drsalvation wrote: »Tank roles in PvP are completely useless, let's get that out of the way first. If you want to taunt other players, you need to sacrifice a gear set for another gear set that does what you're meant to be doing naturally in a tanking role (Vanguard's challenge), and you also get punished for doing so by taking 35% more damage (I mean, I guess it's a good set, but shouldn't tanks be able to taunt players for 10% with no side-effects and just use Vanguard's Challenge to amplify that effect?) making it the worst possible set to wear in a PvP environment. You also don't get rewarded for that, only for healing and dealing damage, so yeah, screw tanking in PvP.
But let's look back at PvE...
There's really no need for tanking in veteran vanilla dungeons, only DLC and Trial ones (but tanks can still get one-shot, so a DPS can pull aggro and do what the mechanic tells you to do in order to not die). Anyway, not much of an issue there, that's that, but at least they're still useful.
But man... Solo arenas...
Who sat down and thought that adding DPS checks on SOLO arenas would be a good idea?
You wanna do Vateshran and then do dungeons, you'll need to switch your build to a DPS one, and then switch back to Tanking, and in my char, skills cost 15k to change (I remember they used to charge you based on how many skill points you'd change, now they charge you based on how many total skill points you have even tho you're only changing a few skill trees... is it because people were no longer buying skill scrolls from crown store?) I spend around 30k just to do Vateshran and then back to tanking.
And yeah, armory is coming so I wouldn't need to pay every time...
But still, why are solo dungeons only for DPS builds?
And why does battle spirit completely destroys tanking builds as well, making good PvE tank builds completely obsolete in PvP, and yet somehow allowing players to one-shot tanks before they can even break free? I found myself surviving a lot more when I switched to a damage build in PvP than I ever did as a tank. In fact, "tanks" in PvP aren't really tanks, they just have the skills to bump their health regen by an awful lot since healing tends to scale with max magic/stam and weapon/spell damage.
In my opinion, tanking is really a huge waste of potential in this game, you sacrifice so much damage in exchange for mediocre defense, not that I'm expecting 50k DPS on a tank character, of course not, but there's no reason for a tank to be punished for their terrible DPS in vateshran by getting insta-killed in that ring of ghosts even tho you buffed up your best defenses and damage shields, or that the cold water in maelstrom does exponentially increasing damage to a point where you can't bounce back from it and will end up dead (wouldn't that make for a more interesting battle tho? As a tank having to constantly be defending yourself over cold water that does steady constant damage instead of increasing exponentially), if players can one-shot others, why not let tanks be tanks without a hitch on PvP? I mean, the main reason I try to stay alive is because I don't want to lose my tel-var stones in an instant by a sneaky nightblade, but I get punished for trying to not die... Heck, did you even read the notes on Hrothgar's chill?
The reason people don't like tanking is because they're extremely limited on what they can do and will find themselves switching to DPS to enjoy 100% of the game's content instead. We get DPS characters queuing up as tanks to get instantly queued, since there aren't many tanks left, and despite that, they can still run dungeons without problems (vanilla ones at the very least), making that role even more obsolete.
In the end, you just tank for DLC dungeons and Arenas, (but for the latter, you absolutely MUST be in a guild, nobody will ever do a PUG trial group with a random tank) Do you think player roles will ever be relevant in PvP or non-dungeon/trial contents? (Because you can run story mode on a naked lvl 3 char so roles aren't really necessary). Maybe by making tanking less of an inconvenience, more players would be inclined to that role?
Or should players just stick to damage builds to keep getting access all of the game's content? (I switched to damage builds to do everything with the same character, and while it works, I'm simply not enjoying it, especially pvp, it doesn't feel right for me to be a damage character, but now I can't go back to tanking because then I won't be able to grind for gladiator proofs I need for the pet lion, or run solo dungeons for weapons for other characters, or random trials because nobody will take tanks in PUGs -but WILL take DPS in PUGs-)
drsalvation wrote: »Tank roles in PvP are completely useless, let's get that out of the way first. If you want to taunt other players, you need to sacrifice a gear set for another gear set that does what you're meant to be doing naturally in a tanking role (Vanguard's challenge), and you also get punished for doing so by taking 35% more damage (I mean, I guess it's a good set, but shouldn't tanks be able to taunt players for 10% with no side-effects and just use Vanguard's Challenge to amplify that effect?) making it the worst possible set to wear in a PvP environment. You also don't get rewarded for that, only for healing and dealing damage, so yeah, screw tanking in PvP.
But let's look back at PvE...
There's really no need for tanking in veteran vanilla dungeons, only DLC and Trial ones (but tanks can still get one-shot, so a DPS can pull aggro and do what the mechanic tells you to do in order to not die). Anyway, not much of an issue there, that's that, but at least they're still useful.
But man... Solo arenas...
Who sat down and thought that adding DPS checks on SOLO arenas would be a good idea?
You wanna do Vateshran and then do dungeons, you'll need to switch your build to a DPS one, and then switch back to Tanking, and in my char, skills cost 15k to change (I remember they used to charge you based on how many skill points you'd change, now they charge you based on how many total skill points you have even tho you're only changing a few skill trees... is it because people were no longer buying skill scrolls from crown store?) I spend around 30k just to do Vateshran and then back to tanking.
And yeah, armory is coming so I wouldn't need to pay every time...
But still, why are solo dungeons only for DPS builds?
And why does battle spirit completely destroys tanking builds as well, making good PvE tank builds completely obsolete in PvP, and yet somehow allowing players to one-shot tanks before they can even break free? I found myself surviving a lot more when I switched to a damage build in PvP than I ever did as a tank. In fact, "tanks" in PvP aren't really tanks, they just have the skills to bump their health regen by an awful lot since healing tends to scale with max magic/stam and weapon/spell damage.
In my opinion, tanking is really a huge waste of potential in this game, you sacrifice so much damage in exchange for mediocre defense, not that I'm expecting 50k DPS on a tank character, of course not, but there's no reason for a tank to be punished for their terrible DPS in vateshran by getting insta-killed in that ring of ghosts even tho you buffed up your best defenses and damage shields, or that the cold water in maelstrom does exponentially increasing damage to a point where you can't bounce back from it and will end up dead (wouldn't that make for a more interesting battle tho? As a tank having to constantly be defending yourself over cold water that does steady constant damage instead of increasing exponentially), if players can one-shot others, why not let tanks be tanks without a hitch on PvP? I mean, the main reason I try to stay alive is because I don't want to lose my tel-var stones in an instant by a sneaky nightblade, but I get punished for trying to not die... Heck, did you even read the notes on Hrothgar's chill?
The reason people don't like tanking is because they're extremely limited on what they can do and will find themselves switching to DPS to enjoy 100% of the game's content instead. We get DPS characters queuing up as tanks to get instantly queued, since there aren't many tanks left, and despite that, they can still run dungeons without problems (vanilla ones at the very least), making that role even more obsolete.
In the end, you just tank for DLC dungeons and Arenas, (but for the latter, you absolutely MUST be in a guild, nobody will ever do a PUG trial group with a random tank) Do you think player roles will ever be relevant in PvP or non-dungeon/trial contents? (Because you can run story mode on a naked lvl 3 char so roles aren't really necessary). Maybe by making tanking less of an inconvenience, more players would be inclined to that role?
Or should players just stick to damage builds to keep getting access all of the game's content? (I switched to damage builds to do everything with the same character, and while it works, I'm simply not enjoying it, especially pvp, it doesn't feel right for me to be a damage character, but now I can't go back to tanking because then I won't be able to grind for gladiator proofs I need for the pet lion, or run solo dungeons for weapons for other characters, or random trials because nobody will take tanks in PUGs -but WILL take DPS in PUGs-)
it seems only i see small scale premades with players running perma block, then cast Dark Conv + a lot of ults = melting almost any zerg.drsalvation wrote: »Tank roles in PvP are completely useless, let's get that out of the way first
ESO has an issue with the power creep. On higher Champion Points and decent gear, people are able to solo normal/vet dungeons easily. This shouldn't be the case imo.
This creates a huge issue with random dungeons. Imagine a person queuing as tank (even though he's full dps spec) and getting into a DLC dungeon which is much more difficult than the vanilla ones. You can kick the fake tank person and wait 15 minutes for the next one. Fake tanks need to be discouraged.
On the other hand, in a normal dungeon tank is completely useless. BUT the random dungeon cannot start without one!
I have a crafting alt which I do occasional random normal dungeon on. He's tank specced with basic abilities (taunt, protection, etc) and some heavy armor. I just run around like a fool while the big boys bring the Unholy Wrath of Oblivion onto the poor mobs. Also, I barely get healed (or need to be healed) even when I tank a boss and do take some damage.
So, in terms of dungeons, the difficulty needs to be modified in a way where tanks are very much needed.
It could be something as simple as getting a buff/debuff (at least for bosses):
* You're a tank: -20% dmg taken.
* You're not a tank: +20% dmg taken.
As for the PvP, taunting players? Am I missing something? Is this a thing? Shouldn't be unless it's a form of short cc. Tanks can still be useful though. Run straight in, go to their healers, interrupt them...
If therr was no dps check in a solo arena then literally everyone could complete them, and thatvkind of defeats the point of them. They are designed to be challenging (yes I know once you are high CP normal is pretty easy, but not everyone is high CP) and so taking out dps checks takes away the challenge.
I'd suggest you went out hunting for skyshards and doing content that grants skill points as I've all the skills I need and 87 spare skill points, which would be more than enough to add the skills needed to be a tank as well as a dd.....
drsalvation wrote: »Or should players just stick to damage builds to keep getting access all of the game's content? (I switched to damage builds to do everything with the same character, and while it works, I'm simply not enjoying it, especially pvp, it doesn't feel right for me to be a damage character, but now I can't go back to tanking because then I won't be able to grind for gladiator proofs I need for the pet lion, or run solo dungeons for weapons for other characters, or random trials because nobody will take tanks in PUGs -but WILL take DPS in PUGs-)
KhajiitLivesMatter wrote: »ESO has an issue with the power creep. On higher Champion Points and decent gear, people are able to solo normal/vet dungeons easily. This shouldn't be the case imo.
This creates a huge issue with random dungeons. Imagine a person queuing as tank (even though he's full dps spec) and getting into a DLC dungeon which is much more difficult than the vanilla ones. You can kick the fake tank person and wait 15 minutes for the next one. Fake tanks need to be discouraged.
On the other hand, in a normal dungeon tank is completely useless. BUT the random dungeon cannot start without one!
I have a crafting alt which I do occasional random normal dungeon on. He's tank specced with basic abilities (taunt, protection, etc) and some heavy armor. I just run around like a fool while the big boys bring the Unholy Wrath of Oblivion onto the poor mobs. Also, I barely get healed (or need to be healed) even when I tank a boss and do take some damage.
So, in terms of dungeons, the difficulty needs to be modified in a way where tanks are very much needed.
It could be something as simple as getting a buff/debuff (at least for bosses):
* You're a tank: -20% dmg taken.
* You're not a tank: +20% dmg taken.
As for the PvP, taunting players? Am I missing something? Is this a thing? Shouldn't be unless it's a form of short cc. Tanks can still be useful though. Run straight in, go to their healers, interrupt them...
how do u wanna interupt a healer stun him? most of them have immo and if u come close u get focused
litterly interupt him? no one uses cast abilities
* You're a tank: -20% dmg taken.
* You're not a tank: +20% dmg taken.
* something like this wouldnt solve the problem it would garantee tanks are needed for vet hm but for normal dungoens u still dont need a tank
the fake tank "problem" can hardly be fixed - the problem isnt even someone queing as tank and being a dd the problem is why they do it and this simply is 1. dungoens are faster without tank and 2. waiting for a tank takes forever so u would need to propably give the person queues as tank -99% dmg done/-99%healing done AND u would need to somehow get more players to play tank
how to do the 2. thing no idea stuff like better rewards would be unfair(and would lead to people faking roles again) ...
also what would help is a queue where roles dont matter this would filter alot of people faking roles
and to the stuff about pvp tanks there is a set where if u taunt an enemie he deals 35% less dmg but 35% more to u
Parasaurolophus wrote: »KhajiitLivesMatter wrote: »ESO has an issue with the power creep. On higher Champion Points and decent gear, people are able to solo normal/vet dungeons easily. This shouldn't be the case imo.
This creates a huge issue with random dungeons. Imagine a person queuing as tank (even though he's full dps spec) and getting into a DLC dungeon which is much more difficult than the vanilla ones. You can kick the fake tank person and wait 15 minutes for the next one. Fake tanks need to be discouraged.
On the other hand, in a normal dungeon tank is completely useless. BUT the random dungeon cannot start without one!
I have a crafting alt which I do occasional random normal dungeon on. He's tank specced with basic abilities (taunt, protection, etc) and some heavy armor. I just run around like a fool while the big boys bring the Unholy Wrath of Oblivion onto the poor mobs. Also, I barely get healed (or need to be healed) even when I tank a boss and do take some damage.
So, in terms of dungeons, the difficulty needs to be modified in a way where tanks are very much needed.
It could be something as simple as getting a buff/debuff (at least for bosses):
* You're a tank: -20% dmg taken.
* You're not a tank: +20% dmg taken.
As for the PvP, taunting players? Am I missing something? Is this a thing? Shouldn't be unless it's a form of short cc. Tanks can still be useful though. Run straight in, go to their healers, interrupt them...
how do u wanna interupt a healer stun him? most of them have immo and if u come close u get focused
litterly interupt him? no one uses cast abilities
* You're a tank: -20% dmg taken.
* You're not a tank: +20% dmg taken.
* something like this wouldnt solve the problem it would garantee tanks are needed for vet hm but for normal dungoens u still dont need a tank
the fake tank "problem" can hardly be fixed - the problem isnt even someone queing as tank and being a dd the problem is why they do it and this simply is 1. dungoens are faster without tank and 2. waiting for a tank takes forever so u would need to propably give the person queues as tank -99% dmg done/-99%healing done AND u would need to somehow get more players to play tank
how to do the 2. thing no idea stuff like better rewards would be unfair(and would lead to people faking roles again) ...
also what would help is a queue where roles dont matter this would filter alot of people faking roles
and to the stuff about pvp tanks there is a set where if u taunt an enemie he deals 35% less dmg but 35% more to u
Why the idea of buffs is bad:
1) This will hit the rushers that help humans complete the normal dungeon for weaker players.
2) The balance is already set up. If you give buffs, then the players who are already playing their roles in veteran content will become even stronger.
3) What about those players who effectively deal with difficult dungeons without a healer?
If therr was no dps check in a solo arena then literally everyone could complete them, and thatvkind of defeats the point of them. They are designed to be challenging (yes I know once you are high CP normal is pretty easy, but not everyone is high CP) and so taking out dps checks takes away the challenge.
I'd suggest you went out hunting for skyshards and doing content that grants skill points as I've all the skills I need and 87 spare skill points, which would be more than enough to add the skills needed to be a tank as well as a dd.....
There need to be seperate Solos for Tanks, DPS and Healers.
WoW did that one perfectly with the Mage Tower Challenge.
Tankchallenge was all about Soaking Hits, taking Damage and pulling stuff around, in other stuff or away from stuff. It was amazingly fun.
Eshkerigal wrote: »Personally i don't like tanking mechanics in this game. Taunt spam to keep aggro is bad mechanic. There is no threat mechanic and no aoe taunt. Corner pulls don't work here too.
Just a clarification on this. While you don't taunt stuff in PvP as you do in PvE, there are (or can be) tank roles in group play. They generally serve a similar role to PvE in that they buff the group or debuff the enemy. Sets like Arkasis, Drake's Rush, Crimson Oath, and Dragon's Defilement serve a purpose in ball groups and other coordinated groups looking to build ultimate fast and output the most burst damage, while, for example, Vanguard's Challenge (along with Harbinger and Malacath's Band, for example) can be nice in smaller groups. But it is group play. Playing "full" tank solo in either PvE or PvP generally isn't considered fun.VaranisArano wrote: »As for PVP...there's no real NPCs to taunt. So the traditional PVE tank that taunts bosses doesn't work unless you really spit fire at the enemy team. Imagine yelling "Come at me, bruh!" in whispers!
That being said, tanky builds with high resistances have done extremely well in PVP. So well, in fact, that ZOS thought Hrothgar's Chill was an appropriate countermeasure, and has been adjusting Battle Spirit to match.
Corner pulls, or what I assume you're referred to as line of sight pulls, generally do work. There are line of sight positions in almost every dungeon. But a caveat to this is that you would either need to taunt absolutely everything or you need your group to be on the same page as you. One of potentially the most common is in Banished Cells I and II (same position in both), up the stairs right before last boss. In Banished Cells I, there are numerous skeletons that can be stacked neatly in a corner. In BC II, you have the Harvesters boss which can be stacked in the same way.Eshkerigal wrote: »Personally i don't like tanking mechanics in this game. Taunt spam to keep aggro is bad mechanic. There is no threat mechanic and no aoe taunt. Corner pulls don't work here too.
Corner pulls, or what I assume you're referred to as line of sight pulls, generally do work. There are line of sight positions in almost every dungeon. But a caveat to this is that you would either need to taunt absolutely everything or you need your group to be on the same page as you. One of potentially the most common is in Banished Cells I and II (same position in both), up the stairs right before last boss. In Banished Cells I, there are numerous skeletons that can be stacked neatly in a corner. In BC II, you have the Harvesters boss which can be stacked in the same way.Eshkerigal wrote: »Personally i don't like tanking mechanics in this game. Taunt spam to keep aggro is bad mechanic. There is no threat mechanic and no aoe taunt. Corner pulls don't work here too.
Parasaurolophus wrote: »KhajiitLivesMatter wrote: »ESO has an issue with the power creep. On higher Champion Points and decent gear, people are able to solo normal/vet dungeons easily. This shouldn't be the case imo.
This creates a huge issue with random dungeons. Imagine a person queuing as tank (even though he's full dps spec) and getting into a DLC dungeon which is much more difficult than the vanilla ones. You can kick the fake tank person and wait 15 minutes for the next one. Fake tanks need to be discouraged.
On the other hand, in a normal dungeon tank is completely useless. BUT the random dungeon cannot start without one!
I have a crafting alt which I do occasional random normal dungeon on. He's tank specced with basic abilities (taunt, protection, etc) and some heavy armor. I just run around like a fool while the big boys bring the Unholy Wrath of Oblivion onto the poor mobs. Also, I barely get healed (or need to be healed) even when I tank a boss and do take some damage.
So, in terms of dungeons, the difficulty needs to be modified in a way where tanks are very much needed.
It could be something as simple as getting a buff/debuff (at least for bosses):
* You're a tank: -20% dmg taken.
* You're not a tank: +20% dmg taken.
As for the PvP, taunting players? Am I missing something? Is this a thing? Shouldn't be unless it's a form of short cc. Tanks can still be useful though. Run straight in, go to their healers, interrupt them...
how do u wanna interupt a healer stun him? most of them have immo and if u come close u get focused
litterly interupt him? no one uses cast abilities
* You're a tank: -20% dmg taken.
* You're not a tank: +20% dmg taken.
* something like this wouldnt solve the problem it would garantee tanks are needed for vet hm but for normal dungoens u still dont need a tank
the fake tank "problem" can hardly be fixed - the problem isnt even someone queing as tank and being a dd the problem is why they do it and this simply is 1. dungoens are faster without tank and 2. waiting for a tank takes forever so u would need to propably give the person queues as tank -99% dmg done/-99%healing done AND u would need to somehow get more players to play tank
how to do the 2. thing no idea stuff like better rewards would be unfair(and would lead to people faking roles again) ...
also what would help is a queue where roles dont matter this would filter alot of people faking roles
and to the stuff about pvp tanks there is a set where if u taunt an enemie he deals 35% less dmg but 35% more to u
Why the idea of buffs is bad:
1) This will hit the rushers that help humans complete the normal dungeon for weaker players.
2) The balance is already set up. If you give buffs, then the players who are already playing their roles in veteran content will become even stronger.
3) What about those players who effectively deal with difficult dungeons without a healer?
Why do people hate tanks?
Because we are awesome.
It's a jealousy thing.