BejaProphet wrote: »@VaranisArano First, your argument is ad hoc. You are trying to establish a reason afterwards. This was a decision for PvP health. There is simply no way they did this as a calculated move to bring dungeon fights more in line with their original vision.
As a main tank I really disagree with most of this. Your inability to tank in a different way and shift to the new meta is not a sign that the meta is bad, but rather that your ability to shift to it could be improved. Far too much of the community just wants to have massive amounts of dps that downs all the enemies quickly and speeds through content, rather than using a more intelligent or cohesive strategy.
Maybe the damage dealers could focus weak mobs down before ganging up on the boss so you don't need as much CC. Maybe you SHOULD hunt everything down and keep a rotation of taunts up on enemies, rather than relying on broken CC spam. Maybe *gasp* tanks should be part of the team strategy instead of playing a solo minigame while the rest of the team plays the game.
ZOS doesn't want an AOE taunt in the game, because they want tanks to have a more interesting gameplay loop than they have in most games. This is part of why I like tanking in ESO, specifically because it's NOT every other MMO.
BejaProphet wrote: »@VaranisArano First, your argument is ad hoc. You are trying to establish a reason afterwards. This was a decision for PvP health. There is simply no way they did this as a calculated move to bring dungeon fights more in line with their original vision.
just curious, is there actual proof of this or is it just conjecture? i'm just curious whether they actually said anything about it.
stpdmonkey wrote: »BejaProphet wrote: »@VaranisArano First, your argument is ad hoc. You are trying to establish a reason afterwards. This was a decision for PvP health. There is simply no way they did this as a calculated move to bring dungeon fights more in line with their original vision.
just curious, is there actual proof of this or is it just conjecture? i'm just curious whether they actually said anything about it.
In one set of notes somewhere it was stated that is a reason. I do in fact remember reading it. But have had a hard time finding the statement again. They did not specify it's because of pvp. Just that it was due to players complaining.
BejaProphet wrote: »@VaranisArano First, your argument is ad hoc. You are trying to establish a reason afterwards. This was a decision for PvP health. There is simply no way they did this as a calculated move to bring dungeon fights more in line with their original vision.
Second, it doesn’t change what it does to PvE dungeon tanking which you acknowledge sucks for tanks. Also, your strategy instincts are spot on. Individually taunting every mob is going to be the only way to control the fight now. But consider that statement. It means they have destroyed the crowd control aspect of tanking.
Third, NOBODY has ever posted a complaint saying, “these awesome tanks who are so good at crowd control ruined my enjoyment of that dungeon.” Rather, they LOVE when they get tanks like that.
This is a total loss for the PvE side of the game. Any other suggestion is just searching for a silver lining on an undeniably rainy day.
BejaProphet wrote: »@VaranisArano First, your argument is ad hoc. You are trying to establish a reason afterwards. This was a decision for PvP health. There is simply no way they did this as a calculated move to bring dungeon fights more in line with their original vision.
just curious, is there actual proof of this or is it just conjecture? i'm just curious whether they actually said anything about it.
stpdmonkey wrote: »As a main tank I really disagree with most of this. Your inability to tank in a different way and shift to the new meta is not a sign that the meta is bad, but rather that your ability to shift to it could be improved. Far too much of the community just wants to have massive amounts of dps that downs all the enemies quickly and speeds through content, rather than using a more intelligent or cohesive strategy.
Maybe the damage dealers could focus weak mobs down before ganging up on the boss so you don't need as much CC. Maybe you SHOULD hunt everything down and keep a rotation of taunts up on enemies, rather than relying on broken CC spam. Maybe *gasp* tanks should be part of the team strategy instead of playing a solo minigame while the rest of the team plays the game.
ZOS doesn't want an AOE taunt in the game, because they want tanks to have a more interesting gameplay loop than they have in most games. This is part of why I like tanking in ESO, specifically because it's NOT every other MMO.
As a main tank you should know then that when a group of 10 to 20 adds run at you there is no way to taunt them all. I'm not even saying we should have an aoe taunt that taunts all the adds. Even one that atleast taunted adds your able to talon. That is just the trash that gets bad when they swarm you. As a tank I work and use strategy thru every aspect of what I run. And I expect my tanks to run similar. That is a giant aspect of tank testing is crowd control. Which now becomes nul and void. When it is stated that's a tanks role and you remove the ability you are going against what you say. For instance hel ra on vet there is a giant add pull. With almost no cc the ads run wild. The tanks role keeps getting dimished.
BejaProphet wrote: »@VaranisArano I disagree with your conclusion that this is a plus but you helped me understand your points much better in that post. Thx.
Ok I have just been playing on my little necro and haven't really played my dk tank since elsywer hit consoles. Did I miss a change to cc? Am I as a dk tank not able to pin mobs in place with talons anymore?
If this is true it probably means no more random vets on my tank, low dps and not being able to lock mobs in a nice stack means my enjoyment will be greatly diminished:(
MartiniDaniels wrote: »Ok I have just been playing on my little necro and haven't really played my dk tank since elsywer hit consoles. Did I miss a change to cc? Am I as a dk tank not able to pin mobs in place with talons anymore?
If this is true it probably means no more random vets on my tank, low dps and not being able to lock mobs in a nice stack means my enjoyment will be greatly diminished:(
You can, but after initial immobilization another can't be applied before first ends and there are 3 seconds of immunity after that. So yeah, your low dps teammates won't be able to comfortably lay their dots on stack anymore. So for example you chained/positioned and then immobilized 6 mobs. After 4 seconds they all become immune to immobilization and so you need to taunt each personally to avoid them running to your dps. And of course ranged mobs DGAF about your taunt they will run in different directions from you and dps will have a nice time "working" on single targets and burning their resources, especially in vet2's and dlc vets where those mobs easily can have 300+ k HP.
And immobilization was last resort. Half of mobs in new content is immune to chains and another 25% immune to taunt so only nearly permanent immobilization was way to keep them in check.
BejaProphet wrote: »@marginis you made about a dozen ungracious assumptions about who I am and what I want based, apparently, on things that have irritated you from other people in the past. I’d love to hear your perspective but you are going to have to articulate some thoughts that are more concrete and to a point.
I don’t know if anybody who matters actually reads these but I can hope. You have done something dramatically bad for the PvE tanking community this time in how you have changed snares and adding the root immunity.
For a bit of context I want you to know I’m not a chronic complainer. I have in many threads defended your changes to blocking and other things that enraged tanks. I didn’t like your one hand enchant changes but I adjusted.
This time however you have majorly damaged a central aspect of tanking.
I want to speak reasonably with you about this and I seriously ask you to consider my points.
Point one: The majority of encounters are trash packs when tanking dungeons
This point is just statistically verifiable and I need not elaborate.
Point two: Our key job in these fights is crowd control.
I’m not sure whether or not this was the original vision for these fights, or if the game just evolved that way. But it HAS evolved that way. Excellent tanking in the game on trash fights (the most common fights), is about setting up the creatures like bowling pins so your damage dealers can wreck them. But it’s more than just excellent tanking, it’s almost the only thing we have to do in those fights. Yes there is the occasional threat included in the trash pack, but overwhelmingly if we can’t do crowd control then we have no point in those fights. Let me say that again, if we can’t do crowd control, then we have no point in the most common fights in dungeons.
Don’t get me wrong, tanking will never go away, but we will hate being a tank in most of the fights. We will simply be tagging along until reaching the few fights that justify our existence.
Point three: If we can not pin mobs down, leashing and chaining is often irrelevant.
All of our dragging creatures in will not matter if they immediately leave. So when you destroy are ability to keep mobs stacked, you also have destroyed the point of stacking them in the first place.
Point four: The Role of Tank is Inherently Unfair
This may be my most important point. I appreciate and applaud your desire for our abilities to function the same in both PvP and PvE. But it is important that you recognize that what a tank does is unfair in its very concept.
Consider taunting. The very idea is that we remove choice from the thing we taunt, and force them to do the stupidest thing it could do. We make them attack the most difficult target to kill and the target which yields the least reward since we are actually the smallest threat.
To a lesser extent every way we control the fight is inherently unfair and unfun for the victim. Our job at its most fundamental level is to force the enemy into unwinnable positions and strategy.
But the NPC’s can’t complain. If the could they would tell the developers that tanks are unfair. But the PvP players can complain and do, and they should! Because what we tanks are built to do is unfair and unfunny for the victims.
But here is the catch, what we do isn’t that way because it needs balanced, it is unfair in its very concept. So when you try to balance something like the ability to pin somebody in place, you can’t balance that. But you tried! And you know what the balance turned out to be? You made it so we can’t! Because us doing that is unfair! But now in PvE, you didn’t balance our jobs, you destroyed it! Because now we can’t keep the creatures in place! Our task is unfair to the victim and we can either do it or not.
In this one area you can not treat PvP and PvE the same. Because to make what we do fair is to destroy it. Because what we are suppose to do isn’t fair.
Please please revert the crowd control changes in PvE. You have destroyed the fun of tanking in countless fights. I’m not saying to abandon keeping PvP and PvE consistent. I’m saying to recognize that just like a taunt, there are some aspects of tanking that need to be exempt. Because the task demanded of us in PvE is an unfair thing to do to players and the only way to balance it is to destroy it.
MartiniDaniels wrote: »@Marginis let me summarize all your posts - "I didn't like to immobilize since it's costly and requires precise positioning to get all mobs in radius, i prefered to peck every mob with pierce armor. Now it is only viable type of tanking, so I'm happy those other tanks who like to use claws/bombard whatever will peck every mob too and nobody will complain that mobs are running around, since this is unavoidable now"