Agenericname wrote: »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?
AvalonRanger wrote: »I consider my DPS building style little bit more solo surviving
character. To protect myself without decent tank, and heal myself without healer.
AvalonRanger 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.

chessalavakia_ESO wrote: »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.
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.
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.drsalvation wrote: »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.