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[Class Rep] Tanking Feedback Thread

  • WhiteNoiseMaker
    WhiteNoiseMaker
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    @BajaProphet

    Not at all. That's why I said I was kind of both for and against your post. What I want to be is a strategist and field commander who leads the way. I don't want to just be a meat sack for punching though.

    In other games I've tanked for, I took charge, learned the content, stepped forth and grabbed the enemies and made them look my way. I pulled them in with CC pulls, threw them up with CC throws, locked them down with CC controls, and made sure every second that I was shielding, protecting, and had their full attention. My group buffs aided in the survivability of the group. My debuffs lessened the damage output of the enemy. I acted like a damned battle TANK, not as a punkah-wallah booster for the DPS scoreboard.

    When I started tanking in ESO, I loved it, and I was able to contribute without being told I was someone else slave for their rock-star playstyle. But over time the game punished me for being a proper tank, instead of a DPS battery. Hits got bigger and bigger, while tank powers got weaker and weaker, shields got shorter and smaller, proc sets that used to help the group survive became "unneccsary', while tanking sets that helped me be a damned tank became 'selfish'.

    I agree that being 'tanky' is a core part of being a tank, BUT I also disagree that is exclusively independent of other things I want to see as features of a tank's quality-of-life; such as stronger CC's and better area control, such as bubbles/pulls/pushes/throws; beefier debuffs that aid survival (not DPS), protective buffs that I can throw out proactively like group shields, wards, and resistances; in other words... things that CHANGE the META from 'FASTER MOAH MOAH MOAH!!!" to actually doing things that help the party in a unique way that makes the ROLE special.
  • BejaProphet
    BejaProphet
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    @WhiteNoiseMaker

    I'll make this my last response, not because I'm not enjoying the conversation, but because I want to respect the intent of this thread and I feel like a prolonged discussion derails it.

    But I will say this, everything you are asking for is what I feel like I'm experiencing when I tank in this game. My mind is primarily on veteran dungeons these days, so that might make a difference. But when I play a veteran dungeon I feel like I am 100% taking up the role of battle field commander, most of what I do is crowd control, the rest of what I do is proactively protecting my group and giving buffs that aid their survivability. I chain, root, snare, shield allies, lessen the enemy damage output, etc. I seriously feel like you just described the role as I experience it every time I play. And your vision for what tanking "should be" rocks. I'm loving playing it that way.

    In my signature is a link to a guide I wrote on tanking. It is extremely long, but it is essentially a very long guide on how to do what you are asking for in veteran dungeons.
  • WhiteNoiseMaker
    WhiteNoiseMaker
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    @WhiteNoiseMaker

    I'll make this my last response, not because I'm not enjoying the conversation, but because I want to respect the intent of this thread and I feel like a prolonged discussion derails it.

    In my signature is a link to a guide I wrote on tanking. It is extremely long, but it is essentially a very long guide on how to do what you are asking for in veteran dungeons.

    Totally agree, we shouldn't derail the thread. I agree with your vision, I just feel like you are where I was a year ago, and I feel like when I run DLC Vet/HM and Trials, it's not that sense of fun for me anymore, I don't feel like I 'get to do that' fun stuff anymore.

    I did read your guide, which is why I like your approach and comments. It's got a LOT of good material in it. We differ a bit on the details (like min health), but I think we're very near in the same neighborhood of ideals. :-)
  • Noldornir
    Noldornir
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    The game hasn't made us perma-blockers. The game is doing everything it can to stop us from being a perma-blocker. It keeps punishing it more and more. The advice from all the "leet dudes" are turning us into perma-blockers because they keep telling you not to build a tank. The keep giving you build advice that they use when they have two dedicated trial healers (built for pure healing) constantly spamming heals on them. I don't perma-block in any of the vet DLC dungeons, nor do I shield spam. I just tank. But to do that you need to be a tank.

    What you are experiencing is ironically the thing for which you are all asking. The game is demanding a real tank. Not somebody with a taunt slotted, not a third of fourth damage dealer, not a hybrid, but a real honest to goodness tank that can take the big hits, grin, and ask for another.

    Have you seen Cloudrest tank gear?

    After successfully blocking, you have a 50% chance to grant Empower to 3 allies within 15 meters, increasing the damage of their next Light Attack by 40%. 1 second cooldown.

    It looks like they are confused because you have right points yet they don't just allow it.

    You can do vet dungeon content barely using your shield at all (some DLC dungeon can punish you tho even with capped resistances).

    I can imagine myself tanking axes in VAA without blocking, every hit they give requires a block.
    In MoL you need to block even on normal and pretty much everytime.
    Let's not talk about HoF.

    Plus they just released a set which lasts for a very little time but can activate very often (so it is intended to be used often).

    Personally i'd like to play the tank that you describe but there is no way to do so.

    My res. are capped when self buffed but if i run out of resources in those situation i can be 3-4 shotted, that's ok since healers are there but it's ok if it happens only when I run out of resources, every one and then, I can't take an healer just for myself (nice tank i would be) all the time so I need not permablock but close to it.

  • raj72616a
    raj72616a
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    it appears that tanks (along with healers) are considered to have low ceiling for player skill compared to damage dealers.
    damage dealers have their endless pursuit of dps number, while there are only so much a tank or a healer can do since we can't taunt/heal monsters to death after all.

    currently what give a trial tank an edge are mostly specific sets, like Torug, Alkosh, and Ebon.

    how about give us some skill-related ways to further improve a tank's improvement?
    say, blocking a heavy attack now would set an enemy off-balance and vulnerable to extra damage.
    can we have "perfect block" that put further debuff on the heavy-attacking enemy?
    eg, if we start to block right before the heavy attack comes down (as opposed to perma-blocking), the perfect block would stymie the enemy and lower its resistance for a short duration. and maybe also let a shield bash attack renew the debuff timer.
    give the skilled tanks some ways to show off their superior performance, and to truly stand above noob tanks like me who barely managed to survive with Leeching Plate and such lol
  • aeowulf
    aeowulf
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    I consider balancing the classes in this role the most important thing. Until that's done, most tanking feedback is coming from DK & warden.

    We need feedback from all classes, we need improvements to NB, templar & sorc to get the to a comparable desirability as DK/Warden in end game content. DK ruled, and warden came in at a close-enough second. The other three classes also need to be at this 'close enough' place, and they aren't.
  • WhiteNoiseMaker
    WhiteNoiseMaker
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    aeowulf wrote: »
    I consider balancing the classes in this role the most important thing. Until that's done, most tanking feedback is coming from DK & warden.

    We need feedback from all classes, we need improvements to NB, templar & sorc to get the to a comparable desirability as DK/Warden in end game content. DK ruled, and warden came in at a close-enough second. The other three classes also need to be at this 'close enough' place, and they aren't.

    I have a Templar Heal-Tank that I play in dungeons, and I am gearing up a Sorc-Tank as well. I've been playing tanks because I enjoy the various styles of play the classes can bring, but the universal "pain" that each class keeps running into is the META that enslaves support roles and merely focuses on "MOAH DPS!!!"

    That's what I keep trying to emphasize, and while the cynical say it won't ever change, I do want our Representative to take note and TELL the Devs this is a problem.

    @Alcast
    @Checkmath
    @FeaR Turbo
    @GandTheImpaler
    @Hexys
    @Joy_Division
    @NightbladeMechanics
    @Liofa
    @Masel92
    @Quantum_V
    @stileanima
    @Tasear
    Edited by WhiteNoiseMaker on June 19, 2018 10:00AM
  • I_B_Squishy
    I_B_Squishy
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    The whole sword and board line needs its damage boosted; a tank will never ever ever complete vet Maelstrom Arena. leveling is boring and tedious.

    The KEY to making tanking near-exclusive abilities is TAUNT

    Quadruple (at least) the damage of taunt (puncture) do the same for inner fire. Increase the damage of low slash and make it an AOE taunt.

  • Liofa
    Liofa
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    I have a Templar Heal-Tank that I play in dungeons, and I am gearing up a Sorc-Tank as well. I've been playing tanks because I enjoy the various styles of play the classes can bring, but the universal "pain" that each class keeps running into is the META that enslaves support roles and merely focuses on "MOAH DPS!!!"

    That's what I keep trying to emphasize, and while the cynical say it won't ever change, I do want our Representative to take note and TELL the Devs this is a problem.

    This is already what covers at least half of the Tanking section in Meeting Notes :) Even the first point was about how DK Tanks feel as a must due to having Engulfing Flames.

    Most points in the Notes encourages ZOS to make all classes viable and having more gear choices for tanking.

    We did our part, it is up to ZOS now ^^ Keep discussing as you have opinions though, we are still noting them down for the next meeting!
  • I_B_Squishy
    I_B_Squishy
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    I still feel the need to boost tank personal DPS via taunt DPS boosts-lowering the need or effectiveness of utility will make tanks less needed in groups and you still have the glaring problems of slow leveling and ineffectiveness in solo content like VMA.

    Significantly boosting the damage of taunt and giving an AOE taunt will make tanks more effective in groups while also giving them the ability to solo better while also keep taunt and tank abilities on their bar while leveling.
  • BejaProphet
    BejaProphet
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    Noldornir wrote: »

    The game hasn't made us perma-blockers. The game is doing everything it can to stop us from being a perma-blocker. It keeps punishing it more and more. The advice from all the "leet dudes" are turning us into perma-blockers because they keep telling you not to build a tank. The keep giving you build advice that they use when they have two dedicated trial healers (built for pure healing) constantly spamming heals on them. I don't perma-block in any of the vet DLC dungeons, nor do I shield spam. I just tank. But to do that you need to be a tank.

    What you are experiencing is ironically the thing for which you are all asking. The game is demanding a real tank. Not somebody with a taunt slotted, not a third of fourth damage dealer, not a hybrid, but a real honest to goodness tank that can take the big hits, grin, and ask for another.

    Have you seen Cloudrest tank gear?

    After successfully blocking, you have a 50% chance to grant Empower to 3 allies within 15 meters, increasing the damage of their next Light Attack by 40%. 1 second cooldown.

    It looks like they are confused because you have right points yet they don't just allow it.

    You can do vet dungeon content barely using your shield at all (some DLC dungeon can punish you tho even with capped resistances).

    I can imagine myself tanking axes in VAA without blocking, every hit they give requires a block.
    In MoL you need to block even on normal and pretty much everytime.
    Let's not talk about HoF.

    Plus they just released a set which lasts for a very little time but can activate very often (so it is intended to be used often).

    Personally i'd like to play the tank that you describe but there is no way to do so.

    My res. are capped when self buffed but if i run out of resources in those situation i can be 3-4 shotted, that's ok since healers are there but it's ok if it happens only when I run out of resources, every one and then, I can't take an healer just for myself (nice tank i would be) all the time so I need not permablock but close to it.

    Everybody always mentions the axes when I say these things. Ok then, lets be fair. I won't deny that there are some rare encounters in the game that are block heavy no matter how you build your character. But you can't honestly say I'm wrong when I tell people that the developers of the game have been intentionally trying to break us from perma blocking with all the nerfs. You are grasping at little inconsistencies when what I am saying is blatantly the case.
  • Noldornir
    Noldornir
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    The only thing they actually did is requiring more stamina to block.
    They gave no way to obtain the same thing (protection) in a different way.

    Let's put the situation to a DPS:

    Game: Hey I dont want u to weave all the time! I'll increase the magicka cost of all your abilities.
    Player: Aw! Ok, how should i Deal (more or less) the same damage now?
    Game: You don't!


    The actual result is that who could permablock before (DK tanks with equilibrium) can still do it, block is just harder for the others (here's why someone pointed that other classes needs to tank but i think that everything's related)

    But let's just say they give u enough resistance to survive even without blocking (except for heavy) what are you supposed to do then?

    I can start weaving like a crazy but what am I obtaining? Am i doing something or just "pretending"?

    Truth is we have nothing BETTER to do even if we could. Like you said in (most) Vet dungeons we dont need to permablock (and in most normal trial as well) but whatever else we do is hardly worth at all
  • I_B_Squishy
    I_B_Squishy
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    Noldornir wrote: »

    Truth is we have nothing BETTER to do even if we could. Like you said in (most) Vet dungeons we dont need to permablock (and in most normal trial as well) but whatever else we do is hardly worth at all

    which is why I say (again) boost damage of sword and board line...........quadruple damage on puncture and low slash, make low slash an AOE taunt. Also greatly increase inner fire damage.

    THAT would give tanks something better to do as well as enabling them to do solo content like VMA.
  • WhiteNoiseMaker
    WhiteNoiseMaker
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    Noldornir wrote: »
    Have you seen Cloudrest tank gear?

    After successfully blocking, you have a 50% chance to grant Empower to 3 allies within 15 meters, increasing the damage of their next Light Attack by 40%. 1 second cooldown.
    I'm with Noldornir here...
    You can't claim the Dev's are trying to stop the perma-block mechanic when everything mechanically shown in gear and bosses points to the exact opposite. This new set is really just the cherry on top of the frosting when it comes to dev;s POV of the block mechanics

    *Edited because I was mixing my points and blurring the discussion*
    Edited by WhiteNoiseMaker on June 19, 2018 1:16PM
  • BejaProphet
    BejaProphet
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    @Noldornir

    You say that we have nothing better to do than block. And certainly you mean in trials. You seem a knowledgable enough player to know that we have tons to do in veteran dungeons. But in trials your point has some merit. In some trial fights we have things to do beside block, in some of them we truly don't and certainly any appropriate trial build has little DPS to offer. But regardless, that is a totally different argument than where we began the conversation. I'm trying to say the game doesn't force us to be perma blockers. Whether we know how to occupy ourselves other than blocking isn't my point in this discussion.

    For clarity I want to distinguish between perma blocking and a prolonged block. Sometimes for dealing with low health, or because we want to safely have tunnel vision on wrangled up a loose add and I know I won't be paying attention to one shot indicators, I will temporarily hold down block for 8 seconds or so. I don't count that as perma blocking.

    We truly perma block for about 4 distinct reasons.

    1. Because we don't know the fight well enough to spot the incoming one shots, so we just block everything to be safe.

    2. We aren't tanky enough to sustain the totality of incoming damage, therefore block is the means of managing ALL of it rather than just the means of managing one shots.

    3. Our group has failed at their job such that more damage is coming in rather than the intended normal amount for the fight. Perhaps there is a constant stream of adds, and they fail to do appropriate damage and now we are tanking twice the mobs intended.

    4. The fight has truly been designed to be so difficult that even though we have built our characters well, and our group is doing their job, the only feasible way to survive is to perma block.

    I am arguing that the instances of number 4 in the game could be counted on one hand. Every other time a tank is perma blocking it is only NEEDED because either we or our group aren't functioning optimally.

    This is why I say, the game does not force us to be perma blockers. Only our (or our teams) short comings do. What you do with your free time after that, isn't something I'm trying to argue right now. Though I do at length describe it for veteran dungeons in other posts.
  • Narvuntien
    Narvuntien
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    So you guys inspired me to update my tank and play a bit more on them. I mostly tried to not perma block. In normal dungeons with PUGS I barely blocked at all... I just sort of chained junk together and waited for my dps to kill them.

    There is one BIG thing I noticed that i think significantly contributes to people feeling like they need to perma block. I can't see the one shots because there is sooo much visual clutter on screen, many bosses make all these flames and there is lightning sparking everywhere so It can be really difficult to focus on the animations the boss is doing.

    You get red circles for all damage without any way to tell if its a CC damage, a one shot you have to block or a little tickle of an AoE. So you just see all these red circles and you just don't get any idea which ones are lethal.
    Edited by Narvuntien on June 19, 2018 1:48PM
  • BejaProphet
    BejaProphet
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    @Narvuntien

    That happens to me every so often. The solution for me personally was largely a matter of experience. Two things brought me out of it. First, knowing the content. Second, when you repeatedly do content and your camera is panned out far and you are watching for those specific signals, eventually your brain starts filtering important vs. unimportant visual cues. It is still hard for me to spot them on new content. Because all of a sudden there is a giant batch of new visual cues, and I don't know what all to watch for, and my brain is still trying actively consider all of it. It just takes time.

    EDIT NOTE: This is actually one of the reasons many players recommend learning the dungeons before trying to be a tank. I don't think that's necessary but perhaps it helps you see your struggle is perfectly normal.
    Edited by BejaProphet on June 19, 2018 1:56PM
  • Priyasekarssk
    Priyasekarssk
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    The purpose of this thread is to give you a place to post your current top two pain points with tanking. Our new Class Representatives will be keeping a close eye on this thread, and will utilize it to gather additional feedback for the notes they’re currently compiling for their first meeting with the Dev Team next week. Please be sure and keep your post clear and succinct, and focus more on what is currently frustrating you rather than potential solutions. Thanks!

    Tanks are more or less useless in many vet dungeons. Example darkshade caven2 , Imperial city prison. .. etc. People are better off with 4 dps rather a tank. Tauting is useless.
  • Exeter411
    Exeter411
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    My main is built as a tank, and it's a perfect match for my play style. And I love playing the game. But I have to be honest, in group content, I am simply not needed. DPS can put out such high numbers while spamming their invulnerable shields that all I supply is a buff to their damage. Which is boring.

    Mostly these days I just go solo.
  • I_B_Squishy
    I_B_Squishy
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    rework impulse to AOE taunt *if* a frost staff is equipped. Change low slash to a full AOE taunt and increase the damage to at least match impulse damage.

    As I said previously, the goal is to greatly improve sword and board damage to match other weapon weapon damage to make tank more appealing for leveling and solo content like VMA. With taunt attached to the damage increases, that will make it a very easy progression from current tank builds
  • pizzaow
    pizzaow
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    raj72616a wrote: »
    how about give us some skill-related ways to further improve a tank's improvement?
    say, blocking a heavy attack now would set an enemy off-balance and vulnerable to extra damage.

    They kind of have this as part of the Atronach Champion point tree:
    Tactician:
    (Unlocks at The Atronach Rank 120) Sets enemies off balance when you successfully Roll Dodge to avoid their attack.

    What's nice about this is that it will set bosses off balance that are otherwise immune (and there's no cooldown). It's changed the way I tank some fights (like the main boss in AS). It's not as easy as blocking, but does reward tank skill as you mentioned.
    XBox/NA GT: Pizzaow
  • raj72616a
    raj72616a
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    pizzaow wrote: »
    raj72616a wrote: »
    how about give us some skill-related ways to further improve a tank's improvement?
    say, blocking a heavy attack now would set an enemy off-balance and vulnerable to extra damage.

    They kind of have this as part of the Atronach Champion point tree:
    Tactician:
    (Unlocks at The Atronach Rank 120) Sets enemies off balance when you successfully Roll Dodge to avoid their attack.

    What's nice about this is that it will set bosses off balance that are otherwise immune (and there's no cooldown). It's changed the way I tank some fights (like the main boss in AS). It's not as easy as blocking, but does reward tank skill as you mentioned.

    that's nice but off balance is already procced from lightning staff.
    i would like to see a new debuff unique to tanking.
  • Narvuntien
    Narvuntien
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    rework impulse to AOE taunt *if* a frost staff is equipped. Change low slash to a full AOE taunt and increase the damage to at least match impulse damage.

    As I said previously, the goal is to greatly improve sword and board damage to match other weapon weapon damage to make tank more appealing for leveling and solo content like VMA. With taunt attached to the damage increases, that will make it a very easy progression from current tank builds

    What do you need an AoE taunt for?? Makes tanking even more boring.
  • Noldornir
    Noldornir
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    @BejaProphet

    You are right, i'm mainly talking about trials/endgame content.

    Until I hit 50/160 i made little use of my shield at all ( i made 90% of my levels/CP in randoms/pledge), that (little use of shield) also happens on normal trials (craglorn ones).

    I really like your list and your clarification (perma/prolonged) and mostly agree with you.
    1. Because we don't know the fight well enough to spot the incoming one shots, so we just block everything to be safe.

    This, of course, is our (tanks) fault but should not happen again after a few runs when we learn the fight, if we dont we should consider change job
    2. We aren't tanky enough to sustain the totality of incoming damage, therefore block is the means of managing ALL of it rather than just the means of managing one shots.

    This is what usually happens but will discuss it later
    3. Our group has failed at their job such that more damage is coming in rather than the intended normal amount for the fight. Perhaps there is a constant stream of adds, and they fail to do appropriate damage and now we are tanking twice the mobs intended.

    Lemme guess... someone shoot liquid lighting before u had the chance to do anything on a large group, he also forgot the shields and got shotted :D now your team DPS is halved :p
    4. The fight has truly been designed to be so difficult that even though we have built our characters well, and our group is doing their job, the only feasible way to survive is to perma block.

    This needs imho to be discussed with (2)


    While 1-3 is actually player/s (us or team) fault and we are not discussing it here 2 and 4 requires some thinking.

    We are NOT tanky enought


    Why are we not? Why do we have class rapresentatives using and posting builds like these?


    Dragon Bones build
    stats-sheet-catalyst.png


    Summerset Upodate
    Stats-sheet-Catalyst-Dragonknight-Tank-Build-PvE.jpg


    In DB build particulary we can notice a WAY low resistances value (major ward/protection WERE active in there) and he was using bloodspawn (+6 k res and ultimate, procs on being hit with 6% chance)

    If we add those 6k from monster sets we hit the caps.

    The difference in Sumerset build is that he's using another monster set (Lord Warden's which always gives some resistances plus an AoE resistances bonus on being hit).

    As we can see he is hitting the caps (and he's aiming to do so) only when the monster sets procs because those bonus would be wasted otherwise.

    The other set he uses are Alkosh/Ebon Armory.

    Truth is he simply can't get tankier, he could hit/surpass the caps with many sets but he wouldn''t get anything out of it. And that answr this question "Why are we not? Why do we have class rapresentatives using and posting builds like these?"

    At first glance Alcast's build looks lacking in resistances but it's not he's just aiming to get just as much as needed while as DDs you just keep stacking n stackin, there's not a limit to the damage you can deal you just have to be careful with penetrations but you can go freely on everything else

    This is also why no one ever complains about my CPs (i'm around 530 ATM) regardless what I do. Try n bring 2 500 tanks in a vet and see group's reaction than bring in 2 500 DDs they'll be much more pissed off 'cause tanks almost stops "growing" after a while for the very same reasons.

    All of this to say there could be some problem in points 2-4 with the balance of it: too many (4) situations (in endgame) or he's not tanky enough (2) but i don't really see how he could be better.

    Only reasons i dont use the very same build are:

    1) Argonian Race which i (personally) don't like but i reckon racials are good.

    2) He must be much more skilled than I am, i would die much more often with that build because it requires a good tempo while i'm a master in messing up :D I can see myself not using equilibrium 'cause my magicka is full :blush: I'm also a PS4 player so no add-ons just a tiny overcrowded buff bar that should be of some help (but it is barely since the buffs also swap positions).


    So, even by agreeing with you, I still see the same problems:

    1) How can you get tankier with the currents limits? (diminished returns from multiple layers of protection, shields effectiveness and other damage reduction gets weakier the more resistances you have etc.)

    2) Let's say you become the best tank ever by fixing (1), and you only blocks heavy hits now.
    What can you do that actually helps the party out? Just tell me what you could do in a common bossfight (Let's say Molag Kena on Vet.)

    In normal dungeon i weave with puncture but in a trial or even Vets dungeon it would be like a wood elf child punching at a big ogres chest, Heroic slash does not benefit from being spammed and it's cost is very high while most other skills are for tanking/sustain.


    Edit: fixed some things, long n messy post sry
    Edited by Noldornir on June 20, 2018 7:50AM
  • Xanxarib16_ESO
    The 2 or 3 Tanking Problems we have in ESO is 1. a very simple Force Taunt mechanic and 2 a way to have unlimited Blocking and 3 some very low DPS.




    Unlimiteed blocking

    now it looks like over the years ESO have tried to Force tanks to become more active in reactive blocking and doing some damage or Buffing... but they failed time and time again. this is also one of the reason i gave up on ESO, the tanking was way to easy.
    My suggestion to fix this is to add a new resource bar that is used for Dodging and Blocking... when you activly block you will slowly drain the bar, and if you stop blocking you will regain the resource at a fix slow amount, now if you make light attacks and heavy attacks you will regain a fixed amount of the resource back, that way you are now forcing Tanks to weave in attacks between blocks... maybe give some skills give you some of that resource also.
    When it comes to dodging make Dodge cost so much that you can at max dodge twice in a row, maybe give the sword&shield skill line a reduce cost in dodging so tanks can maybe dodge 3 or 4 times in a row.
    With this fix you can still have boss attacks that even tanks need to dodge away from you will also have forced tanks to be more reactive...


    Force taunt

    now you dont have to fix this but Threat and Threat generation would also force tanks into doing damage to maintain agro, pair this with my suggestion to Block and you will have one more tool that will force tanks to be reactive tanks.


    Low DPS

    if you move away from the Force taunts, you might need to increase the tanks DPS. now the best solution to fix this would be to let tanks damage scale of MAX HP...!
    1. White wabbit
      White wabbit
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      The 2 or 3 Tanking Problems we have in ESO is 1. a very simple Force Taunt mechanic and 2 a way to have unlimited Blocking and 3 some very low DPS.




      Unlimiteed blocking

      now it looks like over the years ESO have tried to Force tanks to become more active in reactive blocking and doing some damage or Buffing... but they failed time and time again. this is also one of the reason i gave up on ESO, the tanking was way to easy.
      My suggestion to fix this is to add a new resource bar that is used for Dodging and Blocking... when you activly block you will slowly drain the bar, and if you stop blocking you will regain the resource at a fix slow amount, now if you make light attacks and heavy attacks you will regain a fixed amount of the resource back, that way you are now forcing Tanks to weave in attacks between blocks... maybe give some skills give you some of that resource also.
      When it comes to dodging make Dodge cost so much that you can at max dodge twice in a row, maybe give the sword&shield skill line a reduce cost in dodging so tanks can maybe dodge 3 or 4 times in a row.
      With this fix you can still have boss attacks that even tanks need to dodge away from you will also have forced tanks to be more reactive...


      Force taunt

      now you dont have to fix this but Threat and Threat generation would also force tanks into doing damage to maintain agro, pair this with my suggestion to Block and you will have one more tool that will force tanks to be reactive tanks.


      Low DPS

      if you move away from the Force taunts, you might need to increase the tanks DPS. now the best solution to fix this would be to let tanks damage scale of MAX HP...!

        Your scaring me now increasing tank dps this might make tanks op again in PvP
      1. Septimus_Magna
        Septimus_Magna
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        1. Lack of unique buffs and debuffs.
        2. Blocking is too passive, I would prefer a more reaction based system instead of perma blocking.
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      2. RavenSworn
        RavenSworn
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        Noldornir wrote: »

        The game hasn't made us perma-blockers. The game is doing everything it can to stop us from being a perma-blocker. It keeps punishing it more and more. The advice from all the "leet dudes" are turning us into perma-blockers because they keep telling you not to build a tank. The keep giving you build advice that they use when they have two dedicated trial healers (built for pure healing) constantly spamming heals on them. I don't perma-block in any of the vet DLC dungeons, nor do I shield spam. I just tank. But to do that you need to be a tank.

        What you are experiencing is ironically the thing for which you are all asking. The game is demanding a real tank. Not somebody with a taunt slotted, not a third of fourth damage dealer, not a hybrid, but a real honest to goodness tank that can take the big hits, grin, and ask for another.

        Have you seen Cloudrest tank gear?

        After successfully blocking, you have a 50% chance to grant Empower to 3 allies within 15 meters, increasing the damage of their next Light Attack by 40%. 1 second cooldown.

        It looks like they are confused because you have right points yet they don't just allow it.

        You can do vet dungeon content barely using your shield at all (some DLC dungeon can punish you tho even with capped resistances).

        I can imagine myself tanking axes in VAA without blocking, every hit they give requires a block.
        In MoL you need to block even on normal and pretty much everytime.
        Let's not talk about HoF.

        Plus they just released a set which lasts for a very little time but can activate very often (so it is intended to be used often).

        Personally i'd like to play the tank that you describe but there is no way to do so.

        My res. are capped when self buffed but if i run out of resources in those situation i can be 3-4 shotted, that's ok since healers are there but it's ok if it happens only when I run out of resources, every one and then, I can't take an healer just for myself (nice tank i would be) all the time so I need not permablock but close to it.

        Everybody always mentions the axes when I say these things. Ok then, lets be fair. I won't deny that there are some rare encounters in the game that are block heavy no matter how you build your character. But you can't honestly say I'm wrong when I tell people that the developers of the game have been intentionally trying to break us from perma blocking with all the nerfs. You are grasping at little inconsistencies when what I am saying is blatantly the case.

        I know right.. The axes aren't the only boss mechanic in the game. Sheesh.
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      3. I_B_Squishy
        I_B_Squishy
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        Narvuntien wrote: »
        rework impulse to AOE taunt *if* a frost staff is equipped. Change low slash to a full AOE taunt and increase the damage to at least match impulse damage.

        As I said previously, the goal is to greatly improve sword and board damage to match other weapon weapon damage to make tank more appealing for leveling and solo content like VMA. With taunt attached to the damage increases, that will make it a very easy progression from current tank builds

        What do you need an AoE taunt for?? Makes tanking even more boring.

        finally a response! AOE taunt to make the sword and board damage increase tank only; the damage increase to enable tanks to solo content like everyone else. Damage increase to allow tanks to DPS themselves instead of being expected to buff the group; to give them a play choice instead of having the most limited options in ESO thus having more fun.

        I remember tanking being limited exactly the same way in Everquest; WOW came out and promised more offensive options for tanks and everyone stampeded towards that game.............now of course better tanking wasn't the only reason we left after almost 6 years invested in Everquest (probably the main reason was unfinished high end content that was impossible to beat because the endings weren't scripted yet) but it was certainly a major contributing factor because the devs weren't smart enough to recognize that support classes get old fast when you start trying to solo content.

        The good thing about ESO is tanking is not a class but a play choice, but at the same time you can't have a completely gimped skill line for a mandatory play choice (tank)
      4. I_B_Squishy
        I_B_Squishy
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        Your scaring me now increasing tank dps this might make tanks op again in PvP

        tanks were never op in PVP, dumb players just couldn't solo kill them and got frustrated. Top players already wear heavy armor and kill things with other weapon skills, sword and board needs a damage increase to help with a ridiculous gap with PVE soloing.

        The PVP situation can easily be solved by actually tuning abilities separately for PVP and PVE similar to healing and snares/stuns/roots instead of just a blanket across-the-board damage increase.
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