WySoSirius wrote: »FeedbackOnly wrote: »My theory is people don't want to be the leader in the group, hence less tanks
Even as a leading legit tank . The dps ignore that and rush anyway , so as a tank I tend to give up like most probably have and probably agree
Kingpindragon wrote: »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.
Numbers don't lie, true. However, numbers don't show the whole truth without some context, either. The majority will hold your sentiment, or similar, because for every tank there are two DDs, and a healer can in many cases be considered a DD-lite. It's a bit skewed, you see?Tanks hit like wet noodles and are boring to play compared to dps , you can argue this but numbers don't lie. Personally I rather heal because its more flexible with dps and is pretty active compared to tanking but nothing beats dps role for me and the majority I imagine share this sentiment.
drsalvation wrote: »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.
ForzaRammer wrote: »Because most tanks don't want to waste time with below average damage dealers, and are not good at kicking them
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?
AvalonRanger wrote: »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?

AvalonRanger wrote: »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?
wolfie1.0. wrote: »AvalonRanger wrote: »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?
Better question: why do you not want to tank all of the time?
Also, I think you answered part of your own question as well. When you have the ability to build a character that deals damage while aslo being a pseudo tank/healer you get problems.
Got interested in support roles and wanted try something more involved than healing. Tried to build tank, but got hit with problem looking like this:
As a DD one naturally learns to hit stuff just by playing the game. Then there's dummy to train on to do higher damage. As a tank one has to acquire whole new set of player skills rest of the game doesn't really prepare for. Kind of failed to find place where to start and learn the basics and now have 1700 cp tank who can't reliably taunt multiple targets, isn't sure what can be blocked and what has to be rolldodged and fails at resource management on occasion.
As tanking beginner can't jump directly into "desperately needs powerfull tank" content and content which isn't difficult to tank can be soloed by strong DDs and is populated by speedrunners. Both is frustrating - either won't get to do anything and can barely keep up with the group, or will make mistake and cause group wipe.
Then there is expectation of tank knowing every mechanic in every dungeon, need to farm way too many different sets, plus questing in overland sucks, since everything takes forever to die.
Tanking just isn't casual fun like playing DD and ZOS does very little to make it easier or more atractive.
Tanking is pretty relaxing to me , low dps , just kill mobs slowly , I will wait , DPS down , no problem , I will rev them , healer down , no problem , I can self healing ...
No stress , never , unless achievement run