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Tanking needs to be helped

  • BejaProphet
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    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.

    Sovngarde dies a little each time a tank shifts into werewolf form. 😳
  • stpdmonkey
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    Daus wrote: »
    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.

    Where in this game has it ever been about mainly pvp. In all the years I have played I have never met anyone who started to play for the pvp part of the game. As a matter of fact the complaining from pve players that you hear playing the game comes from 2 places. Glitches in pve content and then the changes to skills or classes due to pvp. If pvp is the whole point of this game as you are stating then why add more areas of pve creating a bigger map. Pvp area has changed yes but never really grown to new bigger areas. If there is to be a balance for the game it is time for a change. A change to how pve content and pvp content keep affecting each other. The pvp and pve areas already have differences in your character depending on what you are in. Considering the fact that pve is truly larger in the game pvp should not keep changing it. Pvp players rarely spend money on the game but are getting all the changes.
  • Strider__Roshin
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    There has to be room for us to say, “Hey, this is a really bad move for tanking,” without everybody acting like we are declaring the apocalypse.

    That's fair.
  • Strider__Roshin
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    stpdmonkey wrote: »
    Daus wrote: »
    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.

    Where in this game has it ever been about mainly pvp. In all the years I have played I have never met anyone who started to play for the pvp part of the game. As a matter of fact the complaining from pve players that you hear playing the game comes from 2 places. Glitches in pve content and then the changes to skills or classes due to pvp. If pvp is the whole point of this game as you are stating then why add more areas of pve creating a bigger map. Pvp area has changed yes but never really grown to new bigger areas. If there is to be a balance for the game it is time for a change. A change to how pve content and pvp content keep affecting each other. The pvp and pve areas already have differences in your character depending on what you are in. Considering the fact that pve is truly larger in the game pvp should not keep changing it. Pvp players rarely spend money on the game but are getting all the changes.

    Most of the people I know that have been here since the beginning got this game for the PvP. This game was originally marketed for PvP players; it was the whole focus in the beginning. Then they started focusing on the PvE community more than the PvP community; almost exclusively.

    That's what we call a bait and switch.
  • Druid40
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    Why do they keep giving NPCs immunity to things, but force us to sit through entire NPC CC animations before break-free will activate and possibly still get CCed from some NPCs even when we have immunity?
  • zvavi
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    Daus wrote: »
    satanio wrote: »
    Daus wrote: »
    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.


    If people want to tank they're going to tank. This change isn't going to make people all of a sudden want to give up tanking. Also saying people aren't going to want to perform a certain role because it's difficult only applies to mentally weak people that hate to be challenged. You're not considering the players that actually enjoy to be challenged, and will be inspired to perform a certain role due to its increased difficulty.

    Truthfully this is why I have a tank and a DPS; because some content is more difficult/enjoyable to tank, and some content is more difficult/enjoyable to DPS. Healing to me is mindlessly easy so I deleted my healer a long time ago.

    You are entirely correct. People dont stop tanking because they stop enjoying it.
  • John_Falstaff
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    Druid40 wrote: »
    Why do they keep giving NPCs immunity to things, but force us to sit through entire NPC CC animations before break-free will activate and possibly still get CCed from some NPCs even when we have immunity?

    I actually have to snort each time when in-game, nightblade mobs use Ambush and stun players, making me wonder - he-e-ey, wait a minute, Teleport Strike and morphs have lost the stun in Elsweyr, why NPCs are given the reprieve from that change. And at the same time, ZOS can't make a similarly simple exception for immobilization immunity to only affect PCs.

    @zvavi , yes and no, I wouldn't say a lot of tanks will be pushed to the point of dropping the tanking, but I can easily see a lot more tanks giving up on pugging, saying "screw it, I'll limit myself to runs with guildies". Not a healthy state of things either.
  • zvavi
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    No one is talking about this nerf in particular, i talk about all nerfs.
  • John_Falstaff
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    zvavi wrote: »
    No one is talking about this nerf in particular, i talk about all nerfs.

    That was to @Druid40. ^^ And about tanks getting closeted in their guilds, that was about all nerfs in general. I think that more nerfs tanks get, the less incentive to run with pugs, and the game's poorer for that. The experience on voice chat with guildies ("oh goodness, can't root that, folks, switch damage there") can be so much less daunting than the prospect of that burdening group chat with pugs ("tank, why u die to beetles" - "well folks, ZOS nerfed me, you better try to burn them" - "never did it like that, just survive better"), not every tank's having fun tanking that way. Tank is a social beast.
  • oli.j.reillyb16_ESO
    Haven’t noticed - total non issue.

    Supposed “nerfs” have nothing to do with no tanks in the finder. Unless you’re the sort with an hour to spend on a basegame vet - there’s no reason to queue. Simple as that.

    Nothing said here or in the plethora of other threads bemoaning the (non) issue - will change the amount of tanks available.

    So long as people insist on queueing for vets without DPS basics like ground AoEs on their one bar roleplay build - that’s just how it be.

  • stpdmonkey
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    zvavi wrote: »
    No one is talking about this nerf in particular, i talk about all nerfs.

    That was to @Druid40. ^^ And about tanks getting closeted in their guilds, that was about all nerfs in general. I think that more nerfs tanks get, the less incentive to run with pugs, and the game's poorer for that. The experience on voice chat with guildies ("oh goodness, can't root that, folks, switch damage there") can be so much less daunting than the prospect of that burdening group chat with pugs ("tank, why u die to beetles" - "well folks, ZOS nerfed me, you better try to burn them" - "never did it like that, just survive better"), not every tank's having fun tanking that way. Tank is a social beast.

    You are very right on that. I dont like to pug on my dps or really my healer. But my tank I dont mind it. Atleast didnt used to
    I could control the run and control the adds. I could group what was needed and hold the problem adds. Dps that dont know what to attack I could guide with my ability to control. If someone goes down and there is a mob of adds then I can hold them for another to get the res. But now that stuns and roots have been nerfed I cant. I have spent time testing different methods to hopefully find a solution. Stuns or slows do not slow correctly. After a root there is no ability to slow them that works well enough to keep them even slightly grouped up. So when one person does go down or isnt survivable enough and there is not enough time to taunt each add individually there is a good chance of a wipe. Or atleast the dps and healer going down. I am normally able to res atleast one downed person but when. I cant keep anything off that person. They dont have a chance to live. This puts me at a point of not wanting to pug due to the fact that it creates difficult issues. When most newer players done use a mic or chat there is no way to guide them. Now that there is added difficulty with newer people experienced tanks will not be there to guide them as often. Increasing difficulty for newer players who then dont understand what is going on and then leave the game because they cant create a social good experience. The new 2.5million players that have supposedly joined in the last year will start to diminish. As I have previously stated this nerf to our ccs destroyed my favorite part about tanking. Also destroyed my good ability to help teach and guide new players I come across.
  • Ozazz
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    this man has probably never even seen cyrodiil just by observing his statement
  • danielclarkb16_ESO
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    Daus wrote: »
    stpdmonkey wrote: »
    Daus wrote: »
    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.

    Where in this game has it ever been about mainly pvp. In all the years I have played I have never met anyone who started to play for the pvp part of the game. As a matter of fact the complaining from pve players that you hear playing the game comes from 2 places. Glitches in pve content and then the changes to skills or classes due to pvp. If pvp is the whole point of this game as you are stating then why add more areas of pve creating a bigger map. Pvp area has changed yes but never really grown to new bigger areas. If there is to be a balance for the game it is time for a change. A change to how pve content and pvp content keep affecting each other. The pvp and pve areas already have differences in your character depending on what you are in. Considering the fact that pve is truly larger in the game pvp should not keep changing it. Pvp players rarely spend money on the game but are getting all the changes.

    Most of the people I know that have been here since the beginning got this game for the PvP. This game was originally marketed for PvP players; it was the whole focus in the beginning. Then they started focusing on the PvE community more than the PvP community; almost exclusively.

    That's what we call a bait and switch.

    Do most of the people you know represent the whole ESO community? This is an Elder Scrolls Game, from whose most fanbase comes from Oblivion/Skyrim - single player PVE games. Not to mention most of the DLC's/expansions are PvE focused.
    Edited by danielclarkb16_ESO on June 11, 2019 10:11AM
  • MoaRRise
    MoaRRise
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    From a end-game-PVE-tank perspective I could be fine with that. In a mostly fixed group of end-game players, pulling more than 120k DPS, its not a problem at all. Most mobs die before the Talons are over, even in DLC Dungeons. These runs are, frankly said, not a challenge for a tank at all.

    But speaking about tanking overall, especially if you don't want to play it that way or just want to accually "be" a tank. With these changes (and others in the past) tanking became less interesting, due to a lack of influence on the run (speaking about dungeons, not trials).

    And as a tank, I dont wanna end-up in a game where im just taunting and holding a boss, while trying to survive. If I would prefer that, I would have kept the game from that Ice-Storm-Company.

    ZOS really should give tanks something to do between boss-fights and to bring order to the chaos. I always seen that role as some kind of "dungeon-director". So why not apply a cooldown for CC only on players? Revert the timestop cost increase and give it a high cooldown for applying on other players? That could make other classes more viable. Its not about Talons, its more about the role of tanking itself.

    If I remember my last queue with a DD correctly, I was waiting for 30 min+ to find a group. On a tank we are speaking about seconds. So I think the game and its community could benefit from a more interesting tanking-role, making content more accessible for new players, letting the tank reducing chaos and focusing the run on the real mechanics.
  • p00tx
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    stpdmonkey wrote: »
    )

    Pvp players complain the most. Therefore they get the changes. Which really makes no sense. Almost all the pvp players I know do not even have eso+ or pay for much of anything. But since they are the ones who voice opinions they win. Us pve players roll with the changes. This tanking cc screw is the first time I'm truly voicing my opinion. I do hope that zos figures out what players actually matter. All pve players I know have spent 100$s of dollars on in game items because we love the game and the stuff created. But everyone is upset about skill changes and stuff. I have seen alot of people angry enough to leave after years of playing. This game turns into an investment for pve players.

    Now hold on a minute here...

    I was with you on this until you started in on this silliness. Enough. Most end game players are pretty invested in both PvE and PvP, so you can't just lump us all into one category or the other. I've spent stupid amounts of money on this game, as have other members of my PvP guild, who also happen to be avid end-game PvPers. There was a huge problem in Cyrodil, namely that Talons had no cooldown and any trashcan smart enough and lazy enough to roll a Mag DK could just spam Talons and whips at you in rapid succession, and there was almost nothing you could do about it, unless RNG was kind enough to let you use your full stam to break free in spite of the bug that ignores your stam pool and keeps you rooted. It was trash gameplay and needed to be addressed.

    I play in Cyrodil and overland pretty equally, although I tend to spend more time raiding than killing players these days (I earned my respite after 3 years of only PvPing), and I've got the perspective of seeing it from both sides. I have a DK tank, and I feel the pain of losing this part of the skill, and I don't like it either. In spite of that, it needed to change, and unfortunately, in typical heavy-handed Zos fashion, it received a pretty uncreative, one dimensional change. I don't care what Zos has said in the past. We need an AoE taunt. People change, and companies change their minds every day. There are plenty of skills they could pop it onto (Pulsar on Ice Staff effect?) that would still force tanks to make a gear decision in order to use it, and make it available to all classes.

    Blaming other players for the mistakes of game devs is just stupid, and you don't seem like a stupid player. Don't go down that path.
    Edited by p00tx on June 12, 2019 9:37PM
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  • deepseamk20b14_ESO
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    Haven’t even noticed this on my DK tank so....is it really a problem?
    Hey everyone! Look! It's a signature!
  • stpdmonkey
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    It clearly states "Previously, Immobilizes were an overbearing tool that completely shut down builds with lower Stamina pools, and could keep them from moving for extremely long periods of time" that is a straight quote from their patch notes. So please explain to me how that did not come from pvp complaining.
  • VaranisArano
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    stpdmonkey wrote: »
    It clearly states "Previously, Immobilizes were an overbearing tool that completely shut down builds with lower Stamina pools, and could keep them from moving for extremely long periods of time" that is a straight quote from their patch notes. So please explain to me how that did not come from pvp complaining.

    I'll grant that.

    After all, its not like players are going to hear complaints that sound like "Previously, Immobilizes were an overbearing tool that completely shut down dungeon mobs who can't break free at all, and could keep them from moving for extremely long periods of time, thus allowing DDs to burn them down quickly with AOE rotations..."

    The complaints of the PVE player are more like "This is too easy!" or worse "Its faster and easier to do this without a healer!"

    ZOS can make changes to PVP alone if they want to through Battle Spirit. In this case, they didn't.
  • stpdmonkey
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    Agreed. They dont seem to want to ever separate pvp and pve. I go into bgs on my pve dps and do rather well honestly. I dont go in often but the times I do once a month or so I do ok. But in the end changes for zos are easier to do across all play so they do. Instead of caring about the difference for players it seems to be whatever is cheapest. I miss the days that quality of game for the players was important. They always need to make money still which I understand. But it seems it's all about money for zos. I want to be able to make a toon build it the way I like and not have to change it monthly. My tank is my main and this change has definately made me the most upset. My crowd control is the fun part of a tank. Working to control the situation for my group and help dps do the best they can. That's my job as a tank. For 4 years that has been my focus. Find the best way to move adds and place them. Discover how to limit the dps. What hits hard and I need to protect against or protect my team against. Now I am having teammates die to situations that they normally wouldnt have had any problems. I am still working on new ways to solve this but at this point I got nothing.
  • Hexvaldr
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    As a dungeon tank who prides myself on pulls which end in a nice neat stack of bodies, it is frustrating to see an add run away out of my frost blockade or gripping shards due to immobilization immunity and the reduction to the snare from frost blockade. The combined effects from these abilities used to function as a great source of chill to proc additional immobilization as well as minor maim.

    Necromancers now have the highest potential for crowd control in tanking. You can alternate between the snare of grave grasp and the fear effect (which doesn't count as immob) from agony totem, all while auto-pulling any stray enemies back with beckoning armor.

    So as a dedicated warden tank, I began problem solving, trying combos of sets like Sellistrix and Bahraha's. Their radius is too small to be worth giving up the benefits of other sets imo. I typically run a high health low mag regen build which is structured so I have good sustain from heavy attacks and do not need orbs. I am now testing a build with high magicka and 1k mag regen so I can alternate between gripping shards and time stop. I've also switched from silver leash to frozen gate. I change my setup during main boss fights where less CC is needed. So far, my setup works for classic vet hm dungeons, and I plan to test it on some of the newer DLC dungeons imminently.

    I'd love to hear what others with a similar tanking mindset are trying.
  • zvavi
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    Azmarul wrote: »
    I'd love to hear what others with a similar tanking mindset are trying.
    I guess keep trying to use the now nerfed time stop.
  • mobicera
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    I just played the dailies in a pug on my dk tank, the first time I've really used it since elsywer released on console.
    The dps was low adds could not be burned in the initial 4 seconds of crowd control.
    I had to basically poke everything not just 2 handers and sword and boards but everything to control the flow and try to keep a stack.
    Talons then poke poke poke poke poke....
    Good job zos I now will not que up for random vets or even dailies outside of preformed groups on my dk.
    I pugged on my tank ALOT and enjoyed it...
    Oh well now dps will just have longer ques...
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