After everyone knows what's going on and have broken into their roles, then work on improving speed/DPS/buff uptime.
When I comment sometimes how I had to tank vAS HM with a vMA lightning staff the reactions I get are "wtf!!" "but why???" "how is that even possible??" and "why don't the DDs do that?? It's THEIR job not yours!"
Yeah. It should be.
Boy this turned into another rant. Just comes to show how upset it made me, having people tell me how I should tank in order to boost their numbers. Ignore the fact that I am not having fun at all and am struggling to fulfil a role that I have done for so long, just because the top 0,001% of the players do it that way.
Bladerunner1 wrote: »After everyone knows what's going on and have broken into their roles, then work on improving speed/DPS/buff uptime.
When I comment sometimes how I had to tank vAS HM with a vMA lightning staff the reactions I get are "wtf!!" "but why???" "how is that even possible??" and "why don't the DDs do that?? It's THEIR job not yours!"
Yeah. It should be.
Boy this turned into another rant. Just comes to show how upset it made me, having people tell me how I should tank in order to boost their numbers. Ignore the fact that I am not having fun at all and am struggling to fulfil a role that I have done for so long, just because the top 0,001% of the players do it that way.
Good point. I think theorycraftors that are taken seriously should own up to what their build is actually adding for a group, and offer alternative setups that provide all the same buffs if they really want to help out this game.
Say for instance you have a grown-up DPS in a trial who isn't gonna cry when they're given a couple of golden weapon glyphs at the start, a crusher and a berserk enchantment. Total cost of the glyphs is around 7k gold on PC. If they keep up crusher by using a back bar weapon skill instead of a tank the group DPS will drop less than one percent. When a DPS runs crusher instead of a tank, a 5 minute boss fight will last an extra 2 seconds. The execute phase is drawn out by a fraction of a second.
People in this game don't realize just how small a difference is made when a tank provides a buff instead of a DPS, they'll never know as long as guides list only one option and it's taken as an unbreakable rule. They're omitting the alternatives and not owning up to the fact that lot of the buffs from a tank amount to a hill of beans.
John_Falstaff wrote: »John_Falstaff 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.
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.
The problem with tanking in ESO is not that tanks do too much damage that's for sure. DPS is -everyones- job due to it being THE most basic gameplay mechanic. this basic idea does not change from MMO to MMO.
the DPS of course have the highest expectations for damage but making tanks and healers unable to do even basic damage is an idiotic idea which discourages people from playing the roles.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.
Well said. Tanks need not become dps but they MUST be capable of say, 40% or more of the damage if played at an equal gear and skill level. to do less is to make tanking undesireable. ESO is the ONLY game I do not tank in due to this.
The problem with tanking in ESO is not that tanks do too much damage that's for sure. DPS is -everyones- job due to it being THE most basic gameplay mechanic. this basic idea does not change from MMO to MMO.
the DPS of course have the highest expectations for damage but making tanks and healers unable to do even basic damage is an idiotic idea which discourages people from playing the roles.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.
Well said. Tanks need not become dps but they MUST be capable of say, 40% or more of the damage if played at an equal gear and skill level. to do less is to make tanking undesireable. ESO is the ONLY game I do not tank in due to this.
John_Falstaff wrote: »@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.
John_Falstaff wrote: »@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.
I couldnt agree more as dedicated tank. However being on the ps4, full time tanking while having a social disability makes joining a guild rather hard, mostly due to the established friendgroups already present. The dps as solo tank in overland is lacking to an extend that the daedroth from the monsterset does more damage then me, but is to random to be a nice addition outside of dungeons. Tanking has to be more rewarding in all settings, or some kind of dualspec so we can dps too while solo.
John_Falstaff wrote: »@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.
I couldnt agree more as dedicated tank. However being on the ps4, full time tanking while having a social disability makes joining a guild rather hard, mostly due to the established friendgroups already present. The dps as solo tank in overland is lacking to an extend that the daedroth from the monsterset does more damage then me, but is to random to be a nice addition outside of dungeons. Tanking has to be more rewarding in all settings, or some kind of dualspec so we can dps too while solo.
The overland monsters are so weak all you have to do is throw on a decent monster set and you should have no problems killing things as a tank. Toss a couple of Dots on them, hit them with your sword or shield, then let the monster set finish them off along with what ever spells or attacks you like. It literally should only take a tank a few seconds to kill most things in the overland on this game - and that's without the tank investing into damage.
World Bosses are an exception. But those are suppose to be group activities so it makes sense that it should take a tank awhile to kill those. So I don't understand this idea that it takes tanks forever to kill things and that's why no one wants to play them. It's extremely easy for tanks to do quests and explore on this game.
There is some content on this game that is anti-tank though, such as Veteran Maelstrom Arena and I've been highly critical of such content for that very reason. But so far as the general overland goes - tanks have it ridiculously easy. I do support the idea of giving players multiple "specs" to slip in and out for different content though. So I don't disagree with you on that.
John_Falstaff wrote: »@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.
I couldnt agree more as dedicated tank. However being on the ps4, full time tanking while having a social disability makes joining a guild rather hard, mostly due to the established friendgroups already present. The dps as solo tank in overland is lacking to an extend that the daedroth from the monsterset does more damage then me, but is to random to be a nice addition outside of dungeons. Tanking has to be more rewarding in all settings, or some kind of dualspec so we can dps too while solo.
The overland monsters are so weak all you have to do is throw on a decent monster set and you should have no problems killing things as a tank. Toss a couple of Dots on them, hit them with your sword or shield, then let the monster set finish them off along with what ever spells or attacks you like. It literally should only take a tank a few seconds to kill most things in the overland on this game - and that's without the tank investing into damage.
World Bosses are an exception. But those are suppose to be group activities so it makes sense that it should take a tank awhile to kill those. So I don't understand this idea that it takes tanks forever to kill things and that's why no one wants to play them. It's extremely easy for tanks to do quests and explore on this game.
There is some content on this game that is anti-tank though, such as Veteran Maelstrom Arena and I've been highly critical of such content for that very reason. But so far as the general overland goes - tanks have it ridiculously easy. I do support the idea of giving players multiple "specs" to slip in and out for different content though. So I don't disagree with you on that.
Tommy_The_Gun wrote: »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.
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.
Oliviander 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.
An easy solution would be:
Treat shields not as armor but as a 1handed weapon
Or even better keep the shield as it is but
introduce a new shield version
a buckler that can have the weapon traits and enchantments.
BejaProphet wrote: »This poll is flawed btw. I’m no fan of the enchant changes but every answer assumes everybody is against it. If somebody agrees with the changes they have to be a write in answer? That’s a skewed poll that reveals nothing.