^^ I agree with Whitenoisemaker 100%. I love to tank...but I rarely if ever tank trials. Why? Because I am told I have to wear that garbage Ebon set, use this and that ability, etc. There is absolutely no reason for me to tank trials when I cant play my build, but instead have to play someone else's build entirely.
1. Ebon is God's gift to tanks. Utility and Self defense in one? Hell yeah.
2.You can do just about anything you want in normal trials. Past that, you start getting into competitive end game where your build matters. No game is going to let you have free reign over what to do at their highest level of difficulty. That's why it's called the meta, and that's why people follow it. WoW, GW2, and even here. High end raids require you to utilize optimal performance.
THAT SAID... I'd like to see more diversity among tanks and for the role to become about truly tanking. Seeing Torug overtake Alkosh for dungeons was great, but there's still no reason to wear sets with resistance. Atm, tanks feel like defensive supports. Sure you hold the boss, but you're mostly there to buff the dps.
ZOS_GinaBruno wrote: »[*] Tanks want to aid the group, but the current mechanics of group buffs 1) limit to only 6 players and 2) continue to only hit the same 6 players upon further activations (it’s the old purge bug)
WhiteNoiseMaker wrote: »I'll try and post a meaningful post to break the ice...
I feel like right now the 'meta' of group content has pigeonholed the Tanking role into a footstool for the DPS role. I mean, there is support, and then there is 'support'. In other games, tanking feels like a role unto itself, complete with mission goals that are definable, measurable, and unique. In ESO we've no real benchmark or measure of our own success.
I feel as if in ESO, we tanks exist only to glorify the DPS and scoreboard-chasers. We're not really shield-arms covering the flanks, battlefield commanders or controllers, we have actually very little lock-up or CC function in high end content. We're flat-out TOLD how our builds should serve the DPS with Warhorn, Ebon Set, and other features that should be part of a greater toolbox now being flat-out demanded of us by people who don't even play our role. It's quite honestly both demoralizing and humiliating.
I also feel as if the Dev's have currently seen that Tanks 'need something' but are at a loss of just what exactly fills that need. The newest DLC content has only created situations where there's an even greater emphasis on the DPS race, rage timers, and other factors that don't allow us to shine as part of a trinity. We're not even that great at being meat-shields anymore, as almost all new DLC content can pretty much one-shot us now, we must evade and avoid rather than endure through boss combats.
This only covers the aspect of tanking in PVE. I'm not even going to get into how it feels as if tanks have been completely emasculated in PVP to the point of not even bothering. Like the modern definition, in PVP a battlefield tank should be enduring, aggressive, and spearheading the assault so the infantry can shelter and advance behind it. There's absolutely no sense of protection a tank provides other players in this regard currently in ESO.
I'll be blunt, from the last several iterations and mechanics passes since Dark Brotherhood dropped, it really feels as if Wroble HATES tank players and the tank role. This is my perception, but there's been a palpable snubbing and depowering of any effectiveness that tanks have in the game, to the point where I've now rolled several more healers and severely curtailed queuing into content as a tank, because it feels like I'm just setting myself up for systemic abuse.
These are just my thoughts, off the cuff, stream of consciousness...
Many things were already covered but as a Tank fanboy in most of big mmorpgs since the first days of WoW I totally need to add my cries and laughs here:
So first, for all these years as I play as tank in many mmorpg (I absolutely love this role) I have to sadly say that eso offers the WORST tanking experience I ever encountered. So for my 2 points:
1- B O R I N G ! Tanking was always quite rare role being a bit less "fun"(not for me) then dps, but the % of people playing tank in eso is just a tragedy. Why this role is so boring here:
a) This was stated before but it is like a thorn in my tanky ass: are we made just for making the game more fun for OTHER roles? I understand that tanks are supposed to take aggro, position mobs, cast buffs/debuffs but here I have a feeling like I am a slave for dps, wearing sets just to make fun for THEM, using skills what other roles demands from me and doing exactly what some1 is demanding. "No ebon set? - noob tank" I'ts not my job to play this game and make fun for others I also want entertainment.
b) Leveling as tank - dear God just don't level as tank! It's literally not possible to have a decent experience while trying to be tank and doing quests. Yeah ok, I can crawl to lvl 10 and spam random dungs till 50. Cool, but what if I want to experience the open world, storyline, side quests as tank? I can't cuz it take ages to kill a single mob. Right I can swap my gear, do another skill set for an offtank build. But I do not want to be forced to do this. To carry different set in my bag just to have a chance of doing a normal open world quest in less then an hour. I didn't had to do this in wow, dcu or gw2. And before you ask NO - it's not fun/challenging it's plain stupid.
c) Absolutely not real, stupid, boring bash animations. ZOS devs, did they ever saw how a shield bash looks like? It's a hit! A powerfull, strike from which you can feel the force of the heavy impact. What I am doing in eso with my shield, gently stroking the cheeks? I know that games should not have full realistic combat system/physics (especially mmorpgs) but this bash move seems like I am trying to chase away the fly. Look on medievial type combat games how does the bashing and generally shield moves look. Watch how the knights fight with a shield. Devs - L E A R N... or hire me I'm a certified medieval swordsman
d) First when I saw the decision from eso devs that no aoe taunt will be included in game I was happy. "Yay something new!" I wondered how will they compansate the lack of it. Now I know - they don't. You can also cut off the runners leg and say " hey you are intented to run with one leg! I'ts more challenging! Now go and have fun." - srsly being oryginal does not mean you are better. As far as I can life without aoe taunt and understand that this game actually don't need it since tank should just focus on heavy hitters, the ways of single target taunt are poorly designed. "Oh I just move close and touch this mob gently with the tip of my sword, this will totaly turn him away from the burning meteor falling on his head every few secs" A scream/roar, grab, throw, HEAVY impact strike, *** anything but not such butter knife press. Second one - inner fire: I even do not know what the *** is this thing? A compressed air projectile? I spit on mob so he gets angry? This thing is barely visible, without addon I don't even know if I hit that mob or not. Ice staff was removed from the game so... heavy attack single target taunt... right.
e) Lack of visual aspects of being a tank. I miss simple cosmetic aspects of tanking like: Trembling ground, roars (like Xal-Nur have), heavy looking dashes, pushing away mobs/ throws, making character bigger by rage or something (yes I know it's not WoW and such things are not lore-friendly, but so are 12832 world saviours in one town). I like the feeling of being the walking mountain of steel, but there is no such chance in eso.
2 - Tanks are not needed in most of the content So tank sucks in open world quests, ok let's see what do we have more:
a) dungeons? - Nope we prefer to have another dps. But hey! pug in for random and pray to have about 10k dps in total or else you are stuck in there for hours. But hey we are not supposed to have damage right? There is a tradeoff between damage and survivability so it's fine *cough* magdps shields *cough* Btw about 4/5 of my random dungs (as healer or dd) I have fake tanks. And actually I do not mind them. It's a common thing to wait 30-40minutes as dps for a random dung. Would be better if for every 1 tank there would not be 50 dpses waiting in queue.
b) Public dungeons, craglorn delves? - Nope dps only. Maybe healer.
c) vMARaname it to dps only arena.
d) vetTrials - okay! And this is a place where you need a tank! Real and the only possible combination of alkosh/ebon with precisely defined skills to make the run fun for dps. Team wipe? Noob tank!
e) No point in boosting your health/defence if so many things can one shot you. Magsorc can survive similar level of punishment so... what's the point?
e) No point in boosting your health/defence if so many things can one shot you.
^^ I agree with Whitenoisemaker 100%. I love to tank...but I rarely if ever tank trials. Why? Because I am told I have to wear that garbage Ebon set, use this and that ability, etc. There is absolutely no reason for me to tank trials when I cant play my build, but instead have to play someone else's build entirely.
1. Ebon is God's gift to tanks. Utility and Self defense in one? Hell yeah.
2.You can do just about anything you want in normal trials. Past that, you start getting into competitive end game where your build matters. No game is going to let you have free reign over what to do at their highest level of difficulty. That's why it's called the meta, and that's why people follow it. WoW, GW2, and even here. High end raids require you to utilize optimal performance.
THAT SAID... I'd like to see more diversity among tanks and for the role to become about truly tanking. Seeing Torug overtake Alkosh for dungeons was great, but there's still no reason to wear sets with resistance. Atm, tanks feel like defensive supports. Sure you hold the boss, but you're mostly there to buff the dps.
Sorry, Ebon IS garbage...yes, it benefits everyone...gives them a WHOPPING 5% more health. Just how often do you survive if you are taken down to 5% health? Check your kills in PvP for under 5% health...that should tell you how often 5% is going to make any difference at all to your survivability. You know what set is better? JUST ABOUT ANY SET. I myself like Imperium...a 16k shield(even with its short duration) is better. Seducer with its buff to magicka regen is better...means I can cast igneous more often. Knightmare with its minor maim is better...reducing damage from all enemies in 8 meters by 15%. Alteration mastery is better....Powerful Assault is better....ANY set is better 5% health makes no difference 99.999% of the time...that's the truth. There are many sets that will boost group utility in one way or another...all Ebon does is make DPS think they are more likely to survive...but its a lie...if you are under 5% health, you are going to die anyway because you are taking too much damage to begin with. Ebon is a mental crutch for DPS to feel better. If you are relying on the tank running Ebon to survive, you need to learn to take better care of yourself.
i agree with the post saying that one shot heavy attack mechanics is a problem in dungeons.
give us a skill or a passive with cooldown time, to survive blocking dodgeable attack from monster with 1 point of health left please?
Osubaker33 wrote: »Agree with what what many others have said, the game needs to shift ALOT further away from blocking. It needs to be something you do on rare occation to stop the REALLY big hits.
Your armor is what should be saving you from normal hits and high resistance in COMBINATION with blocking should be the only way to survive the huge hits from Bosses.
My suggestions.
Increase the cap on resistances to 75% and make it so you need in the 70-75% range to survive Vet content as a TANK. Getting to this higher cap would be hard and would require *gasp* wearing gear like chudan's , pariah, etc. Increase the resistance bonus for wearing a shield and the resistance a shield offers.
Osubaker33 wrote: »Change the way blocking works. Instead of stamina drained per hit. Change it to stamina drained per second blocking. Ideally id like to see it be impossable to hold block for more than 10 seconds or so at a time. Lower the timer on how low it takes for stamina to start regening again after block to .5 seconds.
Osubaker33 wrote: »Remove class passive bonuses to block and change it to passive bonuses to Resistances. Blocking should just be 50% for everyone except sword and shield which should be 75%.
Osubaker33 wrote: »Significantly increase the damage Vet bosses do to compensate for these changes. A tank with 75% resistance and blocking with sword and board should never be one shot however assuming they have at least 40k health. The healer does need to keep them near full or they will be however.
Lower the penetration on Alkosh to 2500. Maybe increase its damage slightly to compensate. Increase the base penetration on Crusher by 500.
These changes would also have the added benefit of making healers more needed again!!!
@Osubaker33Osubaker33 wrote: »Agree with what what many others have said, the game needs to shift ALOT further away from blocking. It needs to be something you do on rare occation to stop the REALLY big hits.
Your armor is what should be saving you from normal hits and high resistance in COMBINATION with blocking should be the only way to survive the huge hits from Bosses.
My suggestions.
Increase the cap on resistances to 75% and make it so you need in the 70-75% range to survive Vet content as a TANK. Getting to this higher cap would be hard and would require *gasp* wearing gear like chudan's , pariah, etc. Increase the resistance bonus for wearing a shield and the resistance a shield offers.
WhiteNoiseMaker wrote: »I'm going to chime in rather in a kind of a for/against BajaProphet's above post.
When I first started tanking, I loved the feeling of being nigh-invulnerable (like the Tick). I didn't block all the time, but over each successive bit of harder content I felt pressured to block, block, more and more... until I had turned into an almost permablocker.
The game has made us into this. It used to be that 25-28K health was the go-to benchmark, I slowly kept up with the health inflation up to about 33K, but now you have people on this thread suggesting that 40K is the bare minimum! Mitigation used to be strong, until it wasn't... Blocking used to be the thing you did when you NEEDED it for that one big incoming attack. Now... everything one-shots you unless you block through it, and now sometimes it still one-shots you.
I'm really just sick and tired of my role being enslaved and rendered meaningless...
xI_The_Owl_Ix wrote: »Sorry, but I have to disagree with a lot of the suggestions in here.
People saying tanking is boring/easy/only perma blocking are probably Dragonknight Tanks. Then I would have to agree. I played a Dragonknight Tank and it was boring and I felt like I wasnt doing anything except blocking and being unbeatable. Thats why I barely played my DK tank.
But this thread is about Tanking in general and not only about Dragonknights.
I main a Nightblade Tank and I love it. Its challenging but fun. But if you would listen to a lot of these posts here my NB Tank would get nerfed into oblivion, making it unplayable.
Nightblade Tanks dont have an AoE root or good resource management, which means I have to pay attention to ads and my stamina bar.
I have to heavy attack a lot to gain stamina back and time them well so I dont get 1 hit.
People are talking about block cost increase. Now if you look at DKs passive, they get a 8% block cost reduction. NBs dont have anything like that.
My point being: dont make suggestions solely based of Dragonknight tanking. DKs have a lot of passive and active Skills which makes tanking easier. If you would make changes to tanking in general based of Dragonknight tanks it could destroy every other class.
If you want to play a challenging tank, make yourself a tank that isnt a DK. Or make suggestions that could be applied to every other class without ruining it.
WhiteNoiseMaker wrote: »I'm going to chime in rather in a kind of a for/against BajaProphet's above post.
When I first started tanking, I loved the feeling of being nigh-invulnerable (like the Tick). I didn't block all the time, but over each successive bit of harder content I felt pressured to block, block, more and more... until I had turned into an almost permablocker.
The game has made us into this. It used to be that 25-28K health was the go-to benchmark, I slowly kept up with the health inflation up to about 33K, but now you have people on this thread suggesting that 40K is the bare minimum! Mitigation used to be strong, until it wasn't... Blocking used to be the thing you did when you NEEDED it for that one big incoming attack. Now... everything one-shots you unless you block through it, and now sometimes it still one-shots you.
I'm really just sick and tired of my role being enslaved and rendered meaningless...