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[Class Rep] Tanking Feedback Thread

  • Narvuntien
    Narvuntien
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    Narvuntien wrote: »
    3. Bonus problem can I please get a Hp, Stam and Mag Regen food or drink.

    Jewels of Misrule is what you're searching for :)

    Sorry my wording wasn't clear. Max Hp Max Stam and Mag Regen.

    Basically I have a Mag Race then Tri stat everything so my mag stays above my stam even though I don't want it to be.
    Edited by Narvuntien on June 4, 2018 4:00PM
  • Lunaugh
    Lunaugh
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    Greetings rep,
    1.) Need an AOE taunt: Undaunted Ultimate
    2.) Ice staff taunt should be moved from heavy attack to Destructive Clench/Reach
    Edited by Lunaugh on June 4, 2018 6:26PM
    dataOutput ={ }
    function: ConvertMagica (dataOutput, magicaInput, skill,fn)
    >>> if skill then do
    >>>>>> magicaInput = fn(skill)
    >>>>>>table.insert(dataOutput, magicaInput)
    >>>end
    end
  • xI_The_Owl_Ix
    xI_The_Owl_Ix
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    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.

    Just group the players then you get the AP too.

    Solo play will always net you a lot less.

    Honestly that can be said about every other class. Can you imagine healers not getting any AP for healing players who arent in their group? Or DDs not getting AP because another person got the kill who wasnt playing with them?
    Every role has a way to gain AP, by healing or by getting kills/assists. The Tank has none. Tanks cant play their "tanking" role to get any AP.
    There should be way to get AP as a tank without being in a group. Every other role can.

    Edited by xI_The_Owl_Ix on June 5, 2018 1:20AM
  • regime211
    regime211
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    I agree with what alot of people are saying here, especially that if you have a high resource pool in stamina or magicka it gives you that increase in damage, I know a tanks roll is normally for tanking, however I would love to be able to tank and do damage. I managed to mess around with a few sets to do just that, but I believe having high health we should be able to receive skills that base damage off of health and Do "Real Damage",. Before people use to run around as blazing shield Templars, and would use blazing shield for damage, since that was nerfed. You see people who run around with 67k health which is pretty pointless, because one negate and many CCs automatically will get you killed. Earlier I was thinking that I wish they never eliminated the wraith passive to the heavy armor skill line, but I understand why it was done.

    As versatile as ESO is I believe you should be able to tank/DPs. Someone mentioned allowing sword and board skill line to pull off of health, and honestly it should. All we ever see now is perma block tanks in the game. For instance wardens (glacier shards) skill should be doing some REAL high damage if its based off of how much health you have. But even with high heath the tooltip is low. That's just what I would like to see
    Edited by regime211 on June 10, 2018 8:11PM
  • regime211
    regime211
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    NBrookus wrote: »
    1) Make tanks useful in Cyro again. Tanks should push breachs, protect players, pull aggro and control the battlefield. But people whined about tanks doing their job, so now we have more unavoidable damage and stuns to kill tanks. More people tanked up, put on heavy armor and used the extra damage themselves and now most of Cyro is tanky, but not tanking as a role.

    Heavy armor should buff sustain, provide utility and buff solo and group survivability, not damage. Heavy armor sets with damage bonuses need to go.

    2) Immovable. Make this skill worthwhile. It's expensive AND it's total junk

    I disagree tanks should be able to pull DPS as well.
  • regime211
    regime211
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    Juhasow wrote: »
    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.

    More than likely whatever tank you fought was wearing a defile set, I have "Never" seen a tank do high damage unless it was a blazing shield templar which those got nerfed, I believe a tank should be able to do DPS, but there should be skills that do damage based off of health and not just proc sets.
  • SirCritical
    SirCritical
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    Just convert Alkosh to a tanking set. Let it be heavy, with maxHP and 2*healing received boni. I don't care if it become more meta, but at least an understandable meta. ZOS even loves meta, anyways
  • SirCritical
    SirCritical
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    regime211 wrote: »

    As versatile as ESO is I believe you should be able to tank/DPs. Someone mentioned allowing sword and board skill line to pull off of health, and honestly it should. All we ever see now is perma block tanks in the game. For instance wardens (glacier shards) skill should be doing some REAL high damage if its based off of how much health you have. But even with high heath the tooltip is low. That's just what I would like to see

    Even if this would kill the 'beloved' PvP (imagine an invincible enemy who pulls lethal damage), I support the idea. Seriously, I don't have against hvy armor PvP (especially because I don't PvP :D), just look back on medieval knight-fights, only the healing priests wore robes, and obly assassins and archers were in 'lighter' than plate mail (e.g. chain mail) every other glorious warriors were steelcans on the battlefield ;)
    Edited by SirCritical on June 5, 2018 5:02AM
  • BejaProphet
    BejaProphet
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    Just convert Alkosh to a tanking set. Let it be heavy, with maxHP and 2*healing received boni. I don't care if it become more meta, but at least an understandable meta. ZOS even loves meta, anyways

    The draw back to doing that would be further cementing its necessity. Right now in trial raiding it is considered 100% essential for a tank because the last bonus is so useful. Can you imagine how much more so if they made the other bonuses tank stuff?
  • pizzaow
    pizzaow
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    It sounds like I may be in the minority that I like the current approach to tanking as a boss debuffer. I don't feel like a second class citizen, and all groups I run with put high value on a good tank. I think debuffing adds a nice progression to end game tanking... At first, you learn to hold aggro and position the boss. Next you start adding debuffs (Alkosh, engulfing flames, Torugs, warnhorn...). True endgame tanking is trying to get 100% uptime on all buffs. Without this extra layer, tanking would be much more boring... especially if there was an aoe taunt - the idea of being a meat sack that spams an aoe taunt doesn't sound very fun.
    It sounds like the devs have embraced this philosophy withthe Aegis of Galanwe set (awesome). It would be great if there was an Alkosh equivalent. Perhaps do something similar to what happened with SPC - make a named penetration debuff and introduce a new tanking set which also applies the same debuff.

    My two wishlist requests are:
    1. Ability to save Gear and Skill combos. I realize this already exists on PC as an add-on, but it's long overdue for console. As mentioned above, I like debuffing, but some trials warrant changing sets mid-trial (e.g. Ozara's adds, Axes in vAA...). Nothing bugs me more than saying "sorry guys, lets pause the trial for 2 minutes while I swap gear". My only other option is to run selfish for the rest of the trial. Devs please try changing all your gear and skill bars using only arrow keys and let me know how much fun that is. Now try it again with 11 people waiting for you.

    2. Ice staff taunt I think ice staff tanking was an interesting addition, and like the concept - it opens the door to creative builds/resource management approaches. The block cost/bonus is great and blocking costing magic gives more options. However, I've yet to see any serious tanks use the taunt (except maybe to start a fight). I would wager that this is used by accident by new players much more than it's used on purpose. Perhaps make it freeze an enemy immobilizing them for 3 seconds - anything but taunt.

    [bonus]. Bosses that can't be aggroed. I don't necessarily mind this mechanic, but it's not 'fun' especially if the boss is running around (I don't think Quintus Verres is anyone's favorite battle). As a tank in fights like this, there's really nothing for me to do. DPS and healers don't seem to like it much either...
    XBox/NA GT: Pizzaow
  • pelle412
    pelle412
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    1. If you're setup and configured as a tank, moving on to solo PvE play is not really fun. Your damage output is just bad. Add a free or very low-cost way to load/save profiles of attributes/CP. That way when I'm done tanking, I can easily migrate to exploring the new chapter that was just added without every fight being tedious.

    2. Don't drop block while bar swapping. It doesn't happen all the time but it's very annoying when you get smacked during a bar swap. Yeah I know you can learn to avoid it by paying attention, but when you have 5-7 axes smacking you, the window of opportunity is thin.
  • Ralamil
    Ralamil
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    Both of my pain points deal with Frost Staff tanking (because to hell with the meta, and I'm sure there's plenty of accurate, useful feedback for sword + board tanking):
    1. Ancient Knowledge Passive - I like what you've done with the passives, overall, to support Frost Staff tanking. However, my main complaint is that for Ancient Knowledge to be active, you need to have a destruction staff skill slotted. Now, we have access to Elemental Drain, which is very useful, and takes care of the requirement on one bar. But there's a severe lack of useful skills, imo, in the tree to run on a tank, since we focus more on buffs/debuffs than damage. Plus, sword and shield tanking only requires you to have a sword and shield equipped to benefit from the passives. I would like to see this passive changed to only requiring a frost staff equipped (but keep the skill requirement for the damage boosting aspects, if you like). Alternatively...
    2. Destruction Staff morphs and elemental damage types - Right now, the main useful skill for Frost Staff tanking is, in my opinion, Elemental Drain. Normally, a healer had been running this, but I can now free them up to run something else. However, none of the other skills really pack enough oomph for me to feel great about running them. Sure, crushing shock is occasionally useful when interrupts are required. What I would instead prefer to see is one of the skills (I don't particularly care which, as long as it's one of the single-target skills) changed to be similar to Pierce Armor: When a frost staff is equipped, make it a hard taunt and physical/spell resistance (either or, since I feel like both would be a bit overpowered, since you need a s+b morph to do both) debuff. That frees us from only using the Undaunted ranged taunt skill. While we're at it, maybe make other morphs do other useful tank debuffs, such as minor maim (which, right now, I'm mostly using Thurvokun to apply...)
    Karn Wild-Blood - PC NA AD Nord Warden
  • Silver_Strider
    Silver_Strider
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    More interesting Tank support sets.
    Ebon is fine, same with Torags since its crafted but by and large there are too many sets that are supposedly meant for tanks that just aren't very good (Honestly, how many tanks do you see running Immortal Yokudan or Lunar Bastion)? It's so bad that the best Tank support set is Alkosh, which was designed for Stamina DPS. Same with something like Powerful Assault, which offers some utility to the group but was designed for DPS to use. If we're going to be nothing but buff totems for the group then at least give us some variety in doing so.

    Also, can we consider altering some skills in Frost Staff to be more useful for Tanking purposes? I like WoE, E Drain and Crushing Shock well enough but still feel Clutch and Impulse could be better. IDK, maybe make a morph of Impulse guarantee a status effect so chilled would be more easily applied creating a good synergy with WoE for more reliable CC rooting, it would be fairly interesting and useful overall. Not sure what to do with Clutch though.
    Argonian forever
  • Bodži
    Bodži
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    1. From what I have read so far there is too much of difference between normal and end game content. I am currently CP400 warden tank and tanking normal dungeons mostly, sometimes veteran CoH, FG etc (basically easier ones) and from what I have seen that is expected from Tank in end game content. If I make mistake for a second on normal the group is not wiped in most cases. Also in normals you basically just hit taunt and not much else, do pierce slash fortress warhorn and go around. No blocking needed in most cases. No need to roll out of most red circles. No need to interrupt in most cases. You dont get benefits from doing these in most normals, or benefits are not that much visible (we will finish dungeon in 17.5 minutes instead of 16 minutes). I basically feel like DPS but without a satisfaction of killing NPCs around.
    2. Leveling with 1H&S - I actually played with it til CP200. It took me at least 2-3 more time than it would take me if I took DW and then respeced.
    Why walk when you can ride?
  • Casul
    Casul
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    As many have said,

    1) Lack is set variety makes tanking feel basic and underwhelming. I understand DPS and healers have a meta to follow as well, but tanks cannot even spec for more defense while in some trial guilds. We are expected to be a DPS buffers compared to a tanky role. I would like the role to move towards having more emphasis on defense and less on DPS buffing.

    2) For PvP tanks I feel the only thing we really need is AoE support sets.

    Something like

    Shielded Commander Set
    2 piece: Health
    3 piece: Reduce damage from enemy players
    4 piece: Health
    5 piece: While blocking all ally players behind you in a cone X meters gain minor expedition and minor berserk.

    Something like this work make front line tanks relevant and reward organized assaults.

    Just for another example

    Warding Defender Set
    2 piece: Health
    3 piece: Magicka
    4 piece: Stamina
    5 piece: When you cast a support or assault ultimate lay down 3 shields in random locations within X meters for 20 seconds, allies within these shield are unaffected by the damage and status effects of all siege weaponry.
    Edited by Casul on June 6, 2018 10:04AM
    PvP needs more love.
  • exiars10
    exiars10
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    More interesting Tank support sets.
    Ebon is fine, same with Torags since its crafted but by and large there are too many sets that are supposedly meant for tanks that just aren't very good (Honestly, how many tanks do you see running Immortal Yokudan or Lunar Bastion)? It's so bad that the best Tank support set is Alkosh, which was designed for Stamina DPS. Same with something like Powerful Assault, which offers some utility to the group but was designed for DPS to use. If we're going to be nothing but buff totems for the group then at least give us some variety in doing so.

    Also, can we consider altering some skills in Frost Staff to be more useful for Tanking purposes? I like WoE, E Drain and Crushing Shock well enough but still feel Clutch and Impulse could be better. IDK, maybe make a morph of Impulse guarantee a status effect so chilled would be more easily applied creating a good synergy with WoE for more reliable CC rooting, it would be fairly interesting and useful overall. Not sure what to do with Clutch though.
    Powerful Assault is not used by DDs. It's stamina equivalent of SPC and is used by stamina healers (=Warden).
    Aldmeri Dominion (PC Europe via Steam)

    The cowardly Wood Elves are best noted for their unwillingness to engage in a face-to-face attack; a Bosmer will strike at you from every side except the front. You won't cross swords with a Bosmer, but you might catch an arrow in the throat. Be wary in forests and jungles, and watch your back.
  • SirCritical
    SirCritical
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    Just convert Alkosh to a tanking set. Let it be heavy, with maxHP and 2*healing received boni. I don't care if it become more meta, but at least an understandable meta. ZOS even loves meta, anyways

    The draw back to doing that would be further cementing its necessity. Right now in trial raiding it is considered 100% essential for a tank because the last bonus is so useful. Can you imagine how much more so if they made the other bonuses tank stuff?

    I said if it is already the 'meta', at least it should have boni in the direction of tanking. This wouldn't change the meta, but at least it would be understandable. Since my only problem with this set that it was designed as a dd-set. I'm still using it, but feeling some bad taste.
  • WoppaBoem
    WoppaBoem
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    1) Tanks need to be able to support healers to increase performance. The aim for Tank and healers to lock in to create a succesfull team. This will be an awesome support synergy collaboration and really uplift the combat system both for PVE and PVP.

    2) More skill based group buffs. Damage mitigation, increase healing received, increase recovery higher resource pool, Increase ultimate generation and so on. Again good for PvP and PvE.

    Thank you.
    Xbox EU & NA - PVP Only
  • xan4silkb14_ESO
    xan4silkb14_ESO
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    Kadoin wrote: »
    gabriebe wrote: »
    Bring back tanks to Cyrodiil. Yes, it sucks when you are unable to kill one guy, but tanks serve the purpose of being pug magnets to push breaches and such. The consistent nerfs to blocking have had the results of homogeneizing everyone's playstyle to the point where it just becomes a numbers game. I miss seeing DKs tank 20 people + away from a fight so their group could push through. They don't even need to damage, but man allow them to live a little bit longer than they can right now.

    When did tanks leave Cyrodil?

    I'm new to PvP and MMO's in general but like the tanking style. I may not be able to tank 20+ people, but I did recently tank 3-4 successfully until reinforcements arrived to take them down. Maybe being the non-vet campaign helped as I've not yet stepped into any of the Vet or CP enabled campaigns.
  • dipstik
    dipstik
    Soul Shriven
    1. not enough damage while questing. i leveled as a dk tank since its my one and only character and i wanted practice before end game, but it is zero fun questing on this guy, since it takes forever to kill anything. maybe a damage buff tied to health as some have mentioned, or something for sword and shield (not sure if ice staff tanks are also doing poor dps). my options right now are to either respec all the time and carry a bunch of extra gear around, which will cost tons of gold, or spend an obscene number of skill points so i can switch gear and slots to do decent dps, and still carry a bunch of extra gear around. respecing 750 champion points does not sound like a fun time. perhaps a design for switching between specs (attribute, skill and champ points, along with gear and ability slots all saved for that spec) or something would be nice, so you can switch with a few clicks.

    2. Something should be done about not needing a tank for anything except trials and a few vet bosses.Half the time we get one or two weak dps i am to blame for not having good dps - as a tank (more directly i am asked to spec dps, but dont have the gear or skills to do so), or not having respec scrolls to get us to the dps threshold needed. The same can be said for PvP. Not having a viable option for switching between questing, PvE and PvP makes playing a chore when I'm doing anything but end game PvE, which my build is made for.

    I understand that i could easily make a character that is well rounded, but i would then be shunned by many PvE and PvP ground for having a noob build.
    Edited by dipstik on June 6, 2018 8:45PM
  • dodgehopper_ESO
    dodgehopper_ESO
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    Anti_Virus wrote: »
    Tanks are bad because of attribute scaling.

    more damage stats = more survival

    a light armor dps with 10-15k hp can take more damage than a tank due to how much damage their shields can absorb, while dealing a ton of damage, investing into tanking resources such as health, resistances and blocking yields diminishing returns while damage resources(max stam/magicka and spell/weapon damage) scales infinitely with no cap on damage and healing/shielding tied to it why play a tank?

    I have been saying this for years now. This is why I find it so frustrating the way they continue to develop the game.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • dodgehopper_ESO
    dodgehopper_ESO
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    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.

    Just group the players then you get the AP too.

    Solo play will always net you a lot less.

    Honestly that can be said about every other class. Can you imagine healers not getting any AP for healing players who arent in their group? Or DDs not getting AP because another person got the kill who wasnt playing with them?
    Every role has a way to gain AP, by healing or by getting kills/assists. The Tank has none. Tanks cant play their "tanking" role to get any AP.
    There should be way to get AP as a tank without being in a group. Every other role can.

    The lack of equitability doesn't end here. Getting the kill shot for achievements is also more difficult on a pure tank build. Tanks have a much longer ttk generally and invariably the frustration as a tank is when you begin to get the upper hand and may very well have done 99% of the damage you get zippo for kill credit because someone bebopped up and hit endless fury. There are a lot of reasons why being a pure tank is just bad for pvp unless you can do some major 1vX.
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Silver_Strider
    Silver_Strider
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    exiars10 wrote: »
    More interesting Tank support sets.
    Ebon is fine, same with Torags since its crafted but by and large there are too many sets that are supposedly meant for tanks that just aren't very good (Honestly, how many tanks do you see running Immortal Yokudan or Lunar Bastion)? It's so bad that the best Tank support set is Alkosh, which was designed for Stamina DPS. Same with something like Powerful Assault, which offers some utility to the group but was designed for DPS to use. If we're going to be nothing but buff totems for the group then at least give us some variety in doing so.

    Also, can we consider altering some skills in Frost Staff to be more useful for Tanking purposes? I like WoE, E Drain and Crushing Shock well enough but still feel Clutch and Impulse could be better. IDK, maybe make a morph of Impulse guarantee a status effect so chilled would be more easily applied creating a good synergy with WoE for more reliable CC rooting, it would be fairly interesting and useful overall. Not sure what to do with Clutch though.
    Powerful Assault is not used by DDs. It's stamina equivalent of SPC and is used by stamina healers (=Warden).

    You're joking right? Tell me you're joking.
    Powerful Assault came YEARS before Warden was ever introduced so it would be impossible to design a set with Warden in mind, not to mention the set originally released entirely as a Medium Armor set without Weapons or Jewelry, so it was completely intended for use by Stamina DPS, which no one did because it wasn't a good set to run over something like Hunding's Rage and Tanks really couldn't function as well as they use to at the time because IC was when ZOS introduced the whole "No Stamina Regen while Blocking" penalty so they had to learn to adjust to that restriction, making Medium Armor Tanking essentially suicide.

    I stand by my original statement, that Powerful Assault was DESIGNED for DPS to use, it just didn't work out that way, just like Alkosh.
    Edited by Silver_Strider on June 7, 2018 5:56AM
    Argonian forever
  • TankHealz2015
    TankHealz2015
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    There is tremendous variety in tanking sets... ( and I love the variety! ).

    BUT the hardest dungeon and trials content has mechanics that dictate the tanks wear -- dps buffer sets.





  • SquareSausage
    SquareSausage
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    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.

    Just group the players then you get the AP too.

    Solo play will always net you a lot less.

    Honestly that can be said about every other class. Can you imagine healers not getting any AP for healing players who arent in their group? Or DDs not getting AP because another person got the kill who wasnt playing with them?
    Every role has a way to gain AP, by healing or by getting kills/assists. The Tank has none. Tanks cant play their "tanking" role to get any AP.
    There should be way to get AP as a tank without being in a group. Every other role can.

    I gained AP solo on 3 of my tanks at not a bad rate in cyro by damaging enemies and aoe heals taking keeps and resources etc.
    Breakfast King
    PS4 EU
  • Integral1900
    Integral1900
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    Deffinately need more variety, two handed tanks, staff tanks, anything. Endgame tanking is in seriouse danger of getting stale. The sheer amount of incoming damage is bottlenecking the builds
  • WhiteNoiseMaker
    WhiteNoiseMaker
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    BUT the hardest dungeon and trials content has mechanics that dictate the tanks wear -- dps buffer sets.

    And this is the failure of the Devs to create a working META. This is why I list it as the number-one PAIN for tanks. A game with a Trinity formula in which two of the roles are slaves to the third, is not a working schema, it's a recipe for player burn-out and dissatisfaction. The META needs to change.
  • BejaProphet
    BejaProphet
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    The META is not so set in stone in dungeons.

    With trials there are forces at work that aren't going to easily change. When suddenly you are now buffing 8 dedicated damage dealers then it is absolutely unavoidable that sets that buff damage dealers will increase in value dramatically. For example however powerful Alkosh or crusher enchant is going to be in a dungeon, it is now 4 X more important in a trial because its benefiting 4 X more damage dealers. And given that tanks (due to damage scaling on attributes) will always be in the worst position to contribute personal DPS, they are going to be the prime targets for wearing the sets that buff those damage dealers. This just isn't going to change, I predict. It would take a MAJOR rethinking of the combat system with larger scope change than anything we have seen in this game yet.
  • TankHealz2015
    TankHealz2015
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    Fantastic tanking article here at this link.


    https://forums.elderscrollsonline.com/en/discussion/comment/5207641#Comment_5207641


    Big thanks to BejaProphet!




  • Silver_Strider
    Silver_Strider
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    The META is not so set in stone in dungeons.

    With trials there are forces at work that aren't going to easily change. When suddenly you are now buffing 8 dedicated damage dealers then it is absolutely unavoidable that sets that buff damage dealers will increase in value dramatically. For example however powerful Alkosh or crusher enchant is going to be in a dungeon, it is now 4 X more important in a trial because its benefiting 4 X more damage dealers. And given that tanks (due to damage scaling on attributes) will always be in the worst position to contribute personal DPS, they are going to be the prime targets for wearing the sets that buff those damage dealers. This just isn't going to change, I predict. It would take a MAJOR rethinking of the combat system with larger scope change than anything we have seen in this game yet.

    I'd be fine with a major combat overhaul. I'd even settle for just some changes to mechanics in some trials to change up the game. For example, make the Warrior destroy the armor of his current target before 10,000 cuts that forces a Tank Swap, have his Shield Lob/Shenkai Wave target 1 player that requires the rest of the group to absorb the blow, else it kills the person and gives the Warrior a damage shield, have the Axes in the Mage fight made into killable enemies that if not killed in time, empower the Mage and make Chain Lightning even harder hitting, make the Atros and Mage adds that spawn more involved with Daedric Mine placement and their removal (killing a Mage spawns the Mine and killing an Atro destroys the mine) Even have the Mage Teleport to her rock to mediate while the group deals with killing her adds and upon her return destroying all the mines in the area and dealing massive Raid Damage if too many remain.

    Things that encourage more mechanical awareness and execution than merely burn everything. Would be fairly interesting to see.
    Argonian forever
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