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Tanking needs to be helped

stpdmonkey
stpdmonkey
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There needs to be some fix for the fact that crowd control ability just got completely screwed. The dragonknight has been the tanking class for years. I'm all for making it easier to use other classes but quit making it harder to tank on the most used tank class. Making a delay between claws has completely screwed any ability to crowd control. The slows dont do enough at all and group mates get hit by alot more now. Which makes it harder on the healer who is usually trying very hard already. And add on the fact that earthgore was made almost useless that increases the difficulty. A tank is now only helpful when it comes to bosses. This needs to be fixed. Give us some sort of taunt for trash adds at the very least. There needs to be
  • stpdmonkey
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    A fix for this. Stop screwing pve players for the sake of pvp. If it's a problem in pvp then fix that in pvp only. Please quit making any character I make useless. Especially the ones I started with and have perfected.
  • Donny_Vito
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    I'm a little confused. Why are you using Claws as a mean to crowd control? The only skills you have to use on trash packs are Fiery Grip (Chains) and then Talons to root them in place. Throw in the S&B Pierce Armor skill after you use Chains to get them taunted to you is another option, or use the Frost Staff for the frost blockade that also slows/roots enemies. DK tanking is still super easy, and I don't feel like we've been screwed at all.
  • stpdmonkey
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    The talons a was calling claws. And having enough magika and stamina to pull in 20 different adds is not possible. With such a short taunt time you will loose taunt before you got thru half the adds.
  • John_Falstaff
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    Donny_Vito wrote: »
    I'm a little confused. Why are you using Claws as a mean to crowd control? The only skills you have to use on trash packs are Fiery Grip (Chains) and then Talons to root them in place. Throw in the S&B Pierce Armor skill after you use Chains to get them taunted to you is another option, or use the Frost Staff for the frost blockade that also slows/roots enemies. DK tanking is still super easy, and I don't feel like we've been screwed at all.

    He calls Talons Claws, it's the same skill. And the issue in question is that Elsweyr made it so that any immobilize ability (Talons included) gives mobs three seconds of immobilization immunity after the effect ends, so the trash can scatter again. I'm not even mentioning some dungeon mechanics that heavily relied on it (looking at you, Fang Lair end boss and the bug spit).
  • stpdmonkey
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    Donny_Vito wrote: »
    I'm a little confused. Why are you using Claws as a mean to crowd control? The only skills you have to use on trash packs are Fiery Grip (Chains) and then Talons to root them in place. Throw in the S&B Pierce Armor skill after you use Chains to get them taunted to you is another option, or use the Frost Staff for the frost blockade that also slows/roots enemies. DK tanking is still super easy, and I don't feel like we've been screwed at all.

    He calls Talons Claws, it's the same skill. And the issue in question is that Elsweyr made it so that any immobilize ability (Talons included) gives mobs three seconds of immobilization immunity after the effect ends, so the trash can scatter again. I'm not even mentioning some dungeon mechanics that heavily relied on it (looking at you, Fang Lair end boss and the bug spit).

    Thank you. And yes it is a big issue. It was the way you control cats on vmol and other areas. It makes no death runs a ton harder. Zos has said they will never give us a aoe taunt and keep making it harder and harder to crowd control. Please for the love of all that is quit screwing pve for pvp people who whine and cry. Each class has its specialty and slowly it's becoming where it doesnt matter they are all the same. I understand evening it out some but let us have specialty stuff. I know 5 times as many pve player and pvp. But pvp gets everything they complain about.
  • VaranisArano
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    stpdmonkey wrote: »
    The talons a was calling claws. And having enough magika and stamina to pull in 20 different adds is not possible. With such a short taunt time you will loose taunt before you got thru half the adds.

    You arent supposed to be pulling and taunting all the adds. ESO is designed for the DDs and healers to have to take some of the aggro, while the tank focuses on taunting the heavy-hitting miniboss adds or the boss.

    Now, ideally the tank can taunt the minibosses while crowd controlling the rest of the adds...but let's be honest, messing with the tank's ability to crowd control adds is an easy way to increase difficulty in a game where plenty of players prefer to rely on self-heals+high DPS instead of a dedicated healer. If you want a PVE reason for the change, that's probably it.
  • Donny_Vito
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    stpdmonkey wrote: »
    The talons a was calling claws. And having enough magika and stamina to pull in 20 different adds is not possible. With such a short taunt time you will loose taunt before you got thru half the adds.

    Maybe my tank setup is a bit different, but I never have any issues with Stam or Magicka on trash pulls. Then again, I do use the Balance skill to quickly replenish Magicka. It's an easy one-two combination: Chains to pull in and Pierce Armor to get the taunt. If I pull in an archer or mage, then throw down Talons (what you call Claws) to keep them rooted. And really you don't need to use Chains on melee mobs, as they will come to you regardless (unless they're stuck on a DPS who is fighting off in the distance).
  • John_Falstaff
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    @Donny_Vito , nothing's wrong with how you're doing it, it's the change about talons that OP is arguing about. Starting from Elsweyr, it's way harder to "keep them rooted", since after your initial talons have expired, the rooted mobs will now get three seconds of root immunity. Can't keep them continuously pinned with repeated casts to talons anymore.

    @VaranisArano , that might be it, making mobs run around is one way to force DDs care about more than stacking up and dishing out damage, and maybe even consider a healer in an otherwise 3DD run, but I still feel that taking away more control from tanks is misguided. Tanks already suffered from multiple nerfs in last patches. And main reason is still PvP, ZOS openly talked about the immobilization immunity in PvP context. So PvE tanks are paying for PvP imbalances here.
  • danielclarkb16_ESO
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    stpdmonkey wrote: »
    A fix for this. Stop screwing pve players for the sake of pvp. If it's a problem in pvp then fix that in pvp only. Please quit making any character I make useless. Especially the ones I started with and have perfected.

    THIS. You said it before I did. Never known a game as bad for it as ESO.
  • bongtokin420insd16
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    Also losing the slow down on Caltrops sucks. you could drop talons along with caltrops then Talons and the mobs were pretty stuck. Now you can't do either.
    Kaz_Wastelander PS4NA
  • MartiniDaniels
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    Stupid change for PVE, now it's often simpler to peck every mob with pierce armor/inner fire then trying to do "smart" crowd control. It just shows new combat team DGAF about PVE side of the game, I'm sure it was easy to make this immunity work only on players, we have ton of sets and CP that work only on players.
  • jypcy
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    I'm sure it was easy to make this immunity work only on players, we have ton of sets and CP that work only on players.

    Agreed, which should evidence that this is not a side effect of PvP balancing but something intentionally added for PvE as well.

    Really imo this is a non-issue.
  • stpdmonkey
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    jypcy wrote: »
    I'm sure it was easy to make this immunity work only on players, we have ton of sets and CP that work only on players.

    Agreed, which should evidence that this is not a side effect of PvP balancing but something intentionally added for PvE as well.

    Really imo this is a non-issue.

    Then zos changed their view on a tanks job over the last couple years. They used the claim that a tanks job is to taunt and hold the boss and crowd control the adds which is the reason we had stuns and immobilize skills. Now the apparently only want a tank to hold bosses. It does reduce the number of truly useful skills for a tank and makes a tanks job harder. Which in turn makes dps and healer jobs harder. Dps and healers now have to rely on self heals and shields more. Which shields have recently been nerfed to a almost useless point also. There are now too many fights that are going to be all about lucky rng to complete achievements instead of skill.
  • jypcy
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    stpdmonkey wrote: »
    jypcy wrote: »
    I'm sure it was easy to make this immunity work only on players, we have ton of sets and CP that work only on players.

    Agreed, which should evidence that this is not a side effect of PvP balancing but something intentionally added for PvE as well.

    Really imo this is a non-issue.

    Then zos changed their view on a tanks job over the last couple years. They used the claim that a tanks job is to taunt and hold the boss and crowd control the adds which is the reason we had stuns and immobilize skills. Now the apparently only want a tank to hold bosses. It does reduce the number of truly useful skills for a tank and makes a tanks job harder. Which in turn makes dps and healer jobs harder. Dps and healers now have to rely on self heals and shields more. Which shields have recently been nerfed to a almost useless point also. There are now too many fights that are going to be all about lucky rng to complete achievements instead of skill.

    I really think you’re exaggerating the effects of this change. Tanks can still crowd control with plenty, and the aoe minor maim is imo the main reason a dk should run talons, and that effect hasn’t changed as far as I’m aware. Maybe we disagree, but I don’t think spamming a single skill to by and large lock down small melee adds is indicative of “skill.” And if we agree that it’s not, I don’t follow how this change lessens the payoff of being skilled enough to complete an achievement.
  • John_Falstaff
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    jypcy wrote: »
    I'm sure it was easy to make this immunity work only on players, we have ton of sets and CP that work only on players.

    Agreed, which should evidence that this is not a side effect of PvP balancing but something intentionally added for PvE as well.

    Really imo this is a non-issue.

    It's not an evidence of anything, really, except of the fact that ZOS doesn't know what are they doing. Their combat team has been discrediting itself over and over again, showing that they're not analyzing their decisions - enough to look at the latest comedy with silence on incap, when they released something obviously silly and then, after uproar, quickly began inventing counterplay against it. So no, there's no need to look for a sacred meaning in ESO changes if they can be explained by simple stupidity.
  • profundidob16_ESO
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    stpdmonkey wrote: »
    There needs to be some fix for the fact that crowd control ability just got completely screwed. The dragonknight has been the tanking class for years. I'm all for making it easier to use other classes but quit making it harder to tank on the most used tank class. Making a delay between claws has completely screwed any ability to crowd control. The slows dont do enough at all and group mates get hit by alot more now. Which makes it harder on the healer who is usually trying very hard already. And add on the fact that earthgore was made almost useless that increases the difficulty. A tank is now only helpful when it comes to bosses. This needs to be fixed. Give us some sort of taunt for trash adds at the very least. There needs to be


    oh common you have more than enough basic cc on a dk tank to combine into a useful scenario for any situation. Use your brain a bit. It's not exactly like you're some stupid monkey right ? ;)
  • John_Falstaff
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    stpdmonkey wrote: »
    There needs to be some fix for the fact that crowd control ability just got completely screwed. The dragonknight has been the tanking class for years. I'm all for making it easier to use other classes but quit making it harder to tank on the most used tank class. Making a delay between claws has completely screwed any ability to crowd control. The slows dont do enough at all and group mates get hit by alot more now. Which makes it harder on the healer who is usually trying very hard already. And add on the fact that earthgore was made almost useless that increases the difficulty. A tank is now only helpful when it comes to bosses. This needs to be fixed. Give us some sort of taunt for trash adds at the very least. There needs to be


    oh common you have more than enough basic cc on a dk tank to combine into a useful scenario for any situation. Use your brain a bit. It's not exactly like you're some stupid monkey right ? ;)

    You sure he's the one who should start using brain? Or eyes, for that matter - if you'll read the thread carefully, you'll learn that starting from this update, it doesn't matter how many skills you have in class, because any root will give mobs a period of immobilization immunity - no matter what skill you'll try to use, they'll be immune against it.
  • Marginis
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    I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • VaranisArano
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    stpdmonkey wrote: »
    jypcy wrote: »
    I'm sure it was easy to make this immunity work only on players, we have ton of sets and CP that work only on players.

    Agreed, which should evidence that this is not a side effect of PvP balancing but something intentionally added for PvE as well.

    Really imo this is a non-issue.

    Then zos changed their view on a tanks job over the last couple years. They used the claim that a tanks job is to taunt and hold the boss and crowd control the adds which is the reason we had stuns and immobilize skills. Now the apparently only want a tank to hold bosses. It does reduce the number of truly useful skills for a tank and makes a tanks job harder. Which in turn makes dps and healer jobs harder. Dps and healers now have to rely on self heals and shields more. Which shields have recently been nerfed to a almost useless point also. There are now too many fights that are going to be all about lucky rng to complete achievements instead of skill.

    I think one of the factors in that change is the generally higher DPS. When a tank can lock down the adds and hold the boss stationary, the DDs we have in game can just mow them down. That's one of the reasons the base game dungeons are substantially easier. The tactics are pretty simple. Stack & Burn.

    By lowering the ability of tanks to stack up mobs, it reintroduces a small level of unpredictability and challenge into what used to be very simple mob fights and brings back an element of the danger ZOS intended for DDs and healers to deal with.

    ZOS is struggling to keep old dungeons relevant, and I theorize that this is one way they chose to increase the difficulty. Personally, I think this is a preferable difficulty increase to more RNG, one shots, or low margin for error mechanics. I'd rather work harder to tank mobs and adds than wipe repeatedly because my group doesnt have perfect timing.
  • stpdmonkey
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    My personal crowd control has been cinder ash cloud. Talons and blockade. It holds the adds still for the most part. Haleavy attacks between and then repeat with talons. Now with the same method I cannot keep them grouped at all. So now it's to taunting each add individually in order to keep them off the dps or healer. It is not a complete tank kill no. But it does hurt alot. If you are in a vet dungeon trying to get a no death then that task just got that much worse. It was already difficult and now barely feasible
  • John_Falstaff
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    Marginis wrote: »
    I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.

    So you think the change makes non-DK tanks more viable? ^^ Give any thought to the fact that it's not DK talons that were nerfed, but all immobilization now gives immunity, regardless of the class? In fact, DKs will take the smallest hit because talons are relatively cheap, and non-DK tanks commonly used Time Stop... and guess what other change came in recently? Right, Time Stop cost increase. So non-DK tanks got screwed most royally in last two patches.
  • stpdmonkey
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    It definately has made other tanks more viable as now there is no benefit to use dk tanks over any other. They still do have the best self heal and shield abilities in my opinion but in the end I feel like they are trying to make all classes completely equal which will take away any reason to create different toons with different classes for anything. At this point in time it is becoming 100% viable to make one toon that switches gear and cp and skills around and do any job. For instance my magplar can be turned into a healer with mainly just gear changes and replacing skills already unlocked. If I go thru and get all the skill points for making it a tank i can easily use only one toon for all 3 roles and switch faster by staying logged in then swapping toons. The reason I loved tanking was because of how you had to tank in this game versus others I have played. That has since been changed over and over and become well less fun. Every aspect of this game and the way any toon runs that I love about it is slowly being taken away until well there is almost nothing worth it. I have to keep searching for new things to enjoy for a month until they remove it. But to answer your question yes any class of tank will now be equally as viable as a dk tank which used to be the best. No longer is there a benefit of being a dk tank. With silverleash and no more truly viable crowd control anything works. A nightblade tank is about as useful as any other class (except the fact there isnt a good self heal)
  • stpdmonkey
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    Other tanks such as templar and warden tanks have always been viable and useable. But it was always nice to have a best class. Same with healers and dps.
  • Marginis
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    Marginis wrote: »
    I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.

    So you think the change makes non-DK tanks more viable? ^^ Give any thought to the fact that it's not DK talons that were nerfed, but all immobilization now gives immunity, regardless of the class? In fact, DKs will take the smallest hit because talons are relatively cheap, and non-DK tanks commonly used Time Stop... and guess what other change came in recently? Right, Time Stop cost increase. So non-DK tanks got screwed most royally in last two patches.

    The tank meta is changing. It seems fair to ask that players try to change with it and hopefully create a more balanced combat environment as a result. It's rough changing from a meta that one is used to, but, at least ideally, the meta is changed to achieve better balance or to accommodate new additions to the game, so getting used to the new meta is better in the long run.

    Tanks who, for example, didn't rely as heavily on CC, might be better now. Maybe DPSes will have to incorporate tactics they hadn't before because of the tank not being able to just CC everyone constantly. Maybe ZOS was just making this change for the sake of PVPers and this is an unintended effect for PVEers. Who knows - but the point is that there are plenty of fair and reasonable reasons why ZOS may have made this change.

    My opinion is simply that it's 1. not that big of a deal and 2. not really a bad change in the first place, once you look at the meta as a whole and not just at Dragonknights.
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • CreepyPahuska
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    Marginis wrote: »
    I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.

    So you think the change makes non-DK tanks more viable? ^^ Give any thought to the fact that it's not DK talons that were nerfed, but all immobilization now gives immunity, regardless of the class? In fact, DKs will take the smallest hit because talons are relatively cheap, and non-DK tanks commonly used Time Stop... and guess what other change came in recently? Right, Time Stop cost increase. So non-DK tanks got screwed most royally in last two patches.

    Well, when you think of it, sorcerers' Restraining Prison lasts for 6 seconds, whereas Talons roots for 4 seconds if my informations are correct, right ? That makes at least one non-DK tank more viable IMO. It's not that us, sorc tank, needed to be more viable if you ask me, but now that's certainly an advantage worth mentioning.
    Creepy Pahuska
    Magicka Sorcerer Tank
    Daggerfall Covenant
    My Build - OUTDATED
    My Channel
  • stpdmonkey
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    I get your point. I cannot argue that. The multi res ulti of necro will honestly be best placed in a necro tank. And probably my biggest issue here is they screwed my favorite thing in the game. So yeah this is probably mainly personal. It's completely possible to add content and no destroy old staples of the game. There are many of us who have been here from the start and are getting tired of seeing the parts we love and enjoy in the game get removed. Tired of spending hours upon hours making toons and when we finally get it complete they change things and make us basically restart. This game has become a far different game then 3 to 4 years ago. Some improvements and alot of destruction of the way it was created and what it was created as. I have seen very little of zos keeping to their word of what the game is supposed to be like. Every year that changes. If they do this to hide what they are coming up with then fine. Just stop lying to us or telling us what its supposed to be like. Go ahead and read the description from zos from 2 years ago about what a tank does. Then look at the current abilities across the board and you will see that they did not stick with it at all
  • MartiniDaniels
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    stpdmonkey wrote: »
    There needs to be some fix for the fact that crowd control ability just got completely screwed. The dragonknight has been the tanking class for years. I'm all for making it easier to use other classes but quit making it harder to tank on the most used tank class. Making a delay between claws has completely screwed any ability to crowd control. The slows dont do enough at all and group mates get hit by alot more now. Which makes it harder on the healer who is usually trying very hard already. And add on the fact that earthgore was made almost useless that increases the difficulty. A tank is now only helpful when it comes to bosses. This needs to be fixed. Give us some sort of taunt for trash adds at the very least. There needs to be


    oh common you have more than enough basic cc on a dk tank to combine into a useful scenario for any situation. Use your brain a bit. It's not exactly like you're some stupid monkey right ? ;)

    There were ton of situations where through experience you can keep ton of exploding etc mobs rooted long enough to get them burned without fuss... but now obviously in vet content even very good dps can't burn 400k mobs in 4 seconds so they start crawling around and you need to personally taunt everybody to prevent this. This is not difficult it's just tiresome and boring.
    Marginis wrote: »
    I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.
    I really don't get it why this impacts only DK? It impacts any tank. I have sorc, NB and DK tanks, my mobs were always in check even on NB (due to bombard) now they run amok on any class. I don't see anything good in it. it just turns tank into woody woodpecker.
  • stpdmonkey
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    stpdmonkey wrote: »
    There needs to be some fix for the fact that crowd control ability just got completely screwed. The dragonknight has been the tanking class for years. I'm all for making it easier to use other classes but quit making it harder to tank on the most used tank class. Making a delay between claws has completely screwed any ability to crowd control. The slows dont do enough at all and group mates get hit by alot more now. Which makes it harder on the healer who is usually trying very hard already. And add on the fact that earthgore was made almost useless that increases the difficulty. A tank is now only helpful when it comes to bosses. This needs to be fixed. Give us some sort of taunt for trash adds at the very least. There needs to be


    oh common you have more than enough basic cc on a dk tank to combine into a useful scenario for any situation. Use your brain a bit. It's not exactly like you're some stupid monkey right ? ;)

    There were ton of situations where through experience you can keep ton of exploding etc mobs rooted long enough to get them burned without fuss... but now obviously in vet content even very good dps can't burn 400k mobs in 4 seconds so they start crawling around and you need to personally taunt everybody to prevent this. This is not difficult it's just tiresome and boring.
    Marginis wrote: »
    I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.
    I really don't get it why this impacts only DK? It impacts any tank. I have sorc, NB and DK tanks, my mobs were always in check even on NB (due to bombard) now they run amok on any class. I don't see anything good in it. it just turns tank into 1 woodpecker.

    I do agree. I only have a dk tank. Although I am starting to create a tank of every class to be knowledgable on it.i still personally feel like this was a direct attack on tanks. If they want to go this way then they should give us some kind of aoe taunt. Doesnt have to work on adds that we cant talon anyways which is ok. For instance if the ice staff blockade gave a aoe taunt that grabbed any ad that you can talon that would resolve the issue. It's a general area aoe taunt. Not useable for adds you would directly taunt now but does resolve the cc issue they created. Gives some sort of control back to a tank. But as zos said in the beginning they will NEVER give us an aoe taunt.
  • Marginis
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    I really don't get it why this impacts only DK? It impacts any tank. I have sorc, NB and DK tanks, my mobs were always in check even on NB (due to bombard) now they run amok on any class. I don't see anything good in it. it just turns tank into woody woodpecker.

    It doesn't only impact Dragonknights, you are correct. ZOS may want the meta to shift closer to what they intended, however, for all tanks, which may be the woody woodpecker tanks. Remember that woody woodpecker tanks have always existed, it may just be that ZOS is just now broadcasting that as their intention for tanks. I mean, they specifically say they don't want AOE taunts. This may be intentional. If that is the case they might even find places where they can add new CC or taunt mechanics, but they can't really add onto their infrastructure for tanking if nobody wants to tank how they intend tanks function.

    My... uh, woody woodpecker tank is completely unaffected by this change, even though he uses an AOE snare, simply because he actually aggros and taunts enemies instead of just spamming an easy CC because the game doesn't have an AOE taunt.
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • MartiniDaniels
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    stpdmonkey wrote: »
    stpdmonkey wrote: »
    There needs to be some fix for the fact that crowd control ability just got completely screwed. The dragonknight has been the tanking class for years. I'm all for making it easier to use other classes but quit making it harder to tank on the most used tank class. Making a delay between claws has completely screwed any ability to crowd control. The slows dont do enough at all and group mates get hit by alot more now. Which makes it harder on the healer who is usually trying very hard already. And add on the fact that earthgore was made almost useless that increases the difficulty. A tank is now only helpful when it comes to bosses. This needs to be fixed. Give us some sort of taunt for trash adds at the very least. There needs to be


    oh common you have more than enough basic cc on a dk tank to combine into a useful scenario for any situation. Use your brain a bit. It's not exactly like you're some stupid monkey right ? ;)

    There were ton of situations where through experience you can keep ton of exploding etc mobs rooted long enough to get them burned without fuss... but now obviously in vet content even very good dps can't burn 400k mobs in 4 seconds so they start crawling around and you need to personally taunt everybody to prevent this. This is not difficult it's just tiresome and boring.
    Marginis wrote: »
    I personally enjoy being able to make non-DK tanks viable. And while I do think DK tanks are losing ground, it's not near enough to make them bad tanks. If a player has a problem using something when it's not overpowered, the problem is with the player, not the class being taken down to reasonable levels.
    I really don't get it why this impacts only DK? It impacts any tank. I have sorc, NB and DK tanks, my mobs were always in check even on NB (due to bombard) now they run amok on any class. I don't see anything good in it. it just turns tank into 1 woodpecker.

    I do agree. I only have a dk tank. Although I am starting to create a tank of every class to be knowledgable on it.i still personally feel like this was a direct attack on tanks. If they want to go this way then they should give us some kind of aoe taunt. Doesnt have to work on adds that we cant talon anyways which is ok. For instance if the ice staff blockade gave a aoe taunt that grabbed any ad that you can talon that would resolve the issue. It's a general area aoe taunt. Not useable for adds you would directly taunt now but does resolve the cc issue they created. Gives some sort of control back to a tank. But as zos said in the beginning they will NEVER give us an aoe taunt.

    From january I've been closely monitoring patchnotes, dev diaries, tests and researches by forum members, did a bit of testing myself. There are so many out-of-place pointless changes in PVE last half year, so my bet ZOS is focused exclusively on PVP (and from PVP-side changes of last half-year make sense in majority of cases) and PVE-side is ignored.
    I don't think combat team is stupid and I don't think there is any PVE idea behind ecnhantment and root nerfs. They simply don't care. How you otherwise will justify difference in dps between stamcro and magblade? (15k)
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