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Why tank population is so small?

AvalonRanger
AvalonRanger
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Why decent tank population is so small?

Many people complain about fake tank or healer in group activity.
Especially in PUG team in random dungeon. Before build my DPS character,
I never believe those complaining, until I actually met fake tank player as sign
in DPS character at queue.

So.....many.....fake. (except decent style low CP tank)

When I notice those things, I consider my DPS building style little bit more solo surviving
character. To protect myself without decent tank, and heal myself without healer.

Then...

Sometimes, normal dungeon become solo public dungeon because of fake role players.
This is totally nonsense. Do it with decent tank, we can finish normal dungeon run really first.
Especially in Lead hunting or gear farming right?

So....

Why decent tank population is so small?


My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
with [1Stam Blade].
But, I'm Tank main player. Recently I'm doing Healer.

2023/12/21
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  • Pevey
    Pevey
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    It is because the decent dps population is so small. Few people want to be a real tank painfully watching two dps light attack their way through a dungeon. And few people have the ability to properly tank and dps a normal dungeon at the same time.

    Tanks are expected by many players to know the dungeons, and to know the add pulls. These expectations mean that tanking is mostly a thing experienced players do after they feel they are pretty skilled. At that point, they have zero desire to rank a normal dungeon. Thankfully, the game is designed so that they don’t really have to. Try slotting a taunt as dps. If you are blocking when you are supposed to block, you will get through a normal dungeon just fine. A few dlcs require a dodge roll here and there.
    Edited by Pevey on June 12, 2022 1:39PM
  • GrizzlyTank
    GrizzlyTank
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    In WoW i had the most fun tanking when all i needed for aggro was to use the aoe one or two times and then go on with my rotation, positioning and interrupts.

    Same in FFXIV, as long as i don't have to micro-manage the aggro it's fun.

    Tried tanking in eso and it seems to be mostly micro-managing the aggro when dealing with trash...
  • FeedbackOnly
    FeedbackOnly
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    My theory is people don't want to be the leader in the group, hence less tanks
  • Mr_Stach
    Mr_Stach
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    Tank population isn't small, DPS Population is just so huge it can feel like that.

    There's also a different issue, the barrier of entry.

    Tanking requires much more work to be considered a good tank. You need to know mechanics, mob density, understand boss placement, be constantly aware of your team so you can keep mobs and bosses in the right spot.

    Comparatively, DPS need to understand general mechanics, stay out of red, and do as much damage as possible. Often your tank will give you the pack of mobs or boss on a silver platter for you to do your thing.

    I'm not saying that DPS is easy and Tanking is necessarily Hard, I'm saying it can require more effort to be considered a Good Tank than it might take to be considered a good DPS.

    Hell. If you don't stand in Red you're already a better DPS than like 70% of pugs I tank in.
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  • Agenericname
    Agenericname
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    Do you believe that the queue is representative of the population of tanks in the game?

    If it isnt, the question becomes, what makes them stay away?
  • Mr_Stach
    Mr_Stach
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    Do you believe that the queue is representative of the population of tanks in the game?

    If it isnt, the question becomes, what makes them stay away?

    People.

    They are the worst.

    In all reality, I think a lot of the "Good Tanks" are doing Vet Dungeons and Trials. Not so much the Normal stuff outside of the daily thing.

    But also people are so critical of new tanks they will often not last Long enough to become "Good Tanks"
    Altoholic, Frost Warden Sympathizer and Main

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  • Amottica
    Amottica
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    Tank population doesn’t seem small to me. I can find a tank easily.

    However, tanks I know, including myself, refuse to queue for a random group due to many experiences with low dps groups.

    So the question is, what can be done to improve the experience of running with GF pugs so that tanks would be more willing to queue solo?

  • essi2
    essi2
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    Tanking in ESO like many MMOs is a thankless and stressful undertaking.

    You are often automatically considered to be the 'lead' of the group, everyone expects you to already know everything there is to know and you are always the 1st or 2nd person to get blamed if things go awry.


    I've gone through large periods with my tank(s) where I don't even touch the tank role in pugs, because often it's not worth the trouble. Although I have to add this seems to be less frequent of an issue lately, but I might just have gotten lucky with my pugs.


    A more direct answer to the tank population seeming small(other than DDs vastly outnumbering Supports anyways) is that most tanks if they have the option will play with a known group that won't yell at them for everything that goes wrong or randomly rage quit or ignore mechanics or never interrupt.
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  • Troodon80
    Troodon80
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    There isn't a single reason for this. There are multiple, but they are all somewhat linked in a vicious cycle.
    • The number of DDs trying to skip the queue is larger than the number of tanks trying to queue, this is both a symptom and a cause at this point. This isn't specific to high CP players, either; from a low level, DDs are told by random strangers, friends, and guild mates both on the forum and in-game that it's "okay" to queue as a tank because [insert reason here]
    • Most higher CP tanks find groups to run with and don't PUG, largely due to two things:
      1. Behaviour: The disrespect toward support roles is quite high especially from the low and mid-tier players and those same support roles who find decent groups to run with don't have the time or energy to put up with it, nor should they have to; remember everyone is playing to have fun, if someone is ruining someone else's fun then it's time to re-evaluate
      2. DPS: The average DPS in most PUGs is quite low. Note: I'm not saying low DPS is a bad thing, everyone starts somewhere. As a full-spec PvE tank, you don't do a lot of damage. Which means you are putting yourself at the mercy of the damage dealing players to actually kill stuff. When stuff takes half an hour to die... patience only goes so far
    Most of this comes down to being a community issue, that being people. It's not an issue ZOS can realistically fix or solve without a huge overhaul. Such a solution would reduce a lot of the freedom ESO is known for. A lot of this comes down to what can be done rather than what should be done. The fact that one might be able to solo a dungeon doesn't make it a solo instance.

    I've seen it often enough in zone chat where a DD will ask "Is it normal that the queue takes X minutes on DD role?" The answer is "Yes." Instead of that, you have people saying "just q as tank." The person hasn't even said it's a random normal and might be queuing for a specific veteran DLC dungeon, but the advice is the same. Just queue as a tank. When you combat this, you get the usual "You take the game too seriously" commentary. If, by too seriously, one means I wish to have fun, then yes, maybe I do take it too seriosuly and don't want to be forced to wipe in a veteran DLC dungeon because a DD wanted to skip the queue because [insert reason].

    The reasons all feed into each other. Low DPS causes tanks to leave. Having tanks leave means longer queue time for DDs. DDs want faster queue times and so queue as a tank. Tank population seems to go down. DDs come to the forum to complain about the "fake tank" issue.

    While it is an issue, it has a fairly simple solution: ask around and see if you can get people to help you. When you make a group, you get to dictate who joins and on what role. A new "group maker" tool to go side by side with the dungeon finder might alleviate the issue, but I don't think the issue of "fake" roles is one that ZOS should necessarily be trying to fix.

    Then we come to the factor of "tank" versus "good tank." That's a can of worms I'm not going to open on the forum.

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  • Vaoh
    Vaoh
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    Besides what has already been mentioned in this thread, there is still a whole other side to this topic.

    I’m talking about the extremely unfriendly collection of Character stats in this game, particularly Penetration. Organized groups have to use calculators to somewhat understand what they’re doing, and random groups have no possible way to have a good setup.

    Penetration is the most important stat in the game yet it’s the only one that you always have to build differently for. A tank always gives Major+Minor Breach. Will they need to bring Crusher? Crimson? Alkosh? And for the damage dealers, how much Penetration should they have? Failure to have this correctly can lead to massive loss in damage.

    And like everyone already mentioned, having a low damage group is super boring as a tank. At least as a DPS I can figure out a setup which is good in almost any scenario. The tank can spend entire support sets that go completely to waste.

    High Isle actually made this worse! How will you know if the DPS is using Oakensoul? All of a sudden your SPC/Olo, Drake’s Rush, and Warhorns became useless.
  • Kingpindragon
    Kingpindragon
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    The lack of Tank skills/build diversity can be a deterrent for some. You can build your gear to be 'selfish' or for 'group', the best 'group' gear is surprisingly limited and not very fun (though I think Turning Tide is a step in the right direction).

    Your skills are pretty much set in stone depending on class choice. Pull, taunt, range taunt, buff skill, survive skill, self-heal.

    You only get two weapon choices - if you want to be 'tanky'. Though I was glad when they added ice staff.
  • Rowjoh
    Rowjoh
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    Simple:

    1). Tanking is repetitive and dull for the most part.

    2). Tanks are actually not a necessary requirement for the majority of content anymore.

    I can tank most content on my DD/Tank hybrid. Exceptions being a few vet DLC dungeons, Vet trials and Vet BRP.

    Edited by Rowjoh on June 12, 2022 2:59PM
  • EF321
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    I consider my DPS building style little bit more solo surviving
    character. To protect myself without decent tank, and heal myself without healer.

    This is the main reason. No one wants to be stuck for an hour in normal dungeon tanking for 5k dps tanks queuing as DDs.
  • Mr_Stach
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    EF321 wrote: »
    I consider my DPS building style little bit more solo surviving
    character. To protect myself without decent tank, and heal myself without healer.

    This is the main reason. No one wants to be stuck for an hour in normal dungeon tanking for 5k dps tanks queuing as DDs.

    It's a Self perpetuating issue. DDs get sick of dying since fake tanks don't actually tank, so they built more tanky. Actual tanks are sick of long runs because DDs are building tanky over damage, so they leave.

    4k0irc7in9d8.gif

    Learn your Role. And while it's true that Normal dungeons can be busted through with 3 DDs. Be considerate of others. Some people like to have a Tank...... as their tank.
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  • Freelancer_ESO
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    Generally speaking, the visual design of the abilities on the tank role in most games tends to primarily appeal to a limited audience which puts a significant damper on their appeal.

    They are generally less effective in dealing with regular content which matters when you aren't enjoying the content.

    The group content design is set up in such a way that the only reason you want a tank in half of the content is so the npc doesn't move for the people spamming AOE's on the ground and in the other half of the content you need the tank to know the instance well because any mistake can be massively disruptive (This rams into the issue that the group finder randomly selects a dungeon which you may or may not know well enough to tank if you want transmutes).

    In group content you also have an expectation to use sets/ultimate abilities that buff the team so instead of having the occasional moment of awesome you are just a boring buffer.

    ESO's combat design is also a bit "unique". By the time you are actually able to be comfortable tanking everything in normal you'll have noticed that the damage capabilities of players varies tremendously and much of the damage in the game comes from failing a reflex test. As a result, unless you are playing with a highly efficient group the run will probably go better if you fake tank.

    If you are playing a real tank after all of that, it's likely you will be in demand which will mean that you will frequently queue with a group rather than solo and thus not run into randoms much.
  • VDoom1
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    My main character is a tank and has been for years. Most of the time I find tanking to be quite fun. :smile:

    However there are situations where it is less fun. For one there are high expectations. You are expected to know what to do, you are expected to take the lead, know mechanics, how to correctly pull mobs etc. It can feel a bit overwhelming.

    I don't mind joining PUG groups, I've had some very fun and successful runs with PUG groups.
    The downside with that is often the DDs. One thing I've experienced with PUG groups in say a Veteran DLC dungeon is, the lack of damage. Which can get frustrating if you're DDs simply aren't doing enough damage. And at that moment in time, in the dungeon, there isn't much to do about it.

    I don't think there are few tanks, it's just that ESO has way more DD players. I'm unsure how we could get more tanks, maybe if tanking seemed "easier".
    Edited by VDoom1 on June 12, 2022 4:31PM
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  • Mr_Stach
    Mr_Stach
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    Generally speaking, the visual design of the abilities on the tank role in most games tends to primarily appeal to a limited audience which puts a significant damper on their appeal.

    They are generally less effective in dealing with regular content which matters when you aren't enjoying the content.

    The group content design is set up in such a way that the only reason you want a tank in half of the content is so the npc doesn't move for the people spamming AOE's on the ground and in the other half of the content you need the tank to know the instance well because any mistake can be massively disruptive (This rams into the issue that the group finder randomly selects a dungeon which you may or may not know well enough to tank if you want transmutes).

    In group content you also have an expectation to use sets/ultimate abilities that buff the team so instead of having the occasional moment of awesome you are just a boring buffer.

    ESO's combat design is also a bit "unique". By the time you are actually able to be comfortable tanking everything in normal you'll have noticed that the damage capabilities of players varies tremendously and much of the damage in the game comes from failing a reflex test. As a result, unless you are playing with a highly efficient group the run will probably go better if you fake tank.

    If you are playing a real tank after all of that, it's likely you will be in demand which will mean that you will frequently queue with a group rather than solo and thus not run into randoms much.

    Good Tanks get snatched up into groups pretty quick. I mostly tank in my guild. Because you get to skip lines and not deal with Toxic Pugs. On occasion when I do pug a dungeon on my tank due to schedule conflicts, it's not a great experience.
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  • Gythral
    Gythral
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    'Cos boring everything to get through the 'game' is boring!
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  • SirGabenOfSteamia
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    Most norm dungeons are solo-able, so there's not really a need for a tank. That being said, a lot of people simply just don't want to wait for the queue. Queueing as a tank will almost all the time get you in immediately, where as DPS have long waits. There is no "Good DPS" requirement to queue as a tank, anyone can do it. There are plenty of times that I've gotten in with DD-level DPS that have queued as a tank, and there are plenty of times that I've gotten people who barely know mechs. I'd say it's excusable in norm, but it gets very very iffy in vet, especially when the rest of the group might not be the greatest.
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  • Arthtur
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    Tank population isnt small. Tanks just dont queue for random dungeons. Why? Well...

    - Fake/Bad DDs who make dungeons take a long time or impossible to beat. The worst for me were NORMAL FG1 which took 30m and Veteran DoM which took 2h.... in both i didnt even get thank you.
    At the same time i can ask few ppl on my friend list and get a good group for dungeons. What the point of dungeon finder?
    And pls dont start "There isnt fake DDs, only bad ones". I have my list when i call someone fake and when bad. If u have diffrent opinion its okay but dont try to force yours on me. Thanks.

    - Lack of knowledge. Its not about dungeon mechs. Its about basic things like blocking, roll dodge, interrupt, not standing in red, not standing 20m away from the boss etc.
    Soooooooo many times group "wiped" because DD was parsing the boss instead of doing mechs/interrupting the boss or was too far from it (Tempest Island says hello). I can teach dungeon mechs but if someone doesnt even know about interrupting when boss is "red" then sorry.... This is in tutorial and in every dungeon... u have this even in overland....

    - Dungeon mechs. I get it that not every person wants to learn them from some videos or websites and its okay as i know them so i can explain. But pll need to listen. The amount of time when i was blamed for wiping the group when it was DDs fault is crazy. Or when ppl refuse to listen at all and then blame dungeon for being hard...

    - Experience. Im at the point where i can solo vDLC dungeons on my DD. Doing normal dungeons as a real tanks is just.... boring.

    I could add toxic ppl in here but thats kinda obvious.
    I also hate skipping adds and exploiting bosses. But thats just diffrent playstyle.

    Sorry but there is nothing to make me queue for randoms again. I said a lot of times what was the problem but ppl were talking what is "fake" and what is "bad" instead or "DDs" were saying what tanks need. Sigh... Now i dont care.

    Anyway, have fun.
    PC/EU @Arthtur

    Toxic Tank for the win :x
  • drsalvation
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    From my experience as a tank ever since the game released on consoles:

    This game panders to DPS.
    Take for example the S&S skill 'power slam'.
    There's a morph that should've been for tanks, where you would block and gain a stack of resentment, each stack increasing the damage of the skill by a small percentage up to 10 stacks.

    If you wanted to make tanks fun, that skill should've scaled off of max health or armor, becausae, after all, it IS the tanks who block, they're the ones who taunt and need to block. It makes sense, right? Let tanks do a little damage and help with the overall DPS, it's not like tanks are gonna beat a 100k dps character spamming all sorts of skills, a tank would only deal like 20k dmg once every 5 seconds, but it would make it an interesting gameplay aspect.

    But now, that skill deals full damage at all times, instead, now you only need to block 1 time to get a 50% cost reduction (which is redundant considering you'll still consume stamina by blocking). I'm still wondering what was the point on that? It still scales off max dmg, and DPS won't be blocking as much as a tank, not only that, but the dmg increase when blocking is now part of a champion perk, not specifically to the weapon set, so that means now ANY DPS could use ANY weapon to block ONCE and get that extra damage.

    Taunting in PvP? It's just not there, you can't taunt players, UNLESS you equip vanguards challenge, which allows you to taunt players for 35% dmg reduction to your teammates, but 35% extra dmg to yourself. Basically, the player will need to kill you first to be able to deal their full dmg to your teammates, which is a fun aspect...
    So why can't we naturally taunt other players with taunt skills? Like, 10% instead of 35%? Why are we forced to sacrifice other useful sets just to be able to do something we should be doing without that specific armor set?

    Defense levels are capped, but dmg levels are not, why is that? Some players who can't min/max their DPS will complain that there are tanks who never die, and it must be annoying, and I can agree to that, as a mediocre DPS in PvP.
    And yet, even with my best tank builds, I can still get bombed and pretty much insta-killed in PvP (I know there's no one-shot skills, by insta-kill I mean in the fact that one moment I'm just wandering the streets of IC, the next moment I'm down on my knees spamming break free, and before the break free animation ends, I'm already dead, because the other player was able to spam their massive combos in such a short span of time, it's not one-shot for the player who killed me, but given my limited actions, it IS a one-shot for me).

    Worthless building in dungeons and arenas

    What about dungeons, solo arenas?
    Vateshran is a fun arena to play as, either as tank or DPS. People who've never tanked would say there's no point in tanking since there's no challenge, but ignore how little damage tanks actually do. In the final boss, your DPS matters the most, you need to kill all adds and hit the boss with splash dmg, there's a DPS check with a ring of ghosts, which if you fail, you'll die, and then there's a portal you need to quickly close before the boss restores health, so the higher the DPS, the less chance of recovery the boss will get.
    As a tank, you'll never get rid of all the adds, and the boss will most likely recover all health during the portal section, so you have to focus completely on the boss, buffing up all defenses and HoTs while dealing splash dmg to all adds that are swarming you. It's a fun challenge that puts your tank skill to the test and it's just as fun and engaging as if you were running the arena as a DPS.
    But then there's that ring of ghosts. Your DPS is so low, you can't even reach 9kdps to kill a single ghost, while the minotaur ghosts are spamming fire floor, and other adds are shooting fireballs at you, and thunderstrikes are always landing on you. You'd expect buffing up your defenses and casting all your damage shields before the explosion would make for a nice tank check to survive it (something DPS will never survive, so for them it's a DPS check). But no, you get punished for being a tank who sucks at DPS (again, the game panders to DPS, taking tank skills and reworking them for DPS).

    Is there any point at min/maxing tank builds?
    Short answer: No.
    A tank will get one-shot just as any DPS with no armor if they don't follow the poorly telegraphed mechanics.
    In the end, a tank with 45k health and 20k armor will die just as easily as a tank with 55k health and 25k armor, or a DPS with 22k health and 15k armor.

    The way the game is designed is that tanks are the meat shields who buff all the DPS, while the healer heals the tank who is taunting the enemy, and the DPS blame the healers for not healing them when they get in the red area or in front of the boss the tank is trying to face away from the rest of the team.
    But there is no incentive for any tank to still play as a tank after any group dungeon, even overland mobs take too long to die from tanks with some dmg skills (considering who fun tank skills have been reworked for DPS instead).

    The devs made it clear that they have no intentions on making support roles any fun when they released Armory.
    You can be a tank for a dungeon, and then switch back to DPS to enjoy the rest of the game.


    I used to main tank at all times, it feels wrong if I'm not tanking, but every subsequent update just keeps telling me that anything that made tanking fun is now reworked for DPS instead, and part of me is bitter that only until I decided to switch to DPS I'm actually able to play the rest of the game, PvP included, and part of me dies inside realizing that there's no plans on making support roles any fun to play anymore.


    My solution
    This will *** off a lot of people.
    But considering the direction the game is taking, with tank skills reworked for DPS instead, and hybrid builds where magic is just as effective as stam skills, there's a massive overhaul desperately needed, and seeing how they're not making tanking any fun, then the roles as we know them (tank, DPS, healer) should be completely discarded:
    Now make only 2 roles - Bruisers and Support.
    Bruisers are the DPS tanks, the ones who taunt the bosses and damage them. Make tank armor sets increase with dmg instead of health, like resilient yokeda or harabinger. Vet dungeon mobs and bosses shouldn't deal that much of massive dmg anymore, now any player could survive blocking a charged hit, and they all still die with one-shot mechanics.
    The support type is the DPS healers who can also cast buffs and have higher DPS than the bruisers.

    This way now you can retain your DPS while focusing on a defense build.

    The second alternative, which is more realistic:
    Allow for tank sets to deal just as much damage as a DPS set.
    Harbinger and resilient yokeda were nerfed to the ground, which makes me wonder, what's the point on having tank sets that deal damage, only to be nerfed to deal mediocre damage that barely does anything at all? Especially in PvP? Blocking still consumes stamina, why not make those sets as powerful as casted skills?
    Why not return power slam to the tanks and allow them to deal that massive burst and just let low-slash be the S&S spammable for DPS? DD's don't always need to block, don't give them the skills where blocking was what made them stronger.

    There's nothing rewarding about min/maxing tank builds, so barely anybody will want to tank.
    There's nothing that tests your tanking, there are no target dummies that would damage you, so even if people wanted to, there's no way to make sure that you're actually ready for tanking.
    And so far, the devs just keep making things worse and dull for any aspect of tanking.
  • drsalvation
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    essi2 wrote: »
    Tanking in ESO like many MMOs is a thankless and stressful undertaking.

    You are often automatically considered to be the 'lead' of the group, everyone expects you to already know everything there is to know and you are always the 1st or 2nd person to get blamed if things go awry.


    I've gone through large periods with my tank(s) where I don't even touch the tank role in pugs, because often it's not worth the trouble. Although I have to add this seems to be less frequent of an issue lately, but I might just have gotten lucky with my pugs.


    A more direct answer to the tank population seeming small(other than DDs vastly outnumbering Supports anyways) is that most tanks if they have the option will play with a known group that won't yell at them for everything that goes wrong or randomly rage quit or ignore mechanics or never interrupt.

    And this is exactly where the issue is, I might have overstated that without syaing it in my previous reply.
    Tanks don't get to do anything by themselves and are just put at the mercy of their teammates, anything that could've made tanking any better and fun has been reworked to pander to the DPS audience.
    It's really a thankless job, it's more of a chore and not something people want to build and dwell in, especially since one-shot mechanics completely deprecate any sense of min/maxing any tank builds.
  • Troodon80
    Troodon80
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    This game panders to DPS.
    Take for example the S&S skill 'power slam'.
    There's a morph that should've been for tanks, where you would block and gain a stack of resentment, each stack increasing the damage of the skill by a small percentage up to 10 stacks.
    The issue with anything ZOS tries to do on the balance side is that they have to take into account of PvE and PvP. Allowing a tank to do damage via health scaling rather than resources/stats is that you compound an issue in PvP where currently exists a tank meta (and has done for years), but where everyone is running around with high health, high mitigation, and being able to do a lot of damage. Further compounded, ultimates such as necro which add a substantial amount of health would also be abused and overall it would be a detriment to the health of other classes.

    Health as a cost isn't really meaningful, either, considering the absurdly high HPS in the game within PvE content. That would mean that tanks would essentially have free abilities.

    @Troodon80 PC | EU
    Guild: N&S
    Hand of Alkosh | Dawnbringer | Immortal Redeemer | Tick Tock Tormentor | Gryphon Heart
    Deep Dive into Dreadsail Reef Mechanics
  • SilverBride
    SilverBride
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    I tried to tank in WoW but gave up because it just wasn't fun. It felt more like a job and a very unappreciated one at that.

    It was the same with healing. I was the main healer for our guild's raids and it was fun for awhile, but the stress eventually outweighed the satisfaction for me.

    Dealing damage without being responsible for other players is a lot more fun. That's all I play now.
    PCNA
  • phaneub17_ESO
    phaneub17_ESO
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    Inevitably a tank stops showing up to pugs when they have:

    1. Given up tanking as they can no longer handle the PUG crowd toxicity, this happens the most often.
    2. They have found a group of players they like, stopped pugging and only tank for them now.
    3. Have decided its easier to Solo dungeons with builds that both survive and DPS.
  • haelgaan
    haelgaan
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    my take is that encounter design went to crap, i have no interest in running my tank when some encounters are the way they are now. over the top mechanics that are gimmicky, one shot kills causing group/trial wipes, etc. the game doesn't need players that know how to tank anymore, it needs people that enjoy memorizing cheesy mechanics.
  • Didgerion
    Didgerion
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    Tanking is not rewarding in this game for casual players, that's it.

    For example when you fight a world boss only top 10 dps get the loot.

    What about tanks and healers?

    It is a panful journey to be a tank without a team.
  • AvalonRanger
    AvalonRanger
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    I'll tell my funny DPS experience...

    One day, totally no taunt fake tank spoken to me in the normal dungeon.

    "Why is your DPS character so much tough? Usual DPS doesn't have 4.1K health, right?
    I think you're the most decent tank rather than anybody in here."

    I thought answer in my heart, "because I can't believe any PUG people..."

    Making pure DPS building is almost impossible in this game.
    My playing time Mon-Friday UTC13:00-16:00 [PC-NA] CP over2000 now.
    I have [1Tough tank] [1StamSorc-DD] [1Necro-DD] [1Real Healer]
    with [1Stam Blade].
    But, I'm Tank main player. Recently I'm doing Healer.

    2023/12/21
    By the way...Dungeon-Meshi(One of Famous Japanese fantasy story comic book) got finale...
    Good-bye "King of Monster Eater".

    2024/08/23
    Farewell Atsuko Tanaka...(-_-) I never forget epic acting for major Motoko Kusanagi.
  • Foxtrot39
    Foxtrot39
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    Its just tanking that isn't fun

    The lack of AOE taunt without having to waste a 5 piece set make large mob groups a micro management nightmare to keep taunt up on top of wasting all your ressource doing so

    Most of the dungeons mechanics revolve around a guaranteed one shot making any effort to build towards survivability totally nul & void

    If its not a oneshot its a miss a single block and get 80k damage (basicaly a one shot) to the face while we force you to permablock the entire fight leaving 0 room for a singular mistake on your side

    And as the saying goes "if the tank dies everyone die", so you get a ridiculous amount of responsabilities in a game that actively hate your role and make it as unnecessary hard as possible

    Overland content is a slog to go through with abysmall damage and stealing/using blade of woe become impossible due to the heavy armor stealth debuff allowing NPC to even spot you when invisible, forcing you to waste like 10 inventory slot hauling an "overland build"

    Healer at least don't get all those penalities

    DoT bypass block and any damage shield and quite often your entire resistance while the game offers 0 mitigation option beside mass healing, in some trials DoT you can't avoid can go as far as dealing +18k damage/s while fully bufffed


    In PVP tank are replaced by DD with ridiculous healing scaling with their damage making them totaly pointless
    Edited by Foxtrot39 on June 12, 2022 6:10PM
  • FluffWit
    FluffWit
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    I enjoy tanking most of the time. It's just doing anything else on that character is damn near impossible when they're in their tank gear. Like it would probably take me 5 minutes to kill a delve boss.

    The outfit station and assistant helped a tonne with that though so it's not really an issue anymore.
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