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A PvE tank’s plea to ZoS

BejaProphet
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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
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    Completely agree to both posts. In trials etc it's not so relevant, but in dungeons, especially base ones it is the only thing which keep you busy and adds some depth to tank's work. I bet there will be even less tanks in queue after everybody will realize what happened.
  • VaranisArano
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    One of the reasons why the base game dungeons are so easy is that their mob fights have become rather simple "Stack & Burn" affairs.

    As a playerbase, we'd evolved our tactics to the point that most of those fights simply weren't dangerous to an experienced group, just tedious. Certainly we see this with the devaluing of the healer role in many dungeons.

    That's not what ZOS originally intended. DDs and Healers were supposed to have to deal with attacks from at least some adds. So from ZOS' perspective, PVE crowd control may have been overperforming in combination with AOE-heavy DPS rotations. Breaking up the Stack & Burn tactic is a simple way to add some challenge back to mob fights that's more in line with the original design...even though it sucks for tanks who have gotten good at battlefield control.

    I like the battlefield control aspect of ESO tanking, and this seems like I'll be going back to an old tactic before I went full CC-tank: taunt the priority adds, minimal crowd control, maximum AOE damage.
  • BejaProphet
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    @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.
  • stpdmonkey
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    I created a thread about this exact issue. When I dps or heal I expect my tank to crowd control. Most do not have a good ability to do so. Zos stated in the past that crowd control is a tanks responsibility and then they removed the ability. Therefore you are seeing zos go against what they said. They have also stated that there will never be a aoe taunt so that also creates an issue for tanks as all we had were our stunts and immobilize skills. Now that they have been hurt tanks will need to discover a new way to crowd control. This will also require dps to be tougher which will decrease dps and healers to be tougher and heal more. When they changed earthgore that hurt healers abilities there. When you tank your taunt is meant for the hardest hitting adds and cc the rest. So you now need dps that is high enough to burn the adds before your cc ends. Which will be more difficult with the loss of dps for survivability. This has created a raised difficulty across the game as a whole. But as we all know this was for pvp. Which there was already a delay between stuns. But as pvp players complain no matter which way zos goes with anything there will never be a win. Pve and pvp needs to be fixed independently of each other. They already make skills work different in pve vs pvp. But when it comes to a change they keep screwing pve for pvp. This issue I'm sure will be fixed in an upcoming patch. Atleast I hope it will. I do get evening out all the classes but it is now getting to the point of no class is any different then another. Tanking is changing. We will be loosing more and more abilities. Tanks have always gotten the short end here and I do not see that changing. In my own opinion they have not even helped tanks since the chudan set. 3 years ago my tank was amazing. But every patch I need to change something to keep it able to work. And there will not be a end to that I'm sure. Eso is huge at the moment. But if there is no unique situation between classes anymore then it will all start to seem bland. Which it already is. Necro is just plain and simply an op class in all regards. And to make that happen they had to hurt every other class so we would all build a necro so they didnt waste time creating the class. It's all a ploy and eventually either the game will crash or they will fix it. There really is no middle ground.
  • Marginis
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    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.
    @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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    ^ I don't know what game your team plays, but my team usually runs like chicken when mobs attack them. I'm not talking about trials, trials is completely another story where everyone listens to raid leader etc and tank has ton of work without trying to cc every single mob.
    And there is no need to adapt, from tank perspective job became easier, since nobody can now demand that all mobs sit in stack immobilized for 10+ seconds.
  • erlewine
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    @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.
    eisley the worst
  • BejaProphet
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    Conjecture. I’d argue it’s pretty certain. But to be fair and transparent, I have no document or link to prove it.

    But I’m so confident I’d wager that there is proof if you go through patch notes where they often give rational for changes.
  • stpdmonkey
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    Marginis 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.
  • stpdmonkey
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    erlewine 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
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    @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.
  • MartiniDaniels
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    stpdmonkey wrote: »
    erlewine 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.

    Yes, this is completely PVP-related nerf since snares were sick especially in BGs. This is actually a great change to PVP, but why they applied it to PVE-mobs - idk. By the way there is some "boon" from it - roll-dodge now provides extended snare immunity, I mean if you roll-dodge before boss/mob immobilization hit you, you will resist it for several seconds.
  • VaranisArano
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    @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.

    Its true I'm looking to see why ZOS changed this for PVE as well as PVP. Like with the damage shield changes, ZOS could have made the changes for PVP only...and didn't. So I think its worth looking at what the PVE impacts are and why ZOS might think those are beneficial[ for the game as a whole.

    Your argument that players love CC tanks so therefore ZOS shouldn't change them because no one complained is an error I often see in these type of arguments over PVE nerfs. PVEers generally don't complain when they are too powerful or something makes fights easier. What they do complain about is when things are too easy...and base game dungeons have been too easy compared to the current player power levels for a long time, especially if we judge by DPS power creep and the devaluation of dedicated healer builds. The players don't see power creep as a problem. On the other hand, ZOS definitely does see power creep as a problem when content becomes too easy.

    It benefits ZOS to keep PVE content from becoming too easy. That usually means nerfs of various kinds when PVEers are outstripping the PVE content difficulty.

    There are a lot of factors that go into making group content too easy. We saw ZOS tackle some of those in #Nerfmire with damage shields and passive dodge. My theory here is that tank CC enables Stack & Burn tactics that, together with AOE DPS rotations, makes mob fights simple And less dangerous, particularly in base game dungeons. It also has the benefit of impacting all levels of PVE group content, from normal dungeons to trials. If that's the case and ZOS is still trying to adjust difficulty via more roundabout ways than simply nerfing DPS, then I don't expect any reversion to this tanking change.


    I will not be individually taunting everything in dungeon mobs. I found that boring AF when I used Swarm Mother. It might work if you enjoy that, but ESO tanking is not well designed for taunting everything and so I think that's not going to be a very workable tactic.

    Instead, I'll be shifting back to my earlier tactic of Tank+ AOE DPS. 1. Taunt the boss. 2. Taunt the dangerous priority adds or minibosses. 3. Then, use minimal CC and mostly AOE damage so I'm helping to kill the adds, since I can't control them as well. And the healer and DDs are just going to have to adapt, with greater self-heals, less min-maxed builds, or more reliance on a dedicated healer so they can deal with mobs that have uncontrolled adds.
  • VaranisArano
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    erlewine 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.

    I'm the one theorizing about why ZOS changed it in PVE as well as PVP.

    The PVP reasons are pretty clear, as snares, CCs, and immobilizations have need changes and fixes for a long time.

    Its entirely possible that its simpler than I'm speculating and it just comes down to ZOS' reluctance to use Battle Spirit to change between PVE and PVP. On the other hand, I think the changes this means for PVE (it makes mob fights much harder) are beneficial for ZOS.
    Edited by VaranisArano on June 7, 2019 7:49PM
  • BejaProphet
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    @VaranisArano I disagree with your conclusion that this is a plus but you helped me understand your points much better in that post. Thx.
  • MartiniDaniels
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    ^ So instead of ditching that hilarious geometrical progression dps build-up (minor force adds ~1k dps to non-min maxed build while 4k to min-maxed), they continue to nerf tanks with every patch.
  • BejaProphet
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    Btw, this change is going to be double rough on damage dealers that can’t keep up. Because when trash instant dies a good leash or chain is sufficient. It’s when things die slowly that it’s going to frustrate the entire group even more than before.
  • Marginis
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    stpdmonkey wrote: »
    Marginis 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.

    When a fight first starts the first person to aggro any enemy has a free 7 second taunt on that enemy. This is a good reason for tanks to run an AOE, so they get that free 7 second AOE taunt when they run in ahead of their group. That 7 seconds is the ideal time to start a rotation of 15 second taunts on enemies (which gives them the actual taunt debuff), which you can then cycle through while cycling through their other abilities like team buffs or heals. Given how varied the tank ability rotation is, the taunting is a type of tank rotation, I've found, and is what I think ZOS may be intending.

    CC spam is just a way of avoiding playing the game that way, how it was arguably intended to be played, which would make it cheese, which... it's kinda hard to fault a game for wanting to remove. That all said, CCs are not gone - they're just not infinite. You can't just substitute an AOE taunt by spamming an AOE CC ability. CC isn't null and void for tanks, it's just something that can't be spammed repeatedly and have a broken effect.

    @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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    @VaranisArano I disagree with your conclusion that this is a plus but you helped me understand your points much better in that post. Thx.

    Well, I'm glad I could clarify!

    I think it sucks for PVE tanks like me who enjoyed battlefield control and makes mob fights less predictable (yet still tedious). Its undeniably a tanking nerf and a PVE group content nerf.

    I liked being able to Stack & Burn effectively :)

    I just suspect that ZOS thinks its a good thing that its going to make PVE group content harder, so I'm resigned to the nerf sticking around.
  • MartiniDaniels
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    @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"
  • AcadianPaladin
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    @BejaProphet I agree. I am also a fan of your tanking style that you so eloquently lay out in your guide on this forum. :)

    I do have a fairly classic DK main tank but rarely play the character anymore since the character, though nearly unkillable, simply lacks the ability to control fights to my satisfaction. I'm not talking about gathering an entire crowd; rather I'm talking about roots that are too short and bosses that ignore taunt. I have not tanked since the nerf you are talking about but if it decreases my tank's ability to hold those he has managed to pull in, then I guess I'll be tanking even less.
    PC NA(no Steam), PvE, mostly solo
  • mobicera
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    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:(
  • BejaProphet
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    At the end of a root, the creature gets a 3 second root immunity. Plenty of time to move out of the pile. But the real rub is how this combines with snare nerfs. Razor caltrops list the brief 70% snare and frost staff wall was nerfed to 30% (if my numbers aren’t off).

    30% snares are utterly pointless. They barely slow the mob before they are out of the snare. Point being they have also taken any tool we might have used to cover that 3 second gap.

    Now this is not to say we can’t do it at all. We can still stack some. But if dps doesn’t kill them quick they will go away and you can’t stop it. For melee you can bring them in then taunt. That’s the most dependable crowd control now.
  • Silver_Strider
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    I'm guessing this is in relation to root nerfs, which as a NB Tank I never had anyways so its whatever for me. Don't see what the big deal is honestly.
    Argonian forever
  • MartiniDaniels
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    mobicera 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.
  • mobicera
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    mobicera 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.

    Ty for spelling that out for me, this change makes me sad:(
  • Marginis
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    @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 apologize if I came across as making assumptions about you personally. I probably should have made it more clear when I was talking about the community as a whole or about hypotheticals. It may help if I address your original post point by 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.

    I disagree, and while I think that's pretty much just my opinion, I do also think it's a bit unfair to implicate the entire ESO PVE tanking community.
    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.

    I'm not disagreeing with the point that trash mobs are most encounters, but considering the time spent in dungeons or trials, mob encounters don't take up near as much time as you imply. The statistic may be true (I don't know or care enough to compile evidence), but I think the overarching point is fallaciously achieved. Of course, this is mostly irrelevant to the discussion, as mob encounters playing SOME role is all that is necessary to have a reasonable discussion on the topic. I would argue however that because mob fights play a more minimal role than you suggest, at least to myself and the lay population, your exclamations on how tanking is forever damaged because of this change is a bit... hyperbolic.
    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.

    I don't think CC is the primary role of tanks, with the exception of it playing a much more significant role in PVP. A tank can very easily be the primary source of team buffs, can gather enemies around themselves without locking the enemies in place, and even off-heal or off-dps with the proper build. The refusal to break out of the mold of traditional tanking is what holds this belief in place, not that tanks can't do these other things.

    Furthermore, the fact that the game has evolved to be played a certain way, while definitely something to consider, is by no means reason to not change things. Some things, in fact, NEED to be changed in order to do different things people want, like adding new abilities or new dungeons. Consider if you will how broken good and how broken bad certain abilities or armor sets would be if they had their old effects still now that the Warden and Necromancer are out.
    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.

    Taunt them. Taunts are meant to be what keeps mobs aggroed on you. ZOS has stated that they do not want or intent to add an AOE taunt in the game. Presumably there is a reason for this. I highly doubt ZOS just wants to be jerks to their players for the fun of it. CCing mobs like this is just an AOE taunt ZOS did not intend.
    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.

    Aside from this being an argument one could make for any role ("healers don't even fight, they just sit in back and keep their own people from dying so the fight goes on forever" or "DPSes just do damage at you and don't even use strategy, they just attack and kill you too quick"), tanks have a fundamental role in PVP you touched on - forcing enemies into disadvantageous positions. A tank runs through a crowd in a keep under seige, at least some players will break off and chase the tank, for example. This is a great legitimate strategy, rather than solely "unfair and unfunny" for the victims.

    To be completely honest, sometimes it's incredibly funny for all involved, to see a wacky naked khajiit bunny hopping into the thick of a fight with a bunch of players chasing his tail.
    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.

    This is a difficult thing in any game, and I think that as far as human minds can balance videogames, ZOS has done a pretty good job, even if I wouldn't have personally done things the way they have. There is an important element to game design that relies on consistency. Things should work the way players, especially new players, expect. When they don't, and players don't have control over what their in-game avatar does, players get frustrated. Just imagine how you might feel if you hopped into Call of Duty wanting to play with your friends and then half the time your gun shot daisies instead of bullets. It's more similar than you might think when players transition from PVE to PVP. The abilities should, by this philosophy of game design, behave the same, so the player knows what to expect. If they don't, they're likely to get frustrated and leave.

    This isn't the approach all games take, but it is a very common and very fair philosophy to have, and it helps ESO remain one of the more accessible MMOs on the market today, which is what it owes at least some of its success to. One might say it caters too much to casuals, or it results in a worse balanced game, but these are tradeoffs for other benefits.

    I do also disagree that this destroys games, or even just tanking, or even just PVE tanking. Saying that I think unfairly diminishes the immense care and work put in by the ZOS devs who balance the game and do their damn best (which is really good especially looking at most other popular games) to make sure that no one is fully left out. Even though I disagree with PVP faction locks ZOS implemented them, because so much of the community cared. But, they didn't leave players like me out and left some unlocked campaigns. A middle ground is rarely everyone's first choice, but when considering everyone, compromise is usually the most agreeable option.

    I should also say this - and I know many won't agree with me - but PVPers matter too. There, I said it.
    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.

    I think fights are more fun without relying on a broken mechanic being spammed, but I recognize that you're having less fun. The fun of other players matters as well however, and balance is a very important factor in other players' fun. PVE and PVP.

    It is also important to note that I think consistency is an all or nothing thing. Either you make everything consistent, or nothing is. The goal of consistency is so that new players can learn one to know both, and in saying that any exceptions need to be made, you're saying players need to learn about any exceptions individually as well as learning the game the first time. ZOS is trying to eliminate all these weird ways abilities work and are applied that aren't mentioned in tooltips or aren't immediately obvious, because it makes the game less consistent and harder on new players (and let's face it, even some older players) when they try to understand how the game works.

    This is why most randoms in dungeons suck, and endgame is so notoriously hard to get into for most players - because knowing how everything works as is is going through a giant spreadsheet as is. It's not that your suggested CC fix is one exception, it's that it's a change in the direction opposite of ZOS's, and that it only serves to cheapen the gameplay experience as is.

    Hope that clarified things.
    @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.
  • Marginis
    Marginis
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    @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"

    Uh... No. I use CC. I'm a tank, afterall. I just like that ZOS's vision for tanking is coming through more clearly now, and that tanking isn't cheapened by people who would be better off as DPS 'cuz the only way they can tank is by cheesing.
    @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
    MartiniDaniels
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    @Marginis
    Please clarify how you are dealing with ranged mobs who run away as soon as immobilization ends. You chain them again after immobilization immunity ends? And root them? For example there are 3 ranged mobs, where did you find magicka and GCDs to chain them 6 times, apply immobilization twice, meanwhile spamming inner fire, pierce armor, group buffs, blocking heavy attacks and all of that within 10 seconds?
  • BejaProphet
    BejaProphet
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    There are so many things you said I could interact with but none of it is worth it.

    But for the record you are the one painting my words as hyperbolic. I say bad for tanking and you turn that into me saying forever destroyed or something. The ways you misrepresent my thoughts are too many to address, especially when you aren’t actually making a compelling point of any kind. You are just nipping at my words.
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