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More Tank nerfs?

  • caperb
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    caperb wrote: »
    caperb wrote: »
    WuChiWuGen wrote: »
    The trouble with the tank meta's in PVP is simply they can't be killed and yet can kill easily.
    When 12 can kill 60 the PVP game is totally broken.

    It totally makes sense to go trolling tanky but to still be able to one shoot people is broken.
    If heavy armor adds 33 percent more damage absorb it should reduce all damage by 33 percent.


    Can you show me a tank build that combines excellent survival with the ability to one-shot people?

    Arctic blast + malacath + random proc set combination

    Mist form + malacath + vate + zaan

    Sweeps + vampire ulti

    Werewolf + alessian

    Well, not all of these combinations one shot and they all need more sets/skills to be dangerous, but they add a lot of pressure and I think you will get the idea.

    None of those 1-shot and the issue with those is not tanks but specific sets and playstyles (namely werewolf) being problematic.

    This is the same as how there are characters possible with any other role that are able to do things they shouldn't because a specific item set is broken rather than the entire role (tank or dps) being broken.

    This stuff (item sets and werewolves) is already being addressed with next patch.

    Also sweeps plus vampire ultimate Is not even close to an example of this...

    You asked for tank builds that still are able to kill people, I gave you them.

    You didn't though.

    Well if you want all the other armour sets, skills, passives, traits, weights, glyphs, cp allocations, food, potions, poisons, etc. Sorry, that is a little bit too much to type out. My point was about certain set combinations that allow for both tankiness and high offensive power.
  • deleted008293
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    Medium Armor Tank Meta...
  • BXR_Lonestar
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    Without seeing the whole champion point system, its hard to say how this will play out. Perhaps they're doing this to force players to select more tanky perks in the champion point tree, so a player can be just as tanky as before the changes, but at the cost of being able to do damage. If that is the case, I'm fine with it.

    Its not like you expected your tanks in PVE to tank while ALSO pulling 30-50K DPS. So if this is their way of getting players to really lean into their roles, I'm okay with it. Just like if the new champion point system hurts DPS' ability to self-heal without heavy investment into healing perks, I'd be fine with that too, because it would make the healer role a lot more necessary (absent Ring of Pale Order).

    So put me down as skeptical, but not going to overreact until I see/play with the full champion point system.
  • josiahva
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    caperb wrote: »
    caperb wrote: »
    WuChiWuGen wrote: »
    The trouble with the tank meta's in PVP is simply they can't be killed and yet can kill easily.
    When 12 can kill 60 the PVP game is totally broken.

    It totally makes sense to go trolling tanky but to still be able to one shoot people is broken.
    If heavy armor adds 33 percent more damage absorb it should reduce all damage by 33 percent.


    Can you show me a tank build that combines excellent survival with the ability to one-shot people?

    Arctic blast + malacath + random proc set combination

    Mist form + malacath + vate + zaan

    Sweeps + vampire ulti

    Werewolf + alessian

    Well, not all of these combinations one shot and they all need more sets/skills to be dangerous, but they add a lot of pressure and I think you will get the idea.

    None of those 1-shot and the issue with those is not tanks but specific sets and playstyles (namely werewolf) being problematic.

    This is the same as how there are characters possible with any other role that are able to do things they shouldn't because a specific item set is broken rather than the entire role (tank or dps) being broken.

    This stuff (item sets and werewolves) is already being addressed with next patch.

    Also sweeps plus vampire ultimate Is not even close to an example of this...

    You asked for tank builds that still are able to kill people, I gave you them. Sweeps + vampire ulti is a perfect example of a combination used in builds that is very tanky and hard to kill though at the same time can sweep a player in 1 or 2 seconds, especially when using the templar stun from behind.

    But I think you have come to the same conclusion as me: It is the sets that are the problem and not the role in general. Yet some blame PvP tank builds for PvE tank nerfs, which is not true at all. It is just that ZOS made it viable to have both very high damage mitigation abilities as well as damage dealing abilities in the same build because of items like malacath and insane proc sets. For people who not make such builds it looks like the tankiness is the problem and then they come on the forum asking for nerfs to tanks.

    Zos has the possibility to avoid nerfing PvE tanks though, for example by not focusing the damage mitigation but by adjusting the damage dealt when certain standards are set. PvE tanks will still be viable while at the same time a PvP tank has to make a choice whether he wants more mitigation or more damage.

    No...the problem is that ZOS refuses to use different skills and sets for PvP and PvE. The reason given is that they want people to just be able to jump into PvP wearing whatever...but the reality is, if I go into Cyrodiil on my PvE tank build, I will have a VERY difficult time killing anyone, and conversely, I will be rolled over by a ball group and killed within SECONDS as a solo player because the only heals I get are from myself with the healing changes. The other day I went into Cyro on my PvE tank solo without joining any type of group just to get the coffer for transmiutes...this is what happened:

    1. go to wherever fighting is, trying to stay to the outskirts of the fight because I am playing solo on a build with 28k resistances and very mild damage output.
    2. I might get a hit or two in on some player before a ball group rolls around the corner(they of course have at least one dedicated healer) and rolls right over me...I get a hard CC of some type, and before I can even break free I am dead because 10 other attacks have landed in that time.

    Obviously in this example there are plenty of things I could do differently, I could join a group, I could run immovable pots, etc etc etc, but the real problem here is THAT YOU CANT JUST ROLL INTO PVP WITH A PVE BUILD AND BE EVEN MARGINALLY SUCCESSFUL. Taking that into consideration...why in the world would you NOT ban PvE skills and sets from PvP and vice versa? You have to have a specific build to PvP as it is and roll with PvP people...so its not a huge jump to separate the two entirely and be able to balance once side without nerfing/buffing the other.
  • Matchimus
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    Selene's on veteran is an immediate one.

    No. She gives a lot of notice it is coming by doing some ritual/pray thing before bear appears. Plenty of time to move to the side out of the way without rolling. What doesn't help is 2 dps using selene monster set. Messes with focus on the pray thing.
    Edited by Matchimus on January 28, 2021 8:00PM
  • Matchimus
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    I think I saw something about them trying to make it harder to choose between traits. Well fitted comes into play?
  • Raideen
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    bmnoble wrote: »
    It wasn't enough to butcher all our major buffs in the last patch from 30% to 10%

    Now...
    +3% increase to roll dodge pr heavy armor piece worn? 15-21% increase! Roll Dodge are pretty much mandary in many HMs.

    Nord: Rugged: Reduced the Armor granted from this passive to 2600, down from 3960.

    Imperial: This passive no longer restores Health, Magicka, and Stamina whenever you deal Direct Damage.

    Also noticed all characters take 15% less damage where you moved it from CP to Characters. That's fine if CP still grant a LOT of resistances. Because 15% doesn't even begin to compare with maxes Ironclad + Hardy.......

    From reading this my initial reaction is Tanks will be less tanky and cost more to roll dodge....
    Or maybe I missed some major Tank buff?

    But atleast Vet Frostvault will be a walkover now...

    Because we already have too many Tanks right....

    I think real tanks have no business doing any roll-dodging. They should have a shield, heavy armor and block the attacks. Never liked the roll-dodge for no damage trick. Also doesn't fit into the role playing aspect of the game. What knights in full plate heavy armor roll dodges? They needed 2-3 helpers just to get up on a horse....


    Mobility in Medieval Plate Armor/ Armour
    https://www.youtube.com/watch?v=qzTwBQniLSc

    @ZOS_GinaBruno @ZOS_BrianWheeler might want to take a look at this video before you go forward with the new armor passives. It kinda shatters your "lore" reason.
  • Raideen
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    wheresbes wrote: »
    DO.NOT.TOUCH.NORDS. (unless you're going to buff them, that it)

    They are already nerfed...the damage has been done.

    Orcs however got a buff...go figure.
  • StarOfElyon
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    WuChiWuGen wrote: »
    The trouble with the tank meta's in PVP is simply they can't be killed and yet can kill easily.
    When 12 can kill 60 the PVP game is totally broken.

    It totally makes sense to go trolling tanky but to still be able to one shoot people is broken.
    If heavy armor adds 33 percent more damage absorb it should reduce all damage by 33 percent.


    Can you show me a tank build that combines excellent survival with the ability to one-shot people?

    You been to battle grounds today?
  • Mythreindeer
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    Stahlor wrote: »
    ...so why you would nerf the most played Tank race (on the least played role: Tank) in the game is beyond me...

    Maybe to give the second tanking race (Imperial) also a right to exist?

    My Ice Warden Nord tank has been relegated to crafting only 3 months ago. These changes aren't going to help. I'd already started a Imp stamDK off tank and that is going to work out well it appears.

    I admit I'm having to watch the Alcast vids to figure out all the upcoming changes.

    I guess being a noob in an MMO is better than being a bored vet in a dying game. Been there too often over the years.
  • StarOfElyon
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    I got a Breton tank. Hearing people talk like Nord tanks are suddenly trash is making my brain hurt.
  • zvavi
    zvavi
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    So I tanked fv today on the PTS. The big guys in last boss were hitting me for only 17k through block. With less resists than I have in live cause race change. Tanks are fine.
  • Kurat
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    zvavi wrote: »
    So I tanked fv today on the PTS. The big guys in last boss were hitting me for only 17k through block. With less resists than I have in live cause race change. Tanks are fine.

    Frostvault got heavily nerfed. Go try tanking gryphon in vCR without rolldodge or vSS HM.
  • zvavi
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    Kurat wrote: »
    zvavi wrote: »
    So I tanked fv today on the PTS. The big guys in last boss were hitting me for only 17k through block. With less resists than I have in live cause race change. Tanks are fine.

    Frostvault got heavily nerfed. Go try tanking gryphon in vCR without rolldodge or vSS HM.

    The centurions didn't get nerfed though, I was comparing damage taken in live vs PTS through block. Also I would 100% put alkosh on body for the bird and just dodge. And if u find me a group on PTS? Sure. I will tank it.
    Ps i also took a straight up heavy from 2nd boss for testing purposes, and survived. Yolna alkosh 25k resists. 39k hp.
    Edited by zvavi on January 29, 2021 4:48AM
  • Grandchamp1989
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    zvavi wrote: »
    So I tanked fv today on the PTS. The big guys in last boss were hitting me for only 17k through block. With less resists than I have in live cause race change. Tanks are fine.

    Didn't they recently completely castrate Frostvault and Moonhunter?

    I think maybe Hardmode stone Garden would be more realistic. Newer dungeon and you have to sprint around in cicles too.

    If a Trial setup is viable on PTS Vcr +2 or +3 or a quick vSS

    I'm sure the changes will be a lot more noticable when under high pressure.
  • stefj68
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    Stahlor wrote: »
    His cousin the imperial Tank got nerfed too lol

    3% --> 6% cost reduction is a nerf?

    more loosing the 333 health / stamina and magicka recovery every 4 seconds

    when you out of stam or magicka, you will prefer the old regen to kick in... vs the extra 3% cost reduction
  • zvavi
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    for comparison pts: (without block cost enchants, with 3 enchants it would be 447 block cost)
    vet blocked swipes:
    unknown.png
    normal non blocked swipes:
    unknown.png
    stats:
    unknown.png

    live (3 block cost enchants):
    vet blocked swipes (first one is under lady thorn, can be ignored):
    unknown.png
    normal non blocked swipes:unknown.png
    stats (roll dodge was 3430 on live if i am not mistaken):
    unknown.png

    conclusion:
    same: mitigation without block, block costs
    buffed: blocked damage
    nerfed: dodge cost
    probably would get more tanky in the pts with more cp invested in actual mitigation (tbf i only put cp into the 15% reduction from non player sources, and the single target attacks mitigation, everything else i put in max resources, and a bit weapon dmg for alkosh :tee hee:)

    throughout gaining more cp on the pts, resource management and mitigation will get buffed as well (like the free roll dodge every 30 seconds, mitigation for dots, etc etc)
    Edited by zvavi on January 29, 2021 5:07PM
  • Grandchamp1989
    Grandchamp1989
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    zvavi wrote: »
    for comparison pts: (without block cost enchants, with 3 enchants it would be 447 block cost)
    vet blocked swipes:
    unknown.png
    normal non blocked swipes:
    unknown.png
    stats:
    unknown.png

    live (3 block cost enchants):
    vet blocked swipes (first one is under lady thorn, can be ignored):
    unknown.png
    normal non blocked swipes:unknown.png
    stats (roll dodge was 3430 on live if i am not mistaken):
    unknown.png

    conclusion:
    same: mitigation without block, block costs
    buffed: blocked damage
    nerfed: dodge cost
    probably would get more tanky in the pts with more cp invested in actual mitigation (tbf i only put cp into the 15% reduction from non player sources, and the single target attacks mitigation, everything else i put in max resources, and a bit weapon dmg for alkosh :tee hee:)

    throughout gaining more cp on the pts, resource management and mitigation will get buffed as well (like the free roll dodge every 30 seconds, mitigation for dots, etc etc)

    Very interesting!
    22k resist are you rolling medium armor? Because that's what I'm playing with in my head to Tank with next patch.
  • zvavi
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    Very interesting!
    22k resist are you rolling medium armor? Because that's what I'm playing with in my head to Tank with next patch.

    nope thats just resists without the 6k from major buff xd in heavy. also if you plan on med armor tanking i would recommend master's s/b, ez 6k more resists, cheap stam heal etc etc
    Edited by zvavi on January 29, 2021 9:42PM
  • VilniusNastavnik
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    I honestly do not see the roll dodge cost increase as an issue.

    As a tank who doesn't see the red before it already has killed me (here's looking at you vSCP) due to high latency (240+) or get killed by it even though i'm no where near it (again looking at you vSCP).. I learnt where the red will appear on each encounter, and given most are heavily telegraphed, I just do the timewarp.

    Hell, almost every single unblockable attack can be dealt with by just dancing the timewarp.

    For those kids too young to understand what the timewarp is, It's just a jump to the left.. and then a step to the right.
    Active Toons:
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    NA - Urog Blackfang - DK Tank - Orc
    NA - Elen Windsong - Stamsorc DPS - Bosmer
    NA - Eats-Strange-Fungus - Magden HealzTank- Argonian
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    NA - Raises-Many-Families - Necro HealzTank - Argonian

    Picture of my Active Toons.

    Location: Australia - Wollongong, NSW - Sydney.

    Obligatory ESO Fashion website plug: Vil's Portfolio
  • Skcarkden
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    It wasn't enough to butcher all our major buffs in the last patch from 30% to 10%

    Now...
    +3% increase to roll dodge pr heavy armor piece worn? 15-21% increase! Roll Dodge are pretty much mandary in many HMs.

    Nord: Rugged: Reduced the Armor granted from this passive to 2600, down from 3960.

    Imperial: This passive no longer restores Health, Magicka, and Stamina whenever you deal Direct Damage.

    Also noticed all characters take 15% less damage where you moved it from CP to Characters. That's fine if CP still grant a LOT of resistances. Because 15% doesn't even begin to compare with maxes Ironclad + Hardy.......

    From reading this my initial reaction is Tanks will be less tanky and cost more to roll dodge....
    Or maybe I missed some major Tank buff?

    But atleast Vet Frostvault will be a walkover now...

    Because we already have too many Tanks right....

    I think real tanks have no business doing any roll-dodging. They should have a shield, heavy armor and block the attacks. Never liked the roll-dodge for no damage trick. Also doesn't fit into the role playing aspect of the game. What knights in full plate heavy armor roll dodges? They needed 2-3 helpers just to get up on a horse....

    Thing is, if the devs made the game around this design it really doens't matter if you don't like it. what matters is the flaw in their previous design being changed but not addressed.

    "we're gonna up the cost to roll dodge, but we're not doing anything about the fact we designed the combat system in such a way that kinda makes you need to roll dodge as a tank because bototm line is tanks shouldn't roll dodge, even though we sorta caused it"
  • zvavi
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    and now on the pts, as of 6.3.2, tanks are getting nerfed. Rejoice.
    WHYYYYYYYYYYYYYYYYYYY.

    WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY

    WHYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYYY
    Edited by zvavi on February 8, 2021 6:32PM
  • Grandchamp1989
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    WTF more tank nerfs!!?

    Half our Block mitigation in cp and lowering a lot of important cp?? Whyyyyy?

    Zos please play your content in hardmode as tank in trial and Dungeons and you will see what a miserable experience it is already.

    Stop nerfing tank they barely exist in your game as is!!
  • xaraan
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    The armor changes were poorly thought out.

    They should have done the take inc magic dmg to medium (and added crit resist to med IMO).

    Added a sort of maim stat to heavy. So pvp wise you have LA taking more phys damage, MA taking more mag damage and heavy taking a % less damage done per heavy piece. That would not effect tanking in PvE much, but would work to prevent HA damage builds in PvP. Tanks in PvP aren't the problem, as much as some hate them, tanks that do considerable damage are the problem.

    The dodge rolling should either be much less or eliminated unless they are going to go in and take out any mechanic that requires dodge rolling in PvE. It's already hard enough to do the mini boss gryphons in vCR for some groups without setting up specific build just for that one fight to dodge roll the dot constantly. Problem is, they never go back and fix old content for these changes.

    Will I still be able to tank? sure. But it's hard enough finding tanks without making the job more miserable IMO. I don't even enjoy it anymore, but my trials team needs good tanks so I'm dealing. But if I could, I'd quit tanking, they ruined what was my favorite role years ago.

    EDIT: Also have to add, some (including devs) pointing out you can do 3/3/1 or different amounts of weights for armor now miss the fact that unless its a crafted set, you are stuck with heavy armor often for what the dropped tanking sets offer you. So If my group needs me to run Galenwe/Yoln for example, that's a full set of heavy and at most you can do a 1/1 L/M monster set like on live now.
    Edited by xaraan on February 8, 2021 10:03PM
    -- @xaraan --
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    AD • NA • PC
  • Grandchamp1989
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    CP System we got now 1.0
    Ironclad: 25% mitigation
    Hardy + Elemental defender 15% mitigation
    = 40%
    CP armor potential = 5000 armor

    CP System 2.0
    10% base mitigation
    15% from Preperation
    4% Hardy (nerfed in new PTS)
    = 29% (nerf)
    CP armor potential = 1700 armor (nerfed massively)

    Nord passive armor - NERFED

    Sustain What you give up in CP 1.0:
    Tenacy CP = +15% ressources from heavy attack
    25% cheaper roll dodge (tumbling)
    25% cheaper blocks (Shadow Ward)



    What you "gain" in CP 2.0
    440 stamina cheaper roll dodge (tumbling) (nerfed further in PTS week)

    Fortification 6% block mitigation (down from 20% nerfed further in PTS)

    Tireless Guardian 80 stamina cost reduction on block (down from 100 - nerfed further in PTS)
    Higher cost of roll dodge (up to 21% from wearing heavy armor)

    Overall it's a massive nerf to tank overall.
    Edited by Grandchamp1989 on February 8, 2021 9:48PM
  • mickeyx
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    Jaimeh wrote: »
    The roll dodge change sucks... why do pve tanks have to suffer from the heavy meta in pvp and all the cyro tanks... :/

    Yep they ruined it for you all. They are the most hated builds in PvP right now. One button spam.
  • Sergykid
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    guys, they are not removing roll dodge from heavy armor.
    if your roll costs now 3k, it will cost 3600. You only roll once every minute maybe, anyway. If 1-2k stamina makes the difference for you between win and lose, time to check your build and playstyle.

    and the extra health will be decisive instead. Most people die from hard hitting mechanics in which this 6k health will save them, whereas more resistances would have not saved them.
    -PC EU- / battlegrounds on my youtube
  • zvavi
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    Sergykid wrote: »
    guys, they are not removing roll dodge from heavy armor.
    if your roll costs now 3k, it will cost 3600. You only roll once every minute maybe, anyway. If 1-2k stamina makes the difference for you between win and lose, time to check your build and playstyle.

    and the extra health will be decisive instead. Most people die from hard hitting mechanics in which this 6k health will save them, whereas more resistances would have not saved them.

    :laughs in we are losing the 20% bonus health from cp:
  • Grandchamp1989
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    Sergykid wrote: »
    guys, they are not removing roll dodge from heavy armor.
    if your roll costs now 3k, it will cost 3600. You only roll once every minute maybe, anyway. If 1-2k stamina makes the difference for you between win and lose, time to check your build and playstyle.

    and the extra health will be decisive instead. Most people die from hard hitting mechanics in which this 6k health will save them, whereas more resistances would have not saved them.

    Tank gryphons in vCR and Roll Dodge once every minut and see how it goes 😂
  • Daemonai
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    wrong post
    Edited by Daemonai on February 9, 2021 12:39AM
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