Tanks in this game are actually far more involved and fun that other MMO’s. The whole block and dodge mechanics are great.
The issue is feeling like a slave to dps players. Your primary role should be hold aggro, stay alive & clump mobs.
Buffing others dps should not be a tanks job. Sunder aside.
Dps buffs should come from dps skills not others gear. Gear should only effect you. But that’s a big change to fix that.
Additionally survivabity needs removing from dps players, they should need the tank to take the damage and the healer to heal (healers are even less fun because of this currently).
Currently healers and tanks exist to enable dps, the devs need to pander less to dps players. Make them need healers and tanks to stay alive and you’ll find more people will fill those roles.
Also on the concept of tanks dps when solo, are you guys kidding? You trying to solo in tank gear or something? If your Stam equip Hundings and spriggans if your magic equip spinners and Julianos. It’s not hard to do. Your dps will be well over 10k. Just use one or two dps skills. This game allows flexibility use it!
I agree with everything except the last paragraph. As I already said, considering that tanks are the only role that actually has to switch gear to be able to do solo content, I find this proposition unreasonable and unfair, not to mention quite an imposition on players who are just leveling a tank. Overland content should be accessible to everyone regardless of the build. Hundings+Spriggans is exactly what I'm using for that, but at that point I'm no longer a tank.
No one is thier group role when solo. Healers are also not healers.
You can get decent actual tank sets that help soloing, Baharas, thunderbug, gravdars etc. But this is all end game. At end game, having extra gear is no problem.
When levelling if you want to tank why are you doing solo? You can ding level 10 and then not even need to leave an inn till level 50. Just queue dungeons and they pop in 5 seconds.
In no mmo game can a tank ever do decent single target dps while still being hard to kill. Any game that has any PvP has to follow this rule or they become kings in PvP.
Even the sets I mention above only do decent dps because that’s aoe. Single target has to remain low or PvP god situation happens.
But "healers who are not healers" can still do 20k single target DPS without switching gear.
I haven't played WOW for a while, but back in MOP they weren't particularly dominant (more like almost entirely absent) in PvP, while still doing about 1/2 of the damage of top DDs in typical raids, and they were hard to kill, pretty much like a blocking tank in ESO, but without the blocking costing any resources (armor cap was at 75%, if I remember correctly). The DPS scaled with unmitigated incoming damage and max. HP though, that's why leveling as a tank meant pulling half the zone with quest mobs and AoEing them down, resulting in about the same questing speed on average as a DD who could only take a few mobs without being overwhelmed. But tanks in ESO can't even do that, they have no AoE, no single target DPS, no scaling with incoming damage or HP, and even without all the buffs WOW single target damage of tanks was higher than the ESO equivalent. Tank DPS in ESO is simply pathetic.
And as I was suggesting before, buff PvE DPS by tying it to morphs that are currently undesirable for PvP. That way the "worst" case scenario (actually the best case scenario imo, because it would bring build diversity) would be that some people will start using morphs in PvP that were wholly absent before (like Power Slam).
And those tanking sets you're suggesting are not sets one would run to do any real tanking. I had a hybrid-y setup on my magplar (Vampire Cloak, Bloodthorn's Touch), the DPS was still laughable (~5k), and I couldn't do vFL hm with that setup.
I'm going to be that guy to remind everyone that tanking exists in Pvp too, and atm it's not fun
1: Un-nerf Blocking, it's depressing how fast it's drained in pvp
2: Stop adding in hard counters, the point of tanking is taking the brunt of a lot of peoples damage, not melt because of two guys with bleeds. DOTS
Sadly virtually no one cares about the state of pvp tanking anyways
I feel like anyone who thinks tanking is boring in this game has only tanked fungal grotto. There are so many interesting fights to tank in this game, especially later content like vmol where its a huge challenge to tank it WELL, and tanking it well really is the difference between your groups success and failure.
The only time I find tanking boring is trying to collect skyshards if I forget to swap to a more dps friendly gear setup.
BejaProphet wrote: »I believe what would make tanking more fun for most people is if players learned how to do it. I know that sounds mean, but 90% of the complaints that I see on the forums about tanking reveal not a flaw in the game, but rather a player who doesn't know how to accomplish what they are wanting to do as a tank. And when you aren't successful, it isn't fun.
The complaints about tanks when soloing overland content, imo, is nonsensical when you really press the thinking. In solo'ing there is no such thing as a healer a tank and a DD. You are all three, you are the entire party, and you are nothing more and nothing less than what you've chosen to be. These roles only describe your goals in relation to working in unison with other players. Further, what they are saying is that they want to do better DPS, while making every choice against being strong in DPS. Literally every choice that is available to a 40K DPS damage dealer is available to them. LITERALLY EVERY CHOICE. Their DPS is not a byproduct of a class choice, or a role choice. They didn't choose tank at character creation and then be locked in by ZOS to eternally inferior damage. They are in complete control over their dps. So what they are really saying is that in the 100+ choices and combinations they make when building their character, they want to consistently choose tankiness instead of damage in every way, and yet they want a certain amount of damage as a consolation prize.
All that said, @AcadianPaladin 's post on this thread is an example of better quality. For example, ZOS should never put an taunt resist mechanic in a fight unless they have carefully thought about the role of the tank in that given fight. For example what was their plan for the tank against Drodda of Icereach? It is frustrating when I chain in a ranged creature and it is already running away before its done being dragged in. We do have to be pretty spammy with our roots/snares, and it would be nice to add another 1 or 2 seconds duration on those. Etc.
Anyways, the point I was hoping to make: Tanking in this game is extremely fun, ZOS has done a fantastic job with where tanking is right now, it does not need to be completely reimagined, only tweaked. I really hope ZOS doesn't drastically change it based upon complaints coming from players, who too often are complaining because they need to learn to tank better rather than a flaw in the game.
Sophocles1 wrote: »[quote="ZeroXFF;c
Also on the concept of tanks dps when solo, are you guys kidding? You trying to solo in tank gear or something? If your Stam equip Hundings and spriggans if your magic equip spinners and Julianos. It’s not hard to do. Your dps will be well over 10k. Just use one or two dps skills. This game allows flexibility use it!
BejaProphet wrote: »@ZeroXFF 45.4k health, 59 attribute points into Health, 33k in both resistances, Ebon+Alkosh+a monster set that adds no dps. I love using random group finder for Pug'ing veteran DLC dungeons, and I use to tank in vet trials but stopped because of how much of a strain it was on my family for me to have multiple nights set aside for trials, so I don't do trials currently. And I am a sagitarius.
And to top all that. I solo quest in the exact same set up. The only thing I change is that I swap in venomous claw instead of range taunt, and I swap in shifting standard instead of warhorn, and I manage to quest with that DPS level and things die just fine. I have never spec'd this character for anything but optimal dungeon tanking since level 1, and I have zero complaints about the speed I kill things. I've solo'd the ebonheart pack and the dagger fall covenant lines, cold harbor, summerset, and all world bosses in those areas. I do the thing everybody says is ridiculous, I solo in the same set up I tank in.
Do I get to talk?
jaschacasadiob16_ESO wrote: »Tanking is about responsibility.
Let the small kids dressed up like Barbies play DDs.
Hey guys
Lately there was that discussion about tanks not liking to mainly being responsible for debuffing enemies/buffing the group. Tanks surely want to be useful in one way or another and I bet some tanks would get bored, if they only would have to taunt and hold the boss at one position. Players are differently experienced, so that one player may be very stressed by only taunting and surviving as a tank, meanwhile others play the buff ***, because there is just nothing else to do between taunting, evading damage and healing up.
So now for my question please just once forget about maximal dps of your group, about healing or the stable position of the boss. What kind of game or boss mechanics would make playing a tank exciting. Would you love to gather orbs or shards, which prevents you from being one-shotted? Would you like to have some tactical positioning of the boss, changes of fight places due to getting buffs or debuffs depending where the boss is placed? Maybe also constant change of places to even be able to do damage to the boss or preventing him from gaining additional mechanics when staying too long at one place? Or maybe some kind of task for the tanks like transporting an item from one place to another while tanking? It also could be sacrificing a lot of health for your group members by activating important synergies, which otherwise would kill your group when not activated (naturally it would kill everyone else but the tank when activating).
So what would make it more fun for YOU to play a tank?
Hey guys
Lately there was that discussion about tanks not liking to mainly being responsible for debuffing enemies/buffing the group.
Hey guys
Lately there was that discussion about tanks not liking to mainly being responsible for debuffing enemies/buffing the group. Tanks surely want to be useful in one way or another and I bet some tanks would get bored, if they only would have to taunt and hold the boss at one position. Players are differently experienced, so that one player may be very stressed by only taunting and surviving as a tank, meanwhile others play the buff ***, because there is just nothing else to do between taunting, evading damage and healing up.
So now for my question please just once forget about maximal dps of your group, about healing or the stable position of the boss. What kind of game or boss mechanics would make playing a tank exciting. Would you love to gather orbs or shards, which prevents you from being one-shotted? Would you like to have some tactical positioning of the boss, changes of fight places due to getting buffs or debuffs depending where the boss is placed? Maybe also constant change of places to even be able to do damage to the boss or preventing him from gaining additional mechanics when staying too long at one place? Or maybe some kind of task for the tanks like transporting an item from one place to another while tanking? It also could be sacrificing a lot of health for your group members by activating important synergies, which otherwise would kill your group when not activated (naturally it would kill everyone else but the tank when activating).
So what would make it more fun for YOU to play a tank?
There is plenty for any competent tank to do between holding aggro on enemies. As an example...here are a couple examples:
Typical Mob Fight:
1. The first thing I do is aggro the mob...I used to use Caltrops for this...but I have replaced that with time-stop which is more effective(though less DPS, not that that matters since my tank doesnt do enough to matter anyway).
2. While enemies are slowed and stopped, I then run around taunting all the things reasonably close.
3. After taunting everything close, I use chains to pull in stragglers and taunt them
4. I then use Talons to root whatever I can catch...this tends to prevent the ranged enemies from running off(though not always...if they do, I wait for their CC immunity to expire and chains them back in)
5. I will now take the time to cast igneous shield and bone shield, and chances are Imperium has also procced
6. If its a particularly deadly mob like some in vFH or vBF I will pop barrier to help the group survivability
7. By this time, the mob is usually dead, if not I will rinse and repeat a few of these things and maybe add in a buff like igneous weapons
Note: During this entire fight, chances are I haven't bothered to block even once unless there is some deadly enemy in the mob.
Typical Boss fight:(this changes depending on boss of course).
1. Taunt the boss and any dangerous enemies around(which ones I taunt depend on the particular fight, but will often grab them all)
2. Pop Warhorn(Sometimes Barrier instead if I feel that group survival or personal survival is higher priority).
3. Cast Igneous Weapons
4. Cast Circle of protection to gain minor protection, buff stam regen and reduce roll dodge cost.(Assuming boss allows me to stay still long enough to benefit anyway)
5. Cast Igneous shield and Bone Shield to shield the group(and hope the DPS or healer is close enough and has the presence of mind to use the synergy)
6. Imperium has usually procced again and the group averages about 20k in shields at this point, and if there are melee DPS they can stand close enough to take advantage of my circle of protection and hit the spinal surge synergy from bone shield.
7. Before entering the fight I have usually swapped out time-stop for meditation and because of the major protection passive I am only bothering to block things that will knock me out of meditation or things that are actually dangerous to a tank with 20k+ shields up all the time.
Anyway, the point is that this makes for a very active tanking style that never leaves me bored. I dont have a set rotation by any means, and the skills I am using are constantly changing depending on the particular content and boss(For instance, if fighting Chudan or Thorvukin or the last boss of vFH I have wings in my flex slot instead of one of the psijiic skills). If I am not doing anything else, with all the shields and other mitigation I am often able to rez in places no one else can(last 15% of the treeminder in vROM as an example) so there is always something for me to do. I couldnt play a tank if I tanked like I have seen other people do...taunt, buff and perma-block...what a terrible boring way to tank(though it is required for a few bosses, its a tanking style I do not enjoy).
The sets I’ve mentioned will give you plenty of stamina or magica. You also don’t really need all your stats in health. I don’t l know about trials, but for everything else you can go full Stam or full magica with your attributes and still hit 35k health when in your tank gear, which is all you need if your good with mechanics. You could put 10-20 in health just while your learning mechanics if you like a bit of a cushion.
As for anyone complaining about needing extra gear to do dps, you can’t be any sort of decent tank. I have 4 or 5 tanking sets that I can switch between, having different sets is part of being an effective tank. Add in being able to switch up monster sets depending on how you feel and you should have half full bags, just with tank gear. Adding in one dps set is nothing.
The sets I’ve mentioned will give you plenty of stamina or magica. You also don’t really need all your stats in health. I don’t l know about trials, but for everything else you can go full Stam or full magica with your attributes and still hit 35k health when in your tank gear, which is all you need if your good with mechanics. You could put 10-20 in health just while your learning mechanics if you like a bit of a cushion.
As for anyone complaining about needing extra gear to do dps, you can’t be any sort of decent tank. I have 4 or 5 tanking sets that I can switch between, having different sets is part of being an effective tank. Add in being able to switch up monster sets depending on how you feel and you should have half full bags, just with tank gear. Adding in one dps set is nothing.
Yes, because everyone starts at CP1000, knows exactly how to make a competent hybrid build and knows how to play multiple roles while also having 350 skill points to put in 3 weapon skill lines without having done any quests before. -_-
You're still missing the point. Of course it's possible to have fancy hybrid setups and even a full on DPS setup on a char with tank CPs and attributes, but it is not a reasonable expectation to have for overland content, because that content is meant to be done by everyone starting at lvl3. If tanks can't comfortably do content meant for lvl3 players, something needs to be changed.
The sets I’ve mentioned will give you plenty of stamina or magica. You also don’t really need all your stats in health. I don’t l know about trials, but for everything else you can go full Stam or full magica with your attributes and still hit 35k health when in your tank gear, which is all you need if your good with mechanics. You could put 10-20 in health just while your learning mechanics if you like a bit of a cushion.
As for anyone complaining about needing extra gear to do dps, you can’t be any sort of decent tank. I have 4 or 5 tanking sets that I can switch between, having different sets is part of being an effective tank. Add in being able to switch up monster sets depending on how you feel and you should have half full bags, just with tank gear. Adding in one dps set is nothing.
Yes, because everyone starts at CP1000, knows exactly how to make a competent hybrid build and knows how to play multiple roles while also having 350 skill points to put in 3 weapon skill lines without having done any quests before. -_-
You're still missing the point. Of course it's possible to have fancy hybrid setups and even a full on DPS setup on a char with tank CPs and attributes, but it is not a reasonable expectation to have for overland content, because that content is meant to be done by everyone starting at lvl3. If tanks can't comfortably do content meant for lvl3 players, something needs to be changed.
You missing the point when you are only a tank in groups. If you focus on tanking, your focusing on stuff hitting you while someone else kills it.
Obviously when solo it’s going to take longer to kill stuff, it’s like saying the grass is too green.
You can’t ask for dps on a build that’s made to out survive stuff. You can still complete all content it will just take longer.