John_Falstaff 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.
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)
John_Falstaff wrote: »Let's start with DKs being -the- meta as a whole. ^^ And the rest of your write-up is so much conjecture that I can't even. There's no such thing as "tanks that did not rely on CC" - it's not really an 'off meta build', it's just unwillingness to use one of the tools available to tanks in general to better support the group. Now this instrument got nerfed, and all tanks got poorer for it. Suppose some tanks were simply refusing to do crowd control with trash packs. If immobilization is nerfed, it won't bring those lazy people to prominence. Tank meta is not changing, just all tanks got nerfed, congratulations on that (PvP-driven, if you'll read patch notes) change. Just some tanks see the problematic trend, and some tanks who were too lazy to properly support their groups for some reason rejoice, thinking that their laziness will become mainstream. No, it won't. They'll just keep "not relying on CC" and will keep being bad tanks, while good ones will keep squeezing out the best they can out of their nerfed tools.
@CreepyPahuska , not necessary. Yes, Restraining Prison immobilizes for longer, but it's also more expensive, and in addition it isn't exactly easier to work with positioning-wise, if you'll root a mob 18 meters from you (because you had to root your freshly chained adds before chaining more, else they'll start scattering), then you didn't do much good to your DDs who can't land AoEs there. But by and large, it doesn't even matter, 2 seconds of extra root duration won't make a tank more competitive compared to others. But 3 seconds of immunity will make every single tank's life harder, on all levels, which is the whole point of conversation.
John_Falstaff wrote: »profundidob16_ESO 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 ?
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.
CreepyPahuska wrote: »John_Falstaff wrote: »Let's start with DKs being -the- meta as a whole. ^^ And the rest of your write-up is so much conjecture that I can't even. There's no such thing as "tanks that did not rely on CC" - it's not really an 'off meta build', it's just unwillingness to use one of the tools available to tanks in general to better support the group. Now this instrument got nerfed, and all tanks got poorer for it. Suppose some tanks were simply refusing to do crowd control with trash packs. If immobilization is nerfed, it won't bring those lazy people to prominence. Tank meta is not changing, just all tanks got nerfed, congratulations on that (PvP-driven, if you'll read patch notes) change. Just some tanks see the problematic trend, and some tanks who were too lazy to properly support their groups for some reason rejoice, thinking that their laziness will become mainstream. No, it won't. They'll just keep "not relying on CC" and will keep being bad tanks, while good ones will keep squeezing out the best they can out of their nerfed tools.
@CreepyPahuska , not necessary. Yes, Restraining Prison immobilizes for longer, but it's also more expensive, and in addition it isn't exactly easier to work with positioning-wise, if you'll root a mob 18 meters from you (because you had to root your freshly chained adds before chaining more, else they'll start scattering), then you didn't do much good to your DDs who can't land AoEs there. But by and large, it doesn't even matter, 2 seconds of extra root duration won't make a tank more competitive compared to others. But 3 seconds of immunity will make every single tank's life harder, on all levels, which is the whole point of conversation.
There's a difference between "tanks that did not rely on CC" and "tanks who did not rely as heavily on CC". Some classes just can't rely on CC as much as other classes, because the tools they have at their disposal aren't as efficient. It's a simple fact, not an 'off meta build' of some sort.
About restraining prison, where have you seen that it's more expensive ? I'm not a DK expert, but if I trust UESP, Talons have a 4050 base cost, and restraining prison has a 4050 base cost (3848 with unholy knowledge). With all cost reductions applied, mine actually costs 3483, and I can assure you I'm overabusing this skill, and I've never been OOM from doing so.
Now about positioning... yes it's a corridor pattern, so if you're trying to use it like a player centered CC skill, you're doing it wrong. I'm not gonna make you a tutorial on how to make a nice little round pack of mobs, cause that would be off topic, but it works fine. You just have to use it differently.
Now my point about restraining prison was just to bring an example to correct what you said in the message I quoted, nothing more. I think you're speaking a lot about things that you don't know that much. In my opinion, you should try to be more open-minded about game changes & other classes, it can only do you good. This change is not a bad change, and it's not a big change either. TBH, before reading this I didn't even noticed that there was a root immunity on mobs...
John_Falstaff wrote: »Shows that you didn't try vFL HM, for instance. That's about speaking of things you don't know that much.
I just checked this morning. @CreepyPahuska is right about the fact that talons cost more than prison. Please don't assume facts you haven't checked before, it can and will mislead other players.John_Falstaff wrote: »Another site reports 3654 base cost, but let's assume, I'm not in the game yet to double-check.
Here again you assume things you know nothing about, we just did it yesterday morning... He was on his sorc tank.. K thx bye. You lost whatever credibility you had left.John_Falstaff wrote: »Shows that you didn't try vFL HM, for instance.
John_Falstaff wrote: »for all I know
CreepyPahuska wrote: »John_Falstaff wrote: »for all I know
But you know nothing, john sno... ehem... falstaff
I think we are actually representing the kind of tanks that discuss with their DD (that are actually not headless chickens running around, focusing random stuff) about how to go about things. Strats in vet dungeons, etc...
Personnally, I think that the attitude "please don't nerf, my DDs have crappy DPS and run all around, scattering the mobs during the root immunity" is hardly an attitude of a good player. We can't just base the evolution of the game based on PUGs
Pfft aware, not a solution. Cant target them well with the huge dragon on the way. end up running around the whole arena with wall on ground in my way. which is again a thing i dont think a good tank should do with that boss. I honestly found the shadow archer shenanigans more useful, (roll dodge beetle, place shadow, place wall, run around the dragon where the wall road is, wait till beetles catch up, teleport back)
Pfft aware, not a solution. Cant target them well with the huge dragon on the way. end up running around the whole arena with wall on ground in my way. which is again a thing i dont think a good tank should do with that boss. I honestly found the shadow archer shenanigans more useful, (roll dodge beetle, place shadow, place wall, run around the dragon where the wall road is, wait till beetles catch up, teleport back)
Sounds like your group needs to kill them faster. I've tanked perfect run (speed, hardmode, no death whatever) a few times with 3 dps using ice staff and just dropped blockade as they spawned and ran away and they were dead in a few seconds. I agree it's incredibly hard on the tank if the dps leave them up for a long time.
Everything in this game sort of branches out from one major thing: DPS in this game is insanely high, and there's an insane range between the typical lower skilled person and the top end. It's a massive range, and the game has to be "balanced" around that as much as they can. Tanking in this game has progressed to this point where you can do any dungeon with no healer because it's also progresed to a point where everything dies so fast. I mean, OP's threads just seem so foreign to me it's like he's playing an entirely different game. The idea of monsters living long enough that root even wears off is utterly out of my known context of this video game.
Spartabunny08 wrote: »For the first time I'm ahead of the nerf. Looks like werewolf tanks just became relevant. Seems tanks don't crowd control anymore, what is the point. Now everyone just runs werewolves no need for crowd control with werewolves everything just dies. Been enjoying very much my DK werewolf tank build, a lot more than the necro I'm trying now. I didn't even know about the crowd control change because necro doesn't have any at least in that direction I'm aware of. Wrt are they doing? Werewolf tank it is then, was just a personal fun thing for myself didn't see this coming lol.
The woes of endgame PvE isn't about completion it's about leaderboards. PvE balancing should take a backseat to PvP balancing since imbalances in PvP are way more destructive than imbalances in PvE.
A lot of PvEers like to use PvP balancing as an excuse for their incompetence when the issue is their build, skill, or team composition.
And you wanna hear the beauty of losing power in PvE? The other trials guilds you're competing against also lost power.
The woes of endgame PvE isn't about completion it's about leaderboards. PvE balancing should take a backseat to PvP balancing since imbalances in PvP are way more destructive than imbalances in PvE.
A lot of PvEers like to use PvP balancing as an excuse for their incompetence when the issue is their build, skill, or team composition.
And you wanna hear the beauty of losing power in PvE? The other trials guilds you're competing against also lost power.
Well, definition of endgame could differ for everyone, it's not for you to decide. Them top tanks easily get over the new nerfs.
But new tanks - beginners, who see their endgame as vMOL or vFL hm, just get hurt with every nerf to that role, thus making them dislike the role. As a result, more nerfs to tanking produce less tanks in PvE. Do we want that? I hope not.
How many dedicated tanks do you have in your PvE guild? What is the ratio to DD or Healers? I'll say in mine it's 1:12 DD, and 1:2 HEALERS
Are there any aspiring tanks that just left the role cause of nerfed gameplay? I know of two. How many new tanks have came into your guild during the last 2 years? To mine 2.
All of this, while number of DDs is rising.