Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

¿What should ZoS do about the current state of tanking?

  • WeylandLabs
    WeylandLabs
    ✭✭✭✭✭
    Other (Comment your idea)
    They already had an answer for tanking - everybody complained about bleeds and defile duration that it was nerfed into oblivion. It's only useful in non CP bgs and slotha, now everybody gets to hold block fight.

    PvP is a Joke for tank in CP everyone is unkillable.

    Espeacially Templars
    Edited by WeylandLabs on March 25, 2019 3:37PM
  • Huyen
    Huyen
    ✭✭✭✭✭
    Other (Comment your idea)
    Give tanks decent dps while playing solo. Currently nb tank but dropping it as soon as I get undaunted maxed out because solo content takes 4 times as long to do...
    Huyen Shadowpaw, dedicated nightblade tank - PS4 (Retired)
    Huyen Swiftpaw, nightblade dps - PC EU (Retired)
    Huyen Lightpaw, templar healer - PC EU (Retired)
    Huyen Swiftpaw, necromancer dps - PC EU (Retired)
    Huyen Swiftpaw, dragonknight (no defined role yet)

    "Failure is only the opportunity to begin again. Only this time, more wisely" - Uncle Iroh
  • Kikke
    Kikke
    ✭✭✭✭✭
    ✭✭
    Drako_Ei wrote: »
    Even though we cry about nerfes happening all the time, the dps increased every patch which made content easier. Reducing the effectiveness of 1 handed weapons was the right step. Most players adapted anyways by now....

    The DPS stayed the same, if this was intended to be a DPS nerf, it went the wrong way, because trial groups force tanks to run lightning or frost staff now, so dps stayed the same, but tanks are crippled with a mage's staff.

    DPS went up slightly again. no arguing that.
    ...Aside from that: Many tanks were using different weapons on their back bars for ages already.
    E.g.: Bow (dot tank), Healing staff (vDSA with 3 stam dds for example), Frost staff (for mag based tanking), Lightning staff (for off balance and more utility)...

    Dot tank is not good, since the damage added is so minimum, the only difference between staff and 1h and shield, is the offbalance (which is very low because we dont run charged, we run infused trait), and the ranged interrumpt.

    Wierd how an off tank I know do 40k-50k dps while doing his job as an offtank.
    Having more variety isn't a bad thing, get over it. And if you didn't care about providing more utility to your group by using anything different than the old double SnB before I really doubt that you truly care about 1k less penetration now.

    I agree, having more variety isn't a bad thing, so lets add MORE!
    And there is no need to claim false things about me, i wouldnt wear my turogs, my alkosh, slot my horn bla bla bla if i didnt care about my group, so no, you are lying here, stop being toxic.

    But yet, here you are complaining about variety. back in the days the only variety was 1h&shield and 1h&shield. That was proper variety absolutely.
    PS: healers can use infused crushing too.

    But they wont be using turogs, plus a healer with crushing is rare

    Enchants got nerfed on 1h weps. it was to strong. You should've seen this comming the moment 2h weps started counting as two items. Next would be people complaining that DW has to gold two weps and 2h only one. While 2h complain that dw gets two enchants and they only 1. *** happends.

    Cleared Trials:
    - vAA HM - vHRC HM - vSO HM - vMoL HM - vHoF HM - vAS HM - vCR HM -

    "The journey of a thousand miles begins with one step, and a lot of bitching."
    -Someone said it, I guess.
  • kylewwefan
    kylewwefan
    ✭✭✭✭✭
    ✭✭
    Other (Comment your idea)
    Everything is fine here. Either give your party 1100 pen with S/B, or learn how to use a staff and give them 2k+ pen.
  • Revelzdevelz
    Revelzdevelz
    ✭✭✭
    We been using staff back bar for a very long time. I think dbl SnB is boring so if not the destro staff, what?
  • John_Falstaff
    John_Falstaff
    ✭✭✭✭✭
    ✭✭
    We been using staff back bar for a very long time. I think dbl SnB is boring so if not the destro staff, what?

    Thing is, S&B is the most reliable way of applying Crusher. With Blockade, there's always a chance that the glyph will proc on an add that stands closer. And it will keep proccing on that add until Blockade is cast again.
  • xaraan
    xaraan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Other (Comment your idea)
    I mean, the question posed in opening post is much grander than just enchants.

    I definitely think they should add a passive to One Hand Shield to increase the power of an enchant or something similar. I already ran a back bar staff, so it's not a huge deal to me, but I don't like variety and future build options taken away, especially in a role that is already been sliding down and down for years now with every patch making tanking less interesting. I also don't like tying some of the needs to another weapon like 2H and just trying to make another forced secondary tanking weapon like staff.

    But tanks need a lot more work than just enchant worries. The classes aren't balanced well, DK still reigns with Warden fighting for close second, especially depending on needs based on content. Sorcs can be very tanky and have encase, but don't offer a lot of group utility past that. The tools templars have are very solid, but they still lack any real CC (having to turn to silver shards and blow all their stam and/or time stop and blow all their magicka and even those aren't great options compared to class tools of warden, dk or sorc) and having no health based self heal (this usually only matters when doing the hardest content like new vHM dungeons or trials. And Nightblades... sorry guys, you have been truly forgotten. As someone that started the tanking game with a NB tank, I'm saddened by the state of them. They have allowed them lose the sap builds that made them interesting, but offered nothing in return. No real CC (fear isn't a good option for tanking imo) past the same options Templars have out of class, which aren't sub-par. No great self heals (the new dark cloak heal is a short HoT barely stronger than a good healers mutagen). No great group utility past the minor buffs any NB already adds to the group. And no shields, plus Mirage is much less useful than it used to be imo (though it still has its uses).

    Gear options for tanking are also lackluster. Granted, if you don't care about end game you can create some fun and interesting builds, but for the most part the sets folks look for in a main tank will often be Ebon (one of the oldest sets in the game) and Alkosh (a several year old trial dps set that is better for tanks than dps to use simply b/c of the 5 pc bonus). Personally, as much as I hate nerfs in some instances, I just wish they'd drop the hammer on Alkosh. Whether they make it only give the armor debuff to the person using it, or make it physical only, or make it a minor or major debuff, or some other category debuff and offer that same debuff in future sets, I'm tired of running it. Due to power creep they won't offer anything better and if they did and made it heavy, then we'd just have to wear both. Trust me, I see the reason we wear it as tanks and why we use it over a dps using it, but it does get old. As excited as I am to try out necro tanking, it depresses me that I'll be farming a 5th set of Ebon and Alkosh for them.

    And lastly, they just need to get better and designing dungeons and trials. I haven't run the new dungeons much or obviously the new Elswyr trial, so maybe they have made huge improvements. But some of the lazy shortcuts they take to add challenge comes off more annoying than challenging - more and more one shot mechanics, hits that scale to health so no matter how much work you put into your health build you still go down to 10% or whatever bar they set when smacked, using oblivion damage to make all the work you did creating a tanky character a waste of time and effort, using non-purgable bleeds b/c we like putting skills in the game and then making them useless. Also, when I'm talking one-shots, I just don't mean tank one-shots or health check hits, but looking at MHK - almost every add has a heavy attack that will one shot most dps - and you know, tanks aren't "meant" to taunt every add in a run right? But we will put in mobs that will kill your team if you don't taunt them all, so really, yes you are meant to taunt everything. Also, you don't need AoE taunts, but we will have several of those adds that all need to be taunted pop up at the same time, so really.. the need is there, just not the tools. I actually like that they do not have an AoE taunt in the game, but I do wish they remembered that when they designed fights. And let's just quit acting like this has anything to do with challenge, b/c once the rest of us make it through, the dungeons are nerfed so more and more people can easily beat what took others work to achieve. And these aren't bug fixes, this is making dungeons significantly easier for no reason than to give low skilled players something for nothing. If you aren't going to stick by a design, then just save us all the slap in the face and make it that weak to start with. All you are doing zos is creating a community of players that won't learn mechanics because they feel like they don't need to and then get frustrated when they get to new content that requires it and can't beat it (and also b/c they see top teams ignoring mechanics anyway b/c of their dps and think that means they can too). I mean, at this point you are turning old DLC dungeons more and more into the same old dungeons where you barely (or don't) need a tank and healer and yet wonder why people don't like tanking? Nothing like nerfing a role every patch for two plus years, making all new content miserable for them, and making all old content not need them to really make a role desirable.

    And lastly.. don't even get me started in PvP. Players honestly don't know what they are complaining about half the time when they go on and on about how horrible tanks are. You could have players tanky b/c a little support is what they need and a friend knows how to help them, you have tanks that are tanky b/c they are built so selfishly they can't do anything but be a damage sponge until they die, you have players that are tanky b/c of a variety of builds that don't even have anything to do with heavy armor, you have players that think players are tanky b/c they are horrible players. I've been in cyro with a variety of tanky builds and have seen a dozen players struggle to kill my tank that was doing nothing offensive b/c I had to dump everything I had into staying alive and that same tank can get burned down by a couple players that know what they are doing. Don't get me wrong, there are definitely some things that need to be addressed time to time, especially when you are talking about being super tanky and dealing crazy burst damage, but for the most part listening to the repeated calls to tankiness regarding pvp has really hurt the role and builds throughout the game even in pve because some of the changes have not been necessary (and were never reversed once we've seen they weren't necessary).
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • MartiniDaniels
    MartiniDaniels
    ✭✭✭✭✭
    ✭✭✭✭✭
    Revert 1h enchantment nerf for tanking (Give 1h and shield passives a 100% buff to weapon enchantments, or at least only to crusher/weakening, or give us the option to exchange the shield enchant for a full sword enchant)
    xaraan wrote: »
    I mean, the question posed in opening post is much grander than just enchants.

    I definitely think they should add a passive to One Hand Shield to increase the power of an enchant or something similar. I already ran a back bar staff, so it's not a huge deal to me, but I don't like variety and future build options taken away, especially in a role that is already been sliding down and down for years now with every patch making tanking less interesting. I also don't like tying some of the needs to another weapon like 2H and just trying to make another forced secondary tanking weapon like staff.

    But tanks need a lot more work than just enchant worries. The classes aren't balanced well, DK still reigns with Warden fighting for close second, especially depending on needs based on content. Sorcs can be very tanky and have encase, but don't offer a lot of group utility past that. The tools templars have are very solid, but they still lack any real CC (having to turn to silver shards and blow all their stam and/or time stop and blow all their magicka and even those aren't great options compared to class tools of warden, dk or sorc) and having no health based self heal (this usually only matters when doing the hardest content like new vHM dungeons or trials. And Nightblades... sorry guys, you have been truly forgotten. As someone that started the tanking game with a NB tank, I'm saddened by the state of them. They have allowed them lose the sap builds that made them interesting, but offered nothing in return. No real CC (fear isn't a good option for tanking imo) past the same options Templars have out of class, which aren't sub-par. No great self heals (the new dark cloak heal is a short HoT barely stronger than a good healers mutagen). No great group utility past the minor buffs any NB already adds to the group. And no shields, plus Mirage is much less useful than it used to be imo (though it still has its uses).

    Gear options for tanking are also lackluster. Granted, if you don't care about end game you can create some fun and interesting builds, but for the most part the sets folks look for in a main tank will often be Ebon (one of the oldest sets in the game) and Alkosh (a several year old trial dps set that is better for tanks than dps to use simply b/c of the 5 pc bonus). Personally, as much as I hate nerfs in some instances, I just wish they'd drop the hammer on Alkosh. Whether they make it only give the armor debuff to the person using it, or make it physical only, or make it a minor or major debuff, or some other category debuff and offer that same debuff in future sets, I'm tired of running it. Due to power creep they won't offer anything better and if they did and made it heavy, then we'd just have to wear both. Trust me, I see the reason we wear it as tanks and why we use it over a dps using it, but it does get old. As excited as I am to try out necro tanking, it depresses me that I'll be farming a 5th set of Ebon and Alkosh for them.

    And lastly, they just need to get better and designing dungeons and trials. I haven't run the new dungeons much or obviously the new Elswyr trial, so maybe they have made huge improvements. But some of the lazy shortcuts they take to add challenge comes off more annoying than challenging - more and more one shot mechanics, hits that scale to health so no matter how much work you put into your health build you still go down to 10% or whatever bar they set when smacked, using oblivion damage to make all the work you did creating a tanky character a waste of time and effort, using non-purgable bleeds b/c we like putting skills in the game and then making them useless. Also, when I'm talking one-shots, I just don't mean tank one-shots or health check hits, but looking at MHK - almost every add has a heavy attack that will one shot most dps - and you know, tanks aren't "meant" to taunt every add in a run right? But we will put in mobs that will kill your team if you don't taunt them all, so really, yes you are meant to taunt everything. Also, you don't need AoE taunts, but we will have several of those adds that all need to be taunted pop up at the same time, so really.. the need is there, just not the tools. I actually like that they do not have an AoE taunt in the game, but I do wish they remembered that when they designed fights. And let's just quit acting like this has anything to do with challenge, b/c once the rest of us make it through, the dungeons are nerfed so more and more people can easily beat what took others work to achieve. And these aren't bug fixes, this is making dungeons significantly easier for no reason than to give low skilled players something for nothing. If you aren't going to stick by a design, then just save us all the slap in the face and make it that weak to start with. All you are doing zos is creating a community of players that won't learn mechanics because they feel like they don't need to and then get frustrated when they get to new content that requires it and can't beat it (and also b/c they see top teams ignoring mechanics anyway b/c of their dps and think that means they can too). I mean, at this point you are turning old DLC dungeons more and more into the same old dungeons where you barely (or don't) need a tank and healer and yet wonder why people don't like tanking? Nothing like nerfing a role every patch for two plus years, making all new content miserable for them, and making all old content not need them to really make a role desirable.

    And lastly.. don't even get me started in PvP. Players honestly don't know what they are complaining about half the time when they go on and on about how horrible tanks are. You could have players tanky b/c a little support is what they need and a friend knows how to help them, you have tanks that are tanky b/c they are built so selfishly they can't do anything but be a damage sponge until they die, you have players that are tanky b/c of a variety of builds that don't even have anything to do with heavy armor, you have players that think players are tanky b/c they are horrible players. I've been in cyro with a variety of tanky builds and have seen a dozen players struggle to kill my tank that was doing nothing offensive b/c I had to dump everything I had into staying alive and that same tank can get burned down by a couple players that know what they are doing. Don't get me wrong, there are definitely some things that need to be addressed time to time, especially when you are talking about being super tanky and dealing crazy burst damage, but for the most part listening to the repeated calls to tankiness regarding pvp has really hurt the role and builds throughout the game even in pve because some of the changes have not been necessary (and were never reversed once we've seen they weren't necessary).

    ++ agree on 99%
  • DenMoria
    DenMoria
    ✭✭✭✭✭
    they could always make the role a character plays more dependant on a skill line then what item/s they have equipped

    similiar to their vaguely proposed plans for stealth gameplay not being tied to racial passives

    Uhm... shouldn't that be the way it is?

    Anyone can get equipment. Actual skill takes work.

    I should know. I don't have either.
  • xaraan
    xaraan
    ✭✭✭✭✭
    ✭✭✭✭✭
    Other (Comment your idea)
    xaraan wrote: »
    I mean, the question posed in opening post is much grander than just enchants.

    I definitely think they should add a passive to One Hand Shield to increase the power of an enchant or something similar. I already ran a back bar staff, so it's not a huge deal to me, but I don't like variety and future build options taken away, especially in a role that is already been sliding down and down for years now with every patch making tanking less interesting. I also don't like tying some of the needs to another weapon like 2H and just trying to make another forced secondary tanking weapon like staff.

    But tanks need a lot more work than just enchant worries. The classes aren't balanced well, DK still reigns with Warden fighting for close second, especially depending on needs based on content. Sorcs can be very tanky and have encase, but don't offer a lot of group utility past that. The tools templars have are very solid, but they still lack any real CC (having to turn to silver shards and blow all their stam and/or time stop and blow all their magicka and even those aren't great options compared to class tools of warden, dk or sorc) and having no health based self heal (this usually only matters when doing the hardest content like new vHM dungeons or trials. And Nightblades... sorry guys, you have been truly forgotten. As someone that started the tanking game with a NB tank, I'm saddened by the state of them. They have allowed them lose the sap builds that made them interesting, but offered nothing in return. No real CC (fear isn't a good option for tanking imo) past the same options Templars have out of class, which aren't sub-par. No great self heals (the new dark cloak heal is a short HoT barely stronger than a good healers mutagen). No great group utility past the minor buffs any NB already adds to the group. And no shields, plus Mirage is much less useful than it used to be imo (though it still has its uses).

    Gear options for tanking are also lackluster. Granted, if you don't care about end game you can create some fun and interesting builds, but for the most part the sets folks look for in a main tank will often be Ebon (one of the oldest sets in the game) and Alkosh (a several year old trial dps set that is better for tanks than dps to use simply b/c of the 5 pc bonus). Personally, as much as I hate nerfs in some instances, I just wish they'd drop the hammer on Alkosh. Whether they make it only give the armor debuff to the person using it, or make it physical only, or make it a minor or major debuff, or some other category debuff and offer that same debuff in future sets, I'm tired of running it. Due to power creep they won't offer anything better and if they did and made it heavy, then we'd just have to wear both. Trust me, I see the reason we wear it as tanks and why we use it over a dps using it, but it does get old. As excited as I am to try out necro tanking, it depresses me that I'll be farming a 5th set of Ebon and Alkosh for them.

    And lastly, they just need to get better and designing dungeons and trials. I haven't run the new dungeons much or obviously the new Elswyr trial, so maybe they have made huge improvements. But some of the lazy shortcuts they take to add challenge comes off more annoying than challenging - more and more one shot mechanics, hits that scale to health so no matter how much work you put into your health build you still go down to 10% or whatever bar they set when smacked, using oblivion damage to make all the work you did creating a tanky character a waste of time and effort, using non-purgable bleeds b/c we like putting skills in the game and then making them useless. Also, when I'm talking one-shots, I just don't mean tank one-shots or health check hits, but looking at MHK - almost every add has a heavy attack that will one shot most dps - and you know, tanks aren't "meant" to taunt every add in a run right? But we will put in mobs that will kill your team if you don't taunt them all, so really, yes you are meant to taunt everything. Also, you don't need AoE taunts, but we will have several of those adds that all need to be taunted pop up at the same time, so really.. the need is there, just not the tools. I actually like that they do not have an AoE taunt in the game, but I do wish they remembered that when they designed fights. And let's just quit acting like this has anything to do with challenge, b/c once the rest of us make it through, the dungeons are nerfed so more and more people can easily beat what took others work to achieve. And these aren't bug fixes, this is making dungeons significantly easier for no reason than to give low skilled players something for nothing. If you aren't going to stick by a design, then just save us all the slap in the face and make it that weak to start with. All you are doing zos is creating a community of players that won't learn mechanics because they feel like they don't need to and then get frustrated when they get to new content that requires it and can't beat it (and also b/c they see top teams ignoring mechanics anyway b/c of their dps and think that means they can too). I mean, at this point you are turning old DLC dungeons more and more into the same old dungeons where you barely (or don't) need a tank and healer and yet wonder why people don't like tanking? Nothing like nerfing a role every patch for two plus years, making all new content miserable for them, and making all old content not need them to really make a role desirable.

    And lastly.. don't even get me started in PvP. Players honestly don't know what they are complaining about half the time when they go on and on about how horrible tanks are. You could have players tanky b/c a little support is what they need and a friend knows how to help them, you have tanks that are tanky b/c they are built so selfishly they can't do anything but be a damage sponge until they die, you have players that are tanky b/c of a variety of builds that don't even have anything to do with heavy armor, you have players that think players are tanky b/c they are horrible players. I've been in cyro with a variety of tanky builds and have seen a dozen players struggle to kill my tank that was doing nothing offensive b/c I had to dump everything I had into staying alive and that same tank can get burned down by a couple players that know what they are doing. Don't get me wrong, there are definitely some things that need to be addressed time to time, especially when you are talking about being super tanky and dealing crazy burst damage, but for the most part listening to the repeated calls to tankiness regarding pvp has really hurt the role and builds throughout the game even in pve because some of the changes have not been necessary (and were never reversed once we've seen they weren't necessary).

    ++ agree on 99%

    That's a better average than I usually get, I'll take it!
    -- @xaraan --
    nightblade: Xaraan templar: Xaraan-dar dragon-knight: Xaraanosaurus necromancer: Xaraan-qa warden: Xaraanodon sorcerer: Xaraan-ra
    AD • NA • PC
  • LordWenzel
    LordWenzel
    ✭✭✭
    Revert 1h enchantment nerf for tanking (Give 1h and shield passives a 100% buff to weapon enchantments, or at least only to crusher/weakening, or give us the option to exchange the shield enchant for a full sword enchant)
    xaraan wrote: »
    I mean, the question posed in opening post is much grander than just enchants.

    I definitely think they should add a passive to One Hand Shield to increase the power of an enchant or something similar. I already ran a back bar staff, so it's not a huge deal to me, but I don't like variety and future build options taken away, especially in a role that is already been sliding down and down for years now with every patch making tanking less interesting. I also don't like tying some of the needs to another weapon like 2H and just trying to make another forced secondary tanking weapon like staff.

    But tanks need a lot more work than just enchant worries. The classes aren't balanced well, DK still reigns with Warden fighting for close second, especially depending on needs based on content. Sorcs can be very tanky and have encase, but don't offer a lot of group utility past that. The tools templars have are very solid, but they still lack any real CC (having to turn to silver shards and blow all their stam and/or time stop and blow all their magicka and even those aren't great options compared to class tools of warden, dk or sorc) and having no health based self heal (this usually only matters when doing the hardest content like new vHM dungeons or trials. And Nightblades... sorry guys, you have been truly forgotten. As someone that started the tanking game with a NB tank, I'm saddened by the state of them. They have allowed them lose the sap builds that made them interesting, but offered nothing in return. No real CC (fear isn't a good option for tanking imo) past the same options Templars have out of class, which aren't sub-par. No great self heals (the new dark cloak heal is a short HoT barely stronger than a good healers mutagen). No great group utility past the minor buffs any NB already adds to the group. And no shields, plus Mirage is much less useful than it used to be imo (though it still has its uses).

    Gear options for tanking are also lackluster. Granted, if you don't care about end game you can create some fun and interesting builds, but for the most part the sets folks look for in a main tank will often be Ebon (one of the oldest sets in the game) and Alkosh (a several year old trial dps set that is better for tanks than dps to use simply b/c of the 5 pc bonus). Personally, as much as I hate nerfs in some instances, I just wish they'd drop the hammer on Alkosh. Whether they make it only give the armor debuff to the person using it, or make it physical only, or make it a minor or major debuff, or some other category debuff and offer that same debuff in future sets, I'm tired of running it. Due to power creep they won't offer anything better and if they did and made it heavy, then we'd just have to wear both. Trust me, I see the reason we wear it as tanks and why we use it over a dps using it, but it does get old. As excited as I am to try out necro tanking, it depresses me that I'll be farming a 5th set of Ebon and Alkosh for them.

    And lastly, they just need to get better and designing dungeons and trials. I haven't run the new dungeons much or obviously the new Elswyr trial, so maybe they have made huge improvements. But some of the lazy shortcuts they take to add challenge comes off more annoying than challenging - more and more one shot mechanics, hits that scale to health so no matter how much work you put into your health build you still go down to 10% or whatever bar they set when smacked, using oblivion damage to make all the work you did creating a tanky character a waste of time and effort, using non-purgable bleeds b/c we like putting skills in the game and then making them useless. Also, when I'm talking one-shots, I just don't mean tank one-shots or health check hits, but looking at MHK - almost every add has a heavy attack that will one shot most dps - and you know, tanks aren't "meant" to taunt every add in a run right? But we will put in mobs that will kill your team if you don't taunt them all, so really, yes you are meant to taunt everything. Also, you don't need AoE taunts, but we will have several of those adds that all need to be taunted pop up at the same time, so really.. the need is there, just not the tools. I actually like that they do not have an AoE taunt in the game, but I do wish they remembered that when they designed fights. And let's just quit acting like this has anything to do with challenge, b/c once the rest of us make it through, the dungeons are nerfed so more and more people can easily beat what took others work to achieve. And these aren't bug fixes, this is making dungeons significantly easier for no reason than to give low skilled players something for nothing. If you aren't going to stick by a design, then just save us all the slap in the face and make it that weak to start with. All you are doing zos is creating a community of players that won't learn mechanics because they feel like they don't need to and then get frustrated when they get to new content that requires it and can't beat it (and also b/c they see top teams ignoring mechanics anyway b/c of their dps and think that means they can too). I mean, at this point you are turning old DLC dungeons more and more into the same old dungeons where you barely (or don't) need a tank and healer and yet wonder why people don't like tanking? Nothing like nerfing a role every patch for two plus years, making all new content miserable for them, and making all old content not need them to really make a role desirable.

    And lastly.. don't even get me started in PvP. Players honestly don't know what they are complaining about half the time when they go on and on about how horrible tanks are. You could have players tanky b/c a little support is what they need and a friend knows how to help them, you have tanks that are tanky b/c they are built so selfishly they can't do anything but be a damage sponge until they die, you have players that are tanky b/c of a variety of builds that don't even have anything to do with heavy armor, you have players that think players are tanky b/c they are horrible players. I've been in cyro with a variety of tanky builds and have seen a dozen players struggle to kill my tank that was doing nothing offensive b/c I had to dump everything I had into staying alive and that same tank can get burned down by a couple players that know what they are doing. Don't get me wrong, there are definitely some things that need to be addressed time to time, especially when you are talking about being super tanky and dealing crazy burst damage, but for the most part listening to the repeated calls to tankiness regarding pvp has really hurt the role and builds throughout the game even in pve because some of the changes have not been necessary (and were never reversed once we've seen they weren't necessary).

    I'm tanking in this game from when i started to play it. You've said all that needed to be say about the role, can say nothing about except that i agree with you in all that.

  • Androconium
    Androconium
    ✭✭✭✭✭
    Nerf sorcs.
    Again.

    Something needs to be done. Heavy set items don't sell well anymore.
  • Toc de Malsvi
    Toc de Malsvi
    ✭✭✭✭✭
    Other (Comment your idea)
    Having more variety isn't a bad thing, get over it.

    The problem is they shortened the variety with this change. PvE its destro staff all the way.

    ESO is probably the tripple A game with the lowest amounth of variety for PvE.

    No, the variety is always the same at the top.
    Legendary Archer of Valenwood
    Bosmer Dragon Knight Archer. XBox One. (Flawless Conqueror Bow/Bow)
    Bosmer Nightblade Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Sorcerer Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Bosmer Warden Archer. Xbox One. (Flawless Conqueror Bow/Bow)
    Templar's are evil..
  • xirub17_ESO
    xirub17_ESO
    ✭✭
    Revert 1h enchantment nerf for tanking (Give 1h and shield passives a 100% buff to weapon enchantments, or at least only to crusher/weakening, or give us the option to exchange the shield enchant for a full sword enchant)
    I believe they broke any form of Sword and Board meta; but personally I don't believe it's a tanks job to be doing any sort of DPS as some people are mentioning. A tank tanks, and a healer heals, end of story, imo.
    The rest of their buffs and what not should be seen as a bonus for the DPS. It's their job to do their 5 million DPS anyways without help, or whatever modern trials require. I really think this "nerf" really only effects a select few elitists in the game. For me, "Pierce Armor" works just fine for this buff.
    Edited by xirub17_ESO on March 25, 2019 9:54PM
  • Spartabunny08
    Spartabunny08
    ✭✭✭✭
    Revert the block cost change made back to the way it was. Tanks have been getting the shaft for like a year now. Honestly loved tanking when I started this game but not anymore. Every update I've watched tanks getting weaker and weaker. So now they've screwed tanks again and again not even directly.
  • Mettaricana
    Mettaricana
    ✭✭✭✭✭
    ✭✭✭
    Other (Comment your idea)
    I could care less about the enchant nerf make us actually tanky again revert that last blocking nerf we got bring back wrath for a passive buff constitution up the health bonus for heavy by 1% per rank. Give heavy attaks with 1 hand and shield the crushing enchant effect. Uncap armor let it go a lil higher like 35k- 38k.

  • DeathStalker_X
    DeathStalker_X
    ✭✭✭
    It needs a complete character/skill/gameplay overhaul imho. You see people playing the same meta builds over & over (and I *hate* meta cr@p) Honestly, it's really not that hard to work stats/skills/weapon/armor towards playstyle. Do you want an armored up wizard using a greatsword? Sure, you can, but it doesn't make sense! WHY even have a thief if stealth has no effective usage?
  • Yoku
    Yoku
    ✭✭✭
    Drako_Ei wrote: »
    ZoS nerfed our crusher, forcing the competitive tanks to backbar ice staff (or even worse, lightning staff).
    I put some of my ideas at the options. Personally... if 1 or 2 becomes true i will start using my tank again.

    i do not really understand whats your issue. why do you wanna change anything?? everything is workling perfectly fine and you can always apply crusher with a lightning or froststaff. thats what i am doing atleast and i have no issues with uptime at all. besides that, you should always run lightning staff on your backbar for optimal grp support. the only reason to run froststaff is when your group doesnt need the lightning staff and you benefit from froststaff.
  • xirub17_ESO
    xirub17_ESO
    ✭✭
    Revert 1h enchantment nerf for tanking (Give 1h and shield passives a 100% buff to weapon enchantments, or at least only to crusher/weakening, or give us the option to exchange the shield enchant for a full sword enchant)
    It needs a complete character/skill/gameplay overhaul imho. You see people playing the same meta builds over & over (and I *hate* meta cr@p) Honestly, it's really not that hard to work stats/skills/weapon/armor towards playstyle. Do you want an armored up wizard using a greatsword? Sure, you can, but it doesn't make sense! WHY even have a thief if stealth has no effective usage?

    Personally I *HATE* "metas" as well (I'm looking at you Cryodiil); but with tanking, the way the dungeons go, you basically need the meta tank build for most vet DLC dungeons, because your resources drain away too fast without, plus the pot buff from the racial passive of Argonians ... really cant beat that for typical tanking.
  • p_tsakirisb16_ESO
    p_tsakirisb16_ESO
    ✭✭✭✭✭
    Revert 1h enchantment nerf for tanking (Give 1h and shield passives a 100% buff to weapon enchantments, or at least only to crusher/weakening, or give us the option to exchange the shield enchant for a full sword enchant)
    Drako_Ei wrote: »
    ZoS nerfed our crusher, forcing the competitive tanks to backbar ice staff (or even worse, lightning staff).
    I put some of my ideas at the options. Personally... if 1 or 2 becomes true i will start using my tank again.

    While voted the obvious option, seen "tanks" with staves is crap. I am competitive tank (havign 3 actually) but refusing to use ice staff.

    I do not believe shaving 1 second per vet trial boss fight worth carring a staff, let alone the almost 0 effect it has on any other form of content and the lost bonuses from the shield.

  • Yoku
    Yoku
    ✭✭✭
    Honestly ? IDK. I think at this point the only way would be to make a complete tanking and dungeon mechanics overhaul.

    I remember how tank role used to look like in the past. Compared to what it is now, tanks have been reduced simply to buff spammers. End game tanking is getting worse & worse.

    Also pretty much all clases aside from DK & Warden have nothing to offer as a tank.
    I miss my Hybrid NB Sap Tank... :disappointed:

    i disagree with that endgame tanking is getting worse, rather the oppisite!! a tank is suppost to buff and debuff and it should be your goal to get it done perfect, not some hybrit thingy that is suppost to deal some kind of dmg but just does not and rather stands in the way then actually making their job. my boyfriend playes NB tank and we are raiding together. there is nothing wrong with that, you just have to know how to play your class, thats all. ofc tanking is harder nowdays, but also more fun.
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    Other (Comment your idea)
    The thread went from discussion of S&B nerf to general discussion of what's wrong with tanking and how to make tanking great again - and I don't think that improving passives or giving more tanking utility would cut it.

    Sure, reverting the nerf will make tank's life better. More utility, more group support. But I think that those who call for granting more directly dealt damage to tanks are also those closest to the root of the problem with tanking in general. Tanking is a support role (healing too, for that matter). It requires the mindset for it, and part of the reason why it's not quite as fun is built into the very concept of tanking. Tanking does not offer what DPS does: instant gratification. Damage dealer gets to stab and slash things (throw fireballs, cast lightnings on their heads), see their health bar going down, smite the evil and see it falling on the ground. Action results in a visible, tangible reward. It's easily measurable in visible numbers of amount of righteous hurt delivered.

    Not so with tanking. Tank facilitates. Tank's work is hard to quantify. When it's done very well, it's unnoticed and taken for granted. There's nothing left to brag about. Group struggles? Tank/healer to blame. Group breezes through content? Good damage dealers; the only praise for tank will be - 'nice debuffing, running Alkosh, no?'. (For healers, even less of that.) But above all, tank isn't directly involved into the group's main activity: killing stuff. We're raised on instant gratification, and there's none to be had for tanks, they have to get by without that (very important - not just in games, but everywhere) chunk of enjoyment, compensating by their mind's attunement to the support role, and for most people, it can't fill the natural need to be directly involved and get immediate feedback.

    So, I don't think that changing passives or reverting the nerf will miraculously make tank role glorious and desired. Not to the point of suddenly making it fun for a lot more people and solving queue issues. Part of the reason why I, for instance, prefer tanking with friends and guildmates (aside from not being judged, because I started tanking much later than dealing damage) - this way, there's a stronger sense of accomplishing things together, with everyone being important, and not a competition on who contributes most. Because as a tank, I'm not automatically given an instant pat on the shoulder for job well done, the way DDs are. Don't think it's going to change.

    While an intelligent post - I disagree with it on many different levels. Tanks play a very dominate role in the group. They are essentially the group leader and protect everyone from death. I really don't see how you can have a more significant role in a group or why anyone would consider such a role as support or a role that's hard to appreciate. So I don't t believe that's the issue. If anything - I believe more people avoid the role of tanking because it's too stressful for them.

    In any case: this isn't a problem unique to ESO. Every MMORPG I have ever played has a shortage of tanks where as they are all overflowing with damage-dealers. This is true even on games where tanks were like mana from Heaven and treated like royalty. So I don't buy this argument that it's because they are hard to appreciate. In fact I would argue a well-played tank is probably one of the most appreciated and easy to quantify role in the group. When you have a bad tank, you will know it.

    I believe what might encourage more people to play as tanks on this game is improve upon their blocking mechanisms - which is sloppily implemented, often obscured and difficult to pay attention to at times.
    Edited by Jeremy on March 25, 2019 10:48PM
  • idk
    idk
    ✭✭✭✭✭
    ✭✭✭✭✭
    DaveMoeDee wrote: »
    idk wrote: »
    They should give us full shields and a AOE taunt

    Neither are needed by any margin.

    For the most part MMORPGs have more players playing DPS builds as that role is much easier than doing a support role decent. Yes, truly good dps comes from a very skilled player and is not easy, but also truly good tanking and healing comes form very skilled players and does not come easy.

    With 4 man content dps are a dime a dozen. With trials, especially vet trials, tanks and healers are a dime a dozen and the those that are good get to raid in the large group content. Those that are not are relegated to dps roles or stick to tanking the easier content.

    However, ESO permits us to easily tank most 4 man dungeons on our dps characters by just swapping out gear and skills. This part is a choice, but most stick with DPS and deal with it because it is easier.

    BTW, most decent tanks avoid GF random groups due to bad experience with dps. They can easily get into groups without having to rely on GF to put them in a group. They avoid bad dps that way.

    When people talk about a tank shortage, I feel like they are ignoring the fact that only 2 tanks are needed in 12 person trials and often even just 1/12 in a normal trial run. I may get into a group instantly if I do a daily random vet dungeon, but If I sign up late for a guild trials run, I'm usually looking at a bunch of open DPS slots while I'm on a wait list for a tank slot.

    Similarly, I regularly see dps recruiting for a trial run in guild chat, but rarely the need for a tank.

    I have stuck with mostly tanking because I enjoy it and because I like to complete content on my main, but I abandoned using my main for event content since he already has the quests achievements and because killing trash in the Glenumbra delves is so fast with higher dps alts. I might even stop using my main for getting DLC achievements because I'm not interested in long fights with trash mobs.

    I have no point of comparison because I've never played another MMO and never make tank characters in SP RPGs.

    Yes, they do ignore that most of a raid group is DPS, which is why I pointed it out. It is common in MMORPGs that 4 man dungeons have an excess of dps and large raid group content has a shortage of dpsl

    However, this is exasperated in ESO, not due to fewer tanks, but due to the floor for low dps is very low compared to other MMORPGs. As a result tanks that are at least half decent usually avoid random groups and use their guilds to form up.

    That is the reason for the real shortage of tanks in GF. Fix the bad DPS problem and more tanks will be willing to use the GF.
  • MartiniDaniels
    MartiniDaniels
    ✭✭✭✭✭
    ✭✭✭✭✭
    Revert 1h enchantment nerf for tanking (Give 1h and shield passives a 100% buff to weapon enchantments, or at least only to crusher/weakening, or give us the option to exchange the shield enchant for a full sword enchant)
    Yoku wrote: »
    Honestly ? IDK. I think at this point the only way would be to make a complete tanking and dungeon mechanics overhaul.

    I remember how tank role used to look like in the past. Compared to what it is now, tanks have been reduced simply to buff spammers. End game tanking is getting worse & worse.

    Also pretty much all clases aside from DK & Warden have nothing to offer as a tank.
    I miss my Hybrid NB Sap Tank... :disappointed:

    i disagree with that endgame tanking is getting worse, rather the oppisite!! a tank is suppost to buff and debuff and it should be your goal to get it done perfect, not some hybrit thingy that is suppost to deal some kind of dmg but just does not and rather stands in the way then actually making their job. my boyfriend playes NB tank and we are raiding together. there is nothing wrong with that, you just have to know how to play your class, thats all. ofc tanking is harder nowdays, but also more fun.

    Care to elaborate what become better for tanks in last half-year, and especially for NB tanks who were ripped off all class specific benefits for tanking?
  • Ysbriel
    Ysbriel
    ✭✭✭✭✭
    Revert 1h enchantment nerf for tanking (Give 1h and shield passives a 100% buff to weapon enchantments, or at least only to crusher/weakening, or give us the option to exchange the shield enchant for a full sword enchant)
    Yeah now everybody runs a Staff backbar and going traditional double sword and board is [insert demeaning comment here] But this is yet a again one more post about a potential nerf for role, something that needs to be re analyzed bu ZOS and what do you get? The usual people that immediately come in just to argue and debunk once again under the “I am a pro and you are not” narrative
  • mairwen85
    mairwen85
    ✭✭✭✭✭
    ✭✭✭✭
    Other (Comment your idea)
    Even though we cry about nerfes happening all the time, the dps increased every patch which made content easier. Reducing the effectiveness of 1 handed weapons was the right step. Most players adapted anyways by now.

    Aside from that: Many tanks were using different weapons on their back bars for ages already.
    E.g.: Bow (dot tank), Healing staff (vDSA with 3 stam dds for example), Frost staff (for mag based tanking), Lightning staff (for off balance and more utility)

    Having more variety isn't a bad thing, get over it. And if you didn't care about providing more utility to your group by using anything different than the old double SnB before I really doubt that you truly care about 1k less penetration now.

    PS: healers can use infused crushing too.

    ^ 100%

    ZoS doesn't need to do anything. Players can adapt, by, for example, reorganising the group dynamics if necessary; thing is, the player base determined what was the best loadout and setup for tanking -- it will do so again.
    Edited by mairwen85 on March 26, 2019 10:17AM
  • JediCody
    JediCody
    ✭✭✭
    mairwen85 wrote: »
    thing is, the player base determined what was the best loadout and setup for tanking -- it will do so again.

    Exactly this. It is the players' 'fault', or rather, choice, that Tanks in endgame runs Medium Armor, use Staves, and so on. You could complete Veteran Trials with dual Sword and Board, and with your DPS only pushing 25k each, but endgame Trial leaders and groups aren't generally about that.

    For the record, I do favor more traditional Tank setups, i.e. dual Sword and Board, Heavy Armor, and so on. I enjoy ESO for many things, and one of them is the traditional fantasy archetypes of Tanks, casters, and so on.
    Edited by JediCody on March 26, 2019 10:30AM
  • John_Falstaff
    John_Falstaff
    ✭✭✭✭✭
    ✭✭
    Jeremy wrote: »
    The thread went from discussion of S&B nerf to general discussion of what's wrong with tanking and how to make tanking great again - and I don't think that improving passives or giving more tanking utility would cut it.

    Sure, reverting the nerf will make tank's life better. More utility, more group support. But I think that those who call for granting more directly dealt damage to tanks are also those closest to the root of the problem with tanking in general. Tanking is a support role (healing too, for that matter). It requires the mindset for it, and part of the reason why it's not quite as fun is built into the very concept of tanking. Tanking does not offer what DPS does: instant gratification. Damage dealer gets to stab and slash things (throw fireballs, cast lightnings on their heads), see their health bar going down, smite the evil and see it falling on the ground. Action results in a visible, tangible reward. It's easily measurable in visible numbers of amount of righteous hurt delivered.

    Not so with tanking. Tank facilitates. Tank's work is hard to quantify. When it's done very well, it's unnoticed and taken for granted. There's nothing left to brag about. Group struggles? Tank/healer to blame. Group breezes through content? Good damage dealers; the only praise for tank will be - 'nice debuffing, running Alkosh, no?'. (For healers, even less of that.) But above all, tank isn't directly involved into the group's main activity: killing stuff. We're raised on instant gratification, and there's none to be had for tanks, they have to get by without that (very important - not just in games, but everywhere) chunk of enjoyment, compensating by their mind's attunement to the support role, and for most people, it can't fill the natural need to be directly involved and get immediate feedback.

    So, I don't think that changing passives or reverting the nerf will miraculously make tank role glorious and desired. Not to the point of suddenly making it fun for a lot more people and solving queue issues. Part of the reason why I, for instance, prefer tanking with friends and guildmates (aside from not being judged, because I started tanking much later than dealing damage) - this way, there's a stronger sense of accomplishing things together, with everyone being important, and not a competition on who contributes most. Because as a tank, I'm not automatically given an instant pat on the shoulder for job well done, the way DDs are. Don't think it's going to change.

    While an intelligent post - I disagree with it on many different levels. Tanks play a very dominate role in the group. They are essentially the group leader and protect everyone from death. I really don't see how you can have a more significant role in a group or why anyone would consider such a role as support or a role that's hard to appreciate. So I don't t believe that's the issue. If anything - I believe more people avoid the role of tanking because it's too stressful for them.

    In any case: this isn't a problem unique to ESO. Every MMORPG I have ever played has a shortage of tanks where as they are all overflowing with damage-dealers. This is true even on games where tanks were like mana from Heaven and treated like royalty. So I don't buy this argument that it's because they are hard to appreciate. In fact I would argue a well-played tank is probably one of the most appreciated and easy to quantify role in the group. When you have a bad tank, you will know it.

    I believe what might encourage more people to play as tanks on this game is improve upon their blocking mechanisms - which is sloppily implemented, often obscured and difficult to pay attention to at times.

    When you have a bad tank, you will know; you won't know when you have a good one. ^^ But really - I think we're talking about absolutely different things here. I'm not talking about real importance of tank role, of course it is important. And even appreciation (or lack of it) shown to tanks is more of an aside. What I'm talking about - the real issue of tanking - is that the very activity of tanking inherently lacks a certain element of enjoyment that most human beings need at least to some degree: instant feedback that shows result of their effort.

    Sure, tanks are (objectively) important. Sure, team may even say thanks to the tank after the run. But it's not the point. Point is, tanking is the kind of activity that doesn't let the tank directly accomplish the goal of the run. The goal is, ultimately, to kill all enemies and the boss in the end. Tank does not do that; tank isn't the one to deliver the death blow, tank just makes it possible for others to accomplish. For the tank himself, there is no direct, palpable, solid way to feel results of own work; sure, tank can draw enjoyment from packing adds well, positioning things or keeping high uptime on debuffs, but it's all indirect - unlike DDs, tank does not get to feel the shortest, most gratifying, most desired chain of work-and-reward: striking at the evil and seeing it die as a result. Sure, those indirect things above are also nice and those with mind attuned to support do enjoy facilitating things for others. But most people can only go so long without having the simple, natural, visceral pleasure of doing something and instantly feeling how they personally accomplish the ultimate goal.

    So... returning to the topic, I don't think that there's a buff or a change to game mechanics that would suddenly make more people enjoy tanking. Not on the global scale. Tanking is a special activity for a special mindset, it's not about tools, it's about the very nature of the job. Better blocking surely will make life of existing tanks easier and may even sway those hesitating to give tanking a shot. But it won't make tanking any more appealing for those who don't yet have their fill of instant gratification, and it's always the majority - it's normal, it's in our nature.

    Now, simply encouraging people to play tanks more often, that's probably a more manageable task. I know opinions are polarized about it, but if I was asked... Personally, I would probably begin with implementing selectable profiles for CPs, attribute points and maybe skill morphs. It will reduce the friction; it will make the jump from the "I feel like tanking right now for a change" thought to actual tanking more seamless, especially for hesitating people who don't have time or don't want the hassle of leveling a dedicated tank. Yes, most 4-mans and normal trials can be tanked by a DD in tanking gear, but again, it's about friction: tank job is already lacking a part of natural enjoyment of instant feedback, so the last thing such 'part-time tanks' need on top of that is the sense that they're also sub-par, suboptimal tanks, not the "grown-ups" with properly tuned build. Such move wouldn't make radically more people enjoy tanking as their main activity. But it would increase number of tanks in queue, so that's something at least.
  • JediCody
    JediCody
    ✭✭✭
    I'm talking about - the real issue of tanking - is that the very activity of tanking inherently lacks a certain element of enjoyment that most human beings need at least to some degree: instant feedback that shows result of their effort.

    For the tank himself, there is no direct, palpable, solid way to feel results of own work.

    I don't know man, I enjoy the hell out of controlling big monsters, taking big hits, and keeping the fight managed for everyone else. Tanking for me is fun too from the RP perspective of the 'Tank/Warior' archetype - just being a boss.

    If I want to see big numbers I'll go into execute phase on something on my StamBlade.

    Edited by JediCody on March 26, 2019 12:24PM
  • John_Falstaff
    John_Falstaff
    ✭✭✭✭✭
    ✭✭
    @JediCody , rejoice then - if you main a tank and enjoy it, you're one of relative minority that is happy without the joys of instant gratification; or maybe you're drawing it from somewhere else. But even if you're a tank main, see, you're keeping a stamblade DD, so it's not all tanking for you. More casual people who play sporadically, on weekends, and find leveling more characters a hassle? En masse, they'll probably choose stamblade over tank - sticking Killer's Blade into things touches a deeper vibe in more people.

    I know the feeling of being the boss, being in control, know it very well, but for most, it won't last, eventually people will miss that other part the tanking does not give. It's also strongly context-dependent. From experience, running as a tank with guildmates and friends gives stronger sense of accomplishing common goal, the gratification of putting a run together makes up for part of what's missing. But good chunk of this thread revolves about pug tanks missing from queue, and there's no such substitute there. Running tank with pugs is the best way to feel that being a boss is nothing but responsibility - in this case, responsibility for the group's good experience. It's like with a good team leader; when leader is good, their work's invisible and things just happen to run smoothly, all by themselves - it's the rest of the team that dishes out the real work. DD hits a mob - mob dies - goal is closer. Tank packs mobs, taunt mobs, positions mobs... but it's the DD that hits them afterwards and makes mobs closer. Enabling DD to make it easier and/or safer is an indirect reward, not everyone will be content with that, and that alone.
Sign In or Register to comment.