What would inspire more people to pick tank role?

  • Drummerx04
    Drummerx04
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    More people would join the dungeon queue as a tank if the dps in the same queue weren't so commonly bad. It's truly awful to get a random vet DLC dungeon as a tank with bad dps in the group.

    I'm not even just talking about unimpressive damage output, that's whatever, I'll just have to tank a little longer. I'm talking about dps that don't know or care to learn any of the mechanics. "Hey this boss does a mechanically unavoidable pin that requires you to bash. Please bash it or I'm going to die, and then you all will die"

    And thus I get pinned and die, and then the whole group runs around dying while the healer is busy healing my corpse instead of rezzing me because "healers aren't supposed to rez" or some other bull.

    At least if you are a good dps you can basically carry a group, but as amazing as it is to have a great tank in your group... you can't really carry a group with a tank spec.
    PC/NA - Nightfighters, Raid Leader and Officer
    Lilith Arujo - DC sorc tank/dps/healer - Dro-m'Athra Destroyer, Gryphon Heart, Grand Warlord
    Lilith Tortorici - DC templar trials healer

    Notable Completions:
    vAS (72k), vMoL HM (160k), vAA HM (135k), vHRC HM, vSO HM (141k), vHoF HM (168k), vCR+3(129k), vDSA 45k, vMA 591k

    Original Addons:
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    Lilith's Lazy Hacks - Auto Recharge/Repair
    Bot Scanner 2000
    Lilith's Command History
    Maintained Addons:
    Kill Counter
  • D0PAMINE
    D0PAMINE
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    When players realize they're not limited to a few sets and youre not always running trials. I enjoy tanking tbh. I've run Sap tanks, Lightning builds, the DK meta, warden powerful assault. All have their place, except Sap tanking is dead.
    Edited by D0PAMINE on February 20, 2019 11:16PM
  • ccfeeling
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    I changed all my chars to DPS because Zos killed my NB tanks :disappointed:

    I dont like to stay with meta tank classes, if I cannot play something I want, just skip it.


  • D0PAMINE
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    ccfeeling wrote: »
    I changed all my chars to DPS because Zos killed my NB tanks :disappointed:

    I dont like to stay with meta tank classes, if I cannot play something I want, just skip it.


    NB Tanking was fun af. RIP. Although I see them sometimes, it's just not the same.
  • Nerouyn
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    The question is wrong.

    It's not a matter of inspiration. It's a matter of permission.

    Unlike the single player games where you can max every stat and learn every skill, ESO prevents players from maxing every stat and learning every skill.

    If I max my stats for DPS and healing, i.e. magicka, then I'm borked / sub-optimal for tanking.

    Ditto for ability morphs. If I take the morphs for DPS / healing then I'm borked / sub-optimal for tanking.

    Oh and then there's champion points.

    Why the BLEEP would I fritter away my time and gold to set myself up to tank?

    Ever.
  • kylewwefan
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    Tanking is great when the DPS is good. It drags pretty bad when the damage isn’t good.
  • Dragneel1207
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    I like tanking making the boss run around and taunting him. It feels like u r controlling boss which is top at that place and if boss had an ego he would be pissed of more by tank than other roles

    So this compiles everything
    and dlc dungeons and vet trails are really enjoyable as a tank but the overland content not so much.
    Maybe if they give cost reduction to change attributes and cp for tanks we can see more tanks i think.
    Edited by Dragneel1207 on February 21, 2019 2:25AM
  • xaraan
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    Control, Variety, Stop Nerfing.

    CONTROL:

    The fun part of tanking is trying to put as much control over a chaotic situation as possible, so the more it's taken down to just standing there and poking stuff and holding block and making a heavy attack when you can, the more boring it gets.

    A good tank used to be able to keep the poison from spreading to everyone in Sanctum Ophidia, but now it just goes all over, so that was something that was good that was changed for the worse (I guess to create more/artificial challenge). Or knowing to hold Earthgore boss a particular way to aim his lava, which doesn't work despite rumors to the contrary - but it should work.

    And I actually like that there are no group taunts, but when mobs will one shot players as soon as they make a heavy attack, then they all have to be taunted and they all have to be taunted immediately. I can't tell you how many dps I've seen eat dirt on the first pull of MHK b/c all the mobs to heavies within the first few seconds of a fight and it's not possible for them all to be taunted by then. (This same one-shot heavy mechanic by normal mobs also prevents the whole 'heavy attack for resources' b/c you don't have a break between five or six different mobs all one shotting you long enough to complete a heavy). We can put that on DPS though, but at the final fight, especially in HM - two werewolves spawn at almost the same time the large wolves get free and all four need to be taunted immediately b/c they will one shot players, even with light attacks in some cases - and you if you have to bar swap to range taunt something, that creates more problems b/c the boss and anything else on you are staggering one-shots as well during this time. Those are just a few examples, I'm sure we could come up with more or nitpick those, but just to give an idea.

    Basically it feels like the dungeons have become more about RNG and not about having a good tank to do smart things during a fight. And instead of solving that problem, they've just turned up the one shots to require tanks, but left it to tanks to feel like nothing but punching bags and buff monkeys to let the others in the group have more fun as their eyes light up at their big parses.

    VARIETY:

    Part one- CLASS VARIETY
    Class variety for end-game tanking or even hard tank runs is horrible (could be hard in easier dungeon b/c of team). It's pretty much at DK as meta mostly b/c god forbid the DPS miss a single possible buff in the game or they can't play apparently, so you have to have engulfing. If your group lives without that, Warden is solid - at least you make a trade off with durability in some cases to group utility. And after that it goes downhill fast. Sorc feels like they can be selfishly tanky pretty easily, but lack some group utility, Templars are almost tanky and almost have some good utility, but end up coming up short enough that it feels like 'why bother' and Nightblade Tanking is RIP lately.

    Now, we can argue and nitpick over "I've done this and that with my XX Class Tank no problem" if we want - I tank with all those classes. So yeah, content can be completed with them, but they aren't balanced, nor to they bring all the needed tools to the table. So for one - classes need to be better balanced for the role b/c maybe someone will enjoy tanking on a Nightblade that hates it on a DK. IMO, at this point, only DK and Warden feel like they are in the right spots for the tanking role - where they don't both do the exact same things skill wise, but come with the same basic tanking tools and both offer interesting things for the group. I was hoping to create a post after the next patch talking about some of my feelings on tanking balance between classes, so hopefully that will go deeper into offering ideas or more specifics.

    Part two- GEAR VARIETY
    Ebon/Alkosh/Lord Warden - kill me now. Not even counting that I hate the stupid red balls floating around my characters, it's just boring. Ebon - flat buff, yeah, at least it's decent for both group and tanking, but Alkosh is literally only good for the DPS and sucks as a tank other than obviously offering the debuff is good. ZoS- you have a stam dps set you created that is only being used for tanking - maybe you think it's 'neat' but it isn't. Change the buff to be self only, or change the set and swap the five piece with Lunar Bastion to actually make it a tanking set, or something. Because as it stand, nothing else in the game will offer anything nearly as good as that debuff wise, so it will ALWAYS be meta. Ebon, you can argue - maybe I'll run Torug's cuz that extra 600 pen is so OP right DPS! or some other almost good set and it's not the end of the world, but if your group is anywhere near decent - running Alkosh is going to be the best choice. So tanking set meta has been stuck with one of the oldest sets in the game combined with another set that isn't even build for tanking that is several years old. That = boring IMO.

    And on top of gear, you should add another passive to heavy armor. Not specifically saying what, but if you do decide some passive should be taken away, then you should create a new one to take its place - not just split another passive in two and give them less. Create something that would be more useful in pve than pvp if you felt like whatever you removed was hurting pvp. You should also re-examine previously nerfed gear like Black Rose - if you nerf something b/c you felt like it was too strong and it ended up being the passive that was too strong, not the set, so you nerf the passive - then go back and look at the set again b/c Black Rose is a dead set at this point. It's easy, and frankly lazy, to just see something OP and ruin it - its harder to balance it, but it would be more worthwhile IMO. A few sets will always shine through as 'the best' but it doesn't mean there has to be such a cliff of crap gear after those first few 'best' options.

    But for any excitement I have of creating a necro-tank this summer, it fades as soon as I remember I just have to farm more Ebon and Alkosh again. yay? And unlike my DPS characters, I know each patch there will not be a good heavy armor set that is worth running over those, so nothing to look forward to except... nerfs to tanking usually.

    STOP NERFING:

    Whether intentional or not, I think every single patch for over two years I've dreaded as my preferred role got hit again and again, weaker every time. (Granted - this coming patch only has a couple nerfs - the one-hand enchant change - another mess up on your part for sword/board imo as it could have easily been corrected with a passive added that gives the full enchant, and the Argonian nerf which only effects argonian players obviously). Sometimes things do need to be nerfed, but if you are doing it again and again and again, patch after patch, then chances are, whatever you thought the problem (or what people are telling you was the problem) was is not it. Whatever your goal is for how you want tanking to function in your game isn't meshing with either the players or your game or both. So maybe you need fresh eyes on the problem. But despite tanking not being the most popular role to begin with, I've watched the numbers of tanks just dwindle to almost nothing.

    Every time I DPS though, I feel like I'm on vacation, but always 'back to work' when I tank b/c it's just not as fun as it used to be. You can't do as much b/c everything is so expensive skill wise for what we have and now you mostly just spend your time trying to survive special damage that is made to make the fact you build your character to be tanky feel like a waste of time. Oblivion damage has to be the dumbest thing in the game, or bleeds and other dots that ignore purge mechanics. (Let's let this guy be tanky, and this guy be damagy, BUT we will give this damage guy something that makes the tanky guy irrelevant, so now he is neither tanky nor damagy - yay fun!) Frankly, stop being lazy. Sound like an insult? Sorry, aiming more for wake up call if you haven't noticed the lack of tanks in your game. All in all, the role has just become a chore anytime it's not cakewalk content, which at that point you don't even matter anyway.

    SPEAKING OF FRESH EYES:

    I think feedback for this role is the most difficult to get accurately in the game (Healers may have the same problem though). For several reasons: Non end-game tanking is so easy that you don't even need a tank half the time, so players that talk about doing veteran banished cells frankly won't have great feedback on the role and it's true abilities/needs. End-game raiders are probably a decent pool of players knowledge wise, but whether or not they know the true limits of the role/class/races is a point I would argue in some cases. As any of us that have run even something as simple as a 4 man dungeon with an inexperienced pug group vs. experienced and skilled players can tell you how easy the tanking role is the better the team is. So if you have a tank that is only giving you feedback from the PoV of someone that only tanks for the best end game raid/dungeon teams, then he won't be a good judge on the shortcomings IMO. On top of all that, you also have a very different tanking style in pvp vs. pve, so players that do one or the other and not both will also miss some observations. I guess it's not news to say that all the feedback we see in the forums isn't great (most of it is really rough and I feel for you zos if you actually look through all this stuff to find what's good), but whatever hand has been guiding this role through decisions and feedback channels has not been working well for years now. Maybe that will change, I know staffing is a little different now, but too early for me to know that much.
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • Tsar_Gekkou
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    The overwhelming amount of garbage dps in this game keeps me from ever making a non-pvp tank. If the average dps got better, you'd see more tanks pugging, but most of the good tanks only run with guildmates or friends because randos tend to be horrible.
    Xbox NA healer main
    vAA HM | vHRC HM | vSO HM | vMoL HM | vHoF HM | vAS+2 | vCR+3 | vBRP | vSS HM | vKA HM | vRG HM |
    Flawless Conqueror | Spirit Slayer | Dro-mA'thra Destroyer | Tick-Tock-Tormentor | Immortal Redeemer | Gryphon Heart | Godslayer | Dawnbringer | Planesbreaker |
  • zvavi
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    I Will play tanks more if they stop nerfing my tanks.
  • MisterBigglesworth
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    Add a dual spec system into the game and I would set up 6 of my toons (the ones who aren't tanks already) with a secondary tank spec. Two separate tracks with different skill morphs, attributes, CP allocations, mundus stone, etc.
    Edited by MisterBigglesworth on February 21, 2019 4:26AM
    Really we do it without like, the musical instruments. This is the only musical: the mouth. And hopefully the brain attached to the mouth. Right? The brain, more important than the mouth, is the brain. The brain is much more important.
  • Kadoin
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    Honestly, I'd like it if the game was more laid back.

    These days groups are filled with rage, the need to compete with an invisible other group, blame-tossing if something goes wrong, and no one ever really laughs. Then you open up the undaunted chest and its Kena, Kena, Kena, Kena!

    Don't get me started on the arrogance of some of the players. When the DPS can't beat the DPS check, usually they start bickering and turning extremely toxic, or blame tank and healer :D But I endure it, and I do it for the Kena shoulder!

    Though I have to admit the game is most fun when in a bad group or group that can't beat the DPS check. Most people don't know that nearly every DPS check in the game has another way to beat it besides raw DPS. Though it requires a lot of unconventional play, focus, and teamwork. Those are the only encounters I actually enjoy as a tank. It's quite boring otherwise...
  • Grianasteri
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    Tasear wrote: »
    What makes tanks happy in their role? Why do they enjoy it?

    In some content, the only, or main requirement for the tonk is literally perma blocking, and taunt and use abilities in between that where possible.

    There are those that will argue if you are not perma blocking you are not tonking right. I think that is a tad boring. Ive seen players do literally nothing but block, which in some ways is not contributing much.

    I do enjoy tonking, but I also like to be more part of the action.
  • idk
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    It comes down to people who like to tank do and those who do not do something else.

    GF tank issue is not about how many tanks are in game, but how many will risk going into a random group via GF due to poor experiences they have had before.

    While I have seen in another game they incentivize the "role in need" a little with some extra in game currency but lets be real. The variances of skilled players, especially DPS, is very wide in this game. So unless that changes then good tanks will continue to avoid GF like the plague.
  • Chili_Pepper
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    pros to be a tank:
    - insta group finder;
    - you are leader (only if there is no speedrun guys :# )
    - you control the flow of the battle. Creating packed group of mobs very very fast is kinda art.
    - buffs, debuffs, protect
    - beautiful tricks to control mobs and bosses (choke points, wall taunt, range pulling, trash skips, etc)
    - group will follow you anyway, even if you want to kill an optional boss. They are your own pets :trollface:
    - you still have kinda rotation, maintain all your buffs/debuffs at 90-100% uptime, self sustain your resources, avoid one shots, dodge when need it, know mechanics best
  • max_only
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    pros to be a tank:
    - insta group finder;
    - you are leader (only if there is no speedrun guys :# )
    - you control the flow of the battle. Creating packed group of mobs very very fast is kinda art.
    - buffs, debuffs, protect
    - beautiful tricks to control mobs and bosses (choke points, wall taunt, range pulling, trash skips, etc)
    - group will follow you anyway, even if you want to kill an optional boss. They are your own pets :trollface:
    - you still have kinda rotation, maintain all your buffs/debuffs at 90-100% uptime, self sustain your resources, avoid one shots, dodge when need it, know mechanics best

    Can confirm people (an entire guild even) will follow my tank off of cliffs to their death (but not mine). I’m not saying if I’ve ever done it on purpose. :*
    #FiteForYourRite Bosmer = Stealth
    #OppositeResourceSiphoningAttacks
    || CP 1000+ || PC/NA || GUILDS: LWH; IA; CH; XA
    ""All gods' creatures (you lot) are equal when covered in A1 sauce"" -- Old Bosmeri Wisdom
  • Minyassa
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    I love tanking because it appeals to the caretaker in me. When I'm tanking I am always happiest when I have my boss pointed away from my group and they are free to do their jobs without having to worry about the big attacks because I'm taking that for them. It makes me feel helpful and useful and heroic. <3

    Also, it's HELLA easier on my carpal tunnel than DPS or healing is! If my hands are acting up bad I can usually still manage to tank when DPSing would send me to have to soak my hands in icewater for the rest of the night.
  • profundidob16_ESO
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    I tank because it allows me to make a big difference in many fights and enables me to partially compensate for weaker or lesser skilled players. For instance I can litteraly choose between saving or killing ignorant newbie dps with low health standing in veteran Drodda's aoe circle by hitting them with my beefed up igneous shield right before the boom happens, absorbing the deadly blow which they should have avoided in the first place.

    The thing that frustrates me to hell and makes me stop playing is group finder teaming me up with terrible healers/dps. Devs could solve that by implementing proper solo-qualification-tutorials (VMA style but for your core role) that are required to enable you to queue for veteran random dungeon queuing.

    This would keep normal mode as a free-to-all training ground while "vet" and even harder "vet dlc" queues would require harder qualification levels, ensuring that proper groups are being formed instead of carrying dead weight all the time.
  • firedrgn
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    Tanking requires leadership skills and patience.

    Sometimes those skills dont do any good because for what ever reason people will not talk in chat.
  • Tan9oSuccka
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    SaltySudd wrote: »
    Gravord wrote: »
    Tank is brain dead easy to play and it gets even more boring when your dps are bad, forcing you to waste time.
    Want more tanks? Get more dps to learn their role.
    Nothing. Tank and healer are braindead roles you pick to reduce your queue times.

    I will never understand these types of comments geared towards tanks and healers. Tanking and healing require more situational awareness and understanding of mechanics compared to DPS.

    Plus, in my experience, DPS tend to be the ones who are the most "brain dead". Especially in trials. They just get focused on their rotation and ignore mechanics and sometimes have to have their hands held the entire trial.

    I agree. Situational awareness is so rare with most players in this game.

    People in trials, even Cyrodiil and group content are so focused on “me me me me”.
  • Princess_Ciri
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    If the average DPS in this game didn't do 2k DPS.

    Tanking dungeons when each boss fight takes 10 minutes is not fun.
    GM and raid leader of Hot Girls Play DPS, the cutest guild EU
  • Gravord
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    The overwhelming amount of garbage dps in this game keeps me from ever making a non-pvp tank. If the average dps got better, you'd see more tanks pugging, but most of the good tanks only run with guildmates or friends because randos tend to be horrible.

    My warden tank, few events ago farming indrik stuff in random dung, had 0 passives, 2 abilities on hotbar, taunt and lotus flower for heal on heavy attacks. Doing those heavy attacks and occasionally blocking ended up doing 25% team dps...
    On such state of a char can easily tank 80% of the game content, with exception for vet trials and few dlc dungs. Tanking is extremely easy in eso and anyone saying otherwise is fooling himself.
    SaltySudd wrote: »
    Gravord wrote: »
    Tank is brain dead easy to play and it gets even more boring when your dps are bad, forcing you to waste time.
    Want more tanks? Get more dps to learn their role.
    Nothing. Tank and healer are braindead roles you pick to reduce your queue times.

    I will never understand these types of comments geared towards tanks and healers. Tanking and healing require more situational awareness and understanding of mechanics compared to DPS.

    Plus, in my experience, DPS tend to be the ones who are the most "brain dead". Especially in trials. They just get focused on their rotation and ignore mechanics and sometimes have to have their hands held the entire trial.

    Last need of healer awareness went out by the window with introduction of Earthgore.
  • Jeremy
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    Tasear wrote: »
    What makes tanks happy in their role? Why do they enjoy it?

    They could improve upon the blocking mechanisms on this game. Some of those animations can be difficult to see - especially if they are obstructed by graphics and effects. Even lag can sometimes cause animations to skip.

    It's more of a problem now also - because of the changes to stamina regen during block - so it's difficult to sustain blocking. Most new tanks I see who get frustrated and quit is due to this. It's also why many players who tank use addons to help warn them when to block.

    I would offer some solutions. But I don't feel like listening to the "git gud" crowd today.
    Edited by Jeremy on February 21, 2019 7:25PM
  • Pevey
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    It seems like there is a tank shortage because of the long wait for one int he dungeon queue, but I don't really think that is the case at endgame. Only 1 or 2 people out of 12 need to be tanks for most endgame stuff, and I notice that most calls in craglorn of LFM are not looking for tanks. So it seems like enough people are choosing to do that role.

    Despite generally having enough tanks in the game, I think there are a few things that contribute to not having enough tanks in the group finder tool. The default role is DPS. Tanking is generally something a player chooses to do with their second or third or later character, not their first. They already have experience and relationships in the game. Often they will power level to 50 (because leveling a tank by doing quests would be so tedious) and then do the dungeons on vet with guildies, maybe picking up achievements for their new toon at the same time to level undaunted faster. Experienced people leveling a tank will often avoid group finder like the plague because dps is so bad in normal queue that normal can take longer than a vet, but the brand new tank might not be confident enough to try vet without doing it with friends. So you have a situation where the players queuing as support role players (healers and tanks) are usually not brand new to the game, while most new players are queuing as dps. Those newer to the game are more likely to use group finder in the first place. This is the primary reason for the imbalance in group finder.

    The solution for dps is to find a few good tanks to queue for dungeons with. Tanks are grateful because they don't like to play dps roulette in group finder. Of course, this makes it even harder for OTHER dps to get a tank, because yours is now taken. And the cycle continues.
  • josiahva
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    Tasear wrote: »
    What makes tanks happy in their role? Why do they enjoy it?

    Because we are gluttons for punishment. Seriously though, I think it takes a certain personality type to enjoy tanking and I honestly dont think there is much they can do to make people pick tanking over other roles. Tanks like the challenge of surviving against ridiculous odds while buffing the group(or at least I do). I will DPS from time to time, but DPS is so much more static, it just doesn't appeal to me as much. You have to be able to excel under pressure to tank well(especially when it comes to trials where the entire group is depending on you) and some people just dont like that.
  • josiahva
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    Lyserus wrote: »
    Honestly More variety, and tanks need to be stronger at least in overland

    Tanks have probably the least variety in character building, and they are a pain to use in overland content if yours is a end-game pure tank

    Not true on PC...a simple gear/skill changing add-on lets you swap to decent-DPS with the click of a button to easily do overland garbage content and even normal and vet dungeons(though I would draw the line at vet DLC dungeons)
  • pelle412
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    Damage scaling in ESO works off max resource (stamina or magicka) and weapon/spell damage. Most tanks are some form of hybrid with regards to attributes and generally do very little damage. This is not a problem if the damage dealers do good damage, but sometimes they don't and fights become very tedious. If the tank could dish it out like a semi-decent DPS, it could make the whole experience a lot more fun.

    In general, if a tank does their job well and provides top quality buffs and debuffs they get a attaboy, but it's not often a rewarding role. In the new trials, if a tank makes one slip-up it can cause a complete wipe. If a DPS forgets a light attack in their rotation, nobody else will ever know.
  • GlorphNoldorin
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    I rarely if ever do pledges now, have hundreds of keys, and stick to dlc hm.
    When I did pledges I ran a hybrid mag DK that could do about 10k single target and 30k aoe. It still could do the older dlc dungeons pugging.

    Why did I stop pledges? The content was too easy and stale. I could solo almost any of it if need be but it was just the same old stuff.

    Now I tank with 3 dps the DLC HM for motifs. Most all the fights are not that difficult and the only challenge comes from trying to get no deaths in a few of the later DLC (I'm looking at you mhk). The only challenge being to avoid one shots mainly from adds.

    What does tanking need to make it more appealing?

    For me:
    -design dungeons better. vmos (last boss)was a step in the right direction, encouraging movement and coordination rather than dps check. The later iterations have less (ie get rid of) one shot, random stacking of mechanics like scale and fang.
    -enable tanks and healers to level whilst in their limited dps roles/gear
    -modify or get rid of the dungeon finder que penalty
    -stop degrading pve utility skills that tanks need, especially for non dk/wardens (eg rapids, timestop cost changes or make silver leash have a mag morph)
    -some form of in game introduction to tanking for beginners to gather some idea about the basics
  • Onefrkncrzypope
    Onefrkncrzypope
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    Best tanking in game are triplets vbrp and twins. Heavy action, managble and understandable damage, and what this games does best in tanking advanced add control.
    Edited by Onefrkncrzypope on February 21, 2019 9:10PM
    -Immortal Redeemer-
    -Extinguisher of Flames-
    -Gryphon Heart-
    -Potato-



    If I edited a post, it was for spelling. It is always because of spelling....
  • aeowulf
    aeowulf
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    Tasear wrote: »
    What makes tanks happy in their role? Why do they enjoy it?

    Two words 'sap tank' - i've not enjoyed tanking since these were removed :( Will try necro but their sustain looks a bit iffy...

    Then there are little things like Ebon/Alkosh are still BIS, so you're not playing to upgrade your toons gear either... less sense of achievement for tanks? They don't mitigate more damage each expansion, but mobs seems to hit harder each one.

    Aeo
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