waiting a long time for the devs to care about tanking.
My points are only going to be related to PVP 'mega tanking' as I like to call it. A mega tank in PVP is someone that does NO damage but sits and absorbs all the damage in breeches, from zergs, and self-heals it. Since one Tamriel and earlier, the game has been slowly nerfing mega tanking to the point where in no cp, I can only tank Three good players for a small amount before dying. I understand this isn't a playstyle that fits many people, but it is still a very helpful role in alliance wars and is rewarding for the few that enjoy it. However, this playstyle has been slowly nerfed and diminished.
The first reason for this is because of the blocking cost increase, and a weakness in the damage reduction of tanking mega tanking, you take too much damage, then what is healable. Mega tanking is a complicated process of dealing with the incoming damage from more than 10 people, healing it while managing stamina to keep blocking. It sounds simple, but when taking damage from 10+ People, and avoiding siege fire, it becomes a lot harder very quickly.
I understand that the developers of the game don't like half-tanks, admittingly in PvP, these destroy the balance of the game because players shouldn't be given the option to be super tanky by just swapping to a sword and shield bar. Therefore I have developed a solution that would fix this problem, make one of the morphs of Defensive Posture (Preferably the magic absorbing one), a toggle ability that dramatically increases the amount of damage blocking does and lowers the cost significantly when this is toggled too. (The reasoning is, because as a toggle ability, it is required to be placed on both weapon bars) As a safety precaution, I recommend that this passive also reduces your damage done to enemy players to reinforce, the sacrifice of damage that is required to reach this level of tanking. And as a triple safety procedure, make the cost of this morph to be immensely expensive 20000k stamina. (This seems ridiculous, but it's not if given the chance players would cast this ability to tank until they had their resources back.) so it's not viable for people trying to use it to tank on one bar.
Now the second problem that is causing the death of mega tanking is the increased damage of players and the unmitigated damage or the damage that isn't mitigated by blocking, the dots (Poisons, Bleeds, Oblivion damage, Zaans, and AOE). As someone that has developed their playstyle to be unkillable, and the skill comes from managing your heals, resources and trying to escape siege, it's unfair that one player can tear a tower down. It's also hard to maintain the amount of damage that abilities that aren't affected by shields do to tanks. I can't stress how much of a problem this is. It's is so debilitating, that it makes the above point seem tiny in comparison. It's ridiculous how many abilities are not mitigated by blocking, and this is especially tough in a non-cp setting. To put it into perspective, if you are a trying to tank 10 people, and you are barely managing to do so, but you are using your skill to stay alive, then there comes one person with let's say for arguments sake that they have, bleeds, zaans, and sloads (oblivion damage), none of these damages are going to be reduced by blocking, tanks and a tank will die in a matter of seconds. There is no possible way for a tank reduce the damage from this. Especially Oblivion damage which ignores everything. These damages are very commonly used in PvP, and has rendered mega tanking useless, even small groups of 2-3 can melt a mega tank down using these types of damages. Purging is too expensive for most classes to run, it only removes two effects for a high cost of 5k magicka.
Earthgore is an excellent start to this problem, but only removes one effect.
My suggestion is that you should add a passive in the tanking line that goes somewhere like this - When blocking 15 consecutive attacks, remove one negative effect or something like that.
Or reworks bleeds, because dots are not aren't PvP friendly.
Narvuntien wrote: »3. Bonus problem can I please get a Hp, Stam and Mag Regen food or drink.
xI_The_Owl_Ix wrote: »PvP/Cyrodiil
- Theres no need to run a Tank in Cyrodiil. You barely get any AP for defending/debuffing/blocking enemy Players. I run a Minor/Major Defile Tank and I see that I help by debuffing people to the point where they cant heal themselves, but I dont benefit from it all. It feels like Im helping other players get AP instead of actually getting AP for helping.
Suggestions:
Make the "Guard" Skill give AP to the guarding Tank after absorbing enough damage or when the guarded Player gets a kill (but only if you absorbed damage before).
Give AP to everyone who debuffed an enemy Player just before their death.
Give AP to everyone who survives huge amounts of damage.