Pixiepumpkin wrote: »As a once tank main, I'm just going to say AoE taunts would be the death of the role as anything but a brainless exercise. It's already pointless to bring a tank in most content as it is so let's not trivialize the role for those that still enjoy it in the little remaining content it has left.
Read my post in its entirety, not just the title.
Pixiepumpkin wrote: »As a once tank main, I'm just going to say AoE taunts would be the death of the role as anything but a brainless exercise. It's already pointless to bring a tank in most content as it is so let's not trivialize the role for those that still enjoy it in the little remaining content it has left.
Read my post in its entirety, not just the title.
Against my better judgement I went back and did. My point still stands.
The issue isn't a fundamental flaw of the initial design because this didn't used to be an issue. DPS didn't used to have 30k hp, 30k armor and be able to do 75k+ DPS. They had 15k hp, 12k armor and if they cracked 20k DPS there were considered pretty damn good. This is a combination of issues including the devs making many small changes(that quite a number of us often warned them about way in advance) that culminated in absolutely massive power creep.
To their credit they did actually try to correct for this but.... the player base hated that even more. That's another major factor. They long-ago pivoted to a different audience which is why many tanks like myself just don't bother anymore. Was it a bad move? Well, I guess being Zenimax's most profitable product that even surpasses Skyrim I guess I can't say it is but it sure is obvious I'm not the person they are making the game for.
Elvenheart wrote: »I must be wrong, but I thought the option for an AOE taunt was going to be on that new scribing bow skill they demonstrated at the reveal.
Pixiepumpkin wrote: »NONVERBAL COMMUNICATION IN AN MMORPG
Tanks, DPS, Healing perform a very important function in an MMORPG outside of their respective roles, and that is non verbal communication.
That is to say, when you see a tank, you know what his job is and what he should do. When you see a healer you know what their job is and what they should do and the same applies to a DPS. These rolls communicate to the player what the "job" is of their team mates.
In ESO, due to the lack of an aoe taunt and the devs vision of "DPS and heals can off tank easy mobs" we run into the issue of this communication being muddled. Because where we can easily determine the roll of a fellow player, not every player can determine the strength of a mob, so some try to take on mobs they can't and get destroyed. This also runs into the issue of responsibility, who's responsibilty is it to tank that mob beating on a healer? The tank? The DPS? How long before someone comes and gets this mob off the healer? Ohh wait, healer is dead. This is realy fun in a no death run.
FAKE TANKING IN ESO/SPEED RUNNING
The current system by its design is what has led to "fake tanks" and or speed runs (both of which are almost universally hated).
In World of Warcraft, even normal dungeon mobs will wipe the floor with DPS, there is no issue of speed running in that game like there is in ESO. This is because tanks can AOE taunt and must do so to control all the adds/mob packs. Only hunters with a tank pet and a warlock with a voidwalker can tank non hardmode dungeon and that requires crowd control by the hunter/warlock.
TANK FUN AND RESPONSIBILITY
Most tanks, at their core get a lot of their fun from tanking multiple mobs and staying alive. Its their dopamine rush in the same way big crits are for DPS or big crit heals for a healer. In ESO tanks are not given this luxury like their counterparts.
Because tanking overall is not as satisfactory in ESO compared to many other MMORPGS, we see less tanks in game. Tanks, as everyone knows are already in short supply even in games where they are fun, and this is due to their responsibility as a "leader" in a run. Why make the situation worse? Because that is what has been done in ESO with its no aoe taunt philosophy. The leadership aspect would take some creative brainstorming to solve and not a topic of discussion for my post, but making tankin more fun is doable.
PARTY SIZE CONTRIBUTIONS....or not....
So, we have less tanks. You know what else we have? A 4 person party. WoW has 5 person parties, Everquest has 6. What this means is that less DPS are absorbed out of the queue pool increasing wait times and forcing players to take on "fake tank" roles because everyone hates queue times. These could be lowered if we had larger party sizes, but this would require harder hitting mobs and AOE taunting.
I am not bashing the developers, I doubt many working on the game today had anything to do with ESO as it was being created years prior to 2014, but the system as designed is inherently flawed. Allowing for aoe taunting is the first step (literally) into solving this issue. Get the skills into the game, get the players familair with them, allow for new tanks to take on their new found fun and roles. This will prepare the player base for further changes as they are rolled out with the goal being to reduce dungeon speed run issues and to create more fun/interesting play for tanking roles.
Pixiepumpkin wrote: »NONVERBAL COMMUNICATION IN AN MMORPG
Tanks, DPS, Healing perform a very important function in an MMORPG outside of their respective roles, and that is non verbal communication.
That is to say, when you see a tank, you know what his job is and what he should do. When you see a healer you know what their job is and what they should do and the same applies to a DPS. These rolls communicate to the player what the "job" is of their team mates.
In ESO, due to the lack of an aoe taunt and the devs vision of "DPS and heals can off tank easy mobs" we run into the issue of this communication being muddled. Because where we can easily determine the roll of a fellow player, not every player can determine the strength of a mob, so some try to take on mobs they can't and get destroyed. This also runs into the issue of responsibility, who's responsibilty is it to tank that mob beating on a healer? The tank? The DPS? How long before someone comes and gets this mob off the healer? Ohh wait, healer is dead. This is realy fun in a no death run.
FAKE TANKING IN ESO/SPEED RUNNING
The current system by its design is what has led to "fake tanks" and or speed runs (both of which are almost universally hated).
In World of Warcraft, even normal dungeon mobs will wipe the floor with DPS, there is no issue of speed running in that game like there is in ESO. This is because tanks can AOE taunt and must do so to control all the adds/mob packs. Only hunters with a tank pet and a warlock with a voidwalker can tank non hardmode dungeon and that requires crowd control by the hunter/warlock.
TANK FUN AND RESPONSIBILITY
Most tanks, at their core get a lot of their fun from tanking multiple mobs and staying alive. Its their dopamine rush in the same way big crits are for DPS or big crit heals for a healer. In ESO tanks are not given this luxury like their counterparts.
Because tanking overall is not as satisfactory in ESO compared to many other MMORPGS, we see less tanks in game. Tanks, as everyone knows are already in short supply even in games where they are fun, and this is due to their responsibility as a "leader" in a run. Why make the situation worse? Because that is what has been done in ESO with its no aoe taunt philosophy. The leadership aspect would take some creative brainstorming to solve and not a topic of discussion for my post, but making tankin more fun is doable.
PARTY SIZE CONTRIBUTIONS....or not....
So, we have less tanks. You know what else we have? A 4 person party. WoW has 5 person parties, Everquest has 6. What this means is that less DPS are absorbed out of the queue pool increasing wait times and forcing players to take on "fake tank" roles because everyone hates queue times. These could be lowered if we had larger party sizes, but this would require harder hitting mobs and AOE taunting.
I am not bashing the developers, I doubt many working on the game today had anything to do with ESO as it was being created years prior to 2014, but the system as designed is inherently flawed. Allowing for aoe taunting is the first step (literally) into solving this issue. Get the skills into the game, get the players familair with them, allow for new tanks to take on their new found fun and roles. This will prepare the player base for further changes as they are rolled out with the goal being to reduce dungeon speed run issues and to create more fun/interesting play for tanking roles.
Drag mobs to tank instead of running like a chicken with no head.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »NONVERBAL COMMUNICATION IN AN MMORPG
Tanks, DPS, Healing perform a very important function in an MMORPG outside of their respective roles, and that is non verbal communication.
That is to say, when you see a tank, you know what his job is and what he should do. When you see a healer you know what their job is and what they should do and the same applies to a DPS. These rolls communicate to the player what the "job" is of their team mates.
In ESO, due to the lack of an aoe taunt and the devs vision of "DPS and heals can off tank easy mobs" we run into the issue of this communication being muddled. Because where we can easily determine the roll of a fellow player, not every player can determine the strength of a mob, so some try to take on mobs they can't and get destroyed. This also runs into the issue of responsibility, who's responsibilty is it to tank that mob beating on a healer? The tank? The DPS? How long before someone comes and gets this mob off the healer? Ohh wait, healer is dead. This is realy fun in a no death run.
FAKE TANKING IN ESO/SPEED RUNNING
The current system by its design is what has led to "fake tanks" and or speed runs (both of which are almost universally hated).
In World of Warcraft, even normal dungeon mobs will wipe the floor with DPS, there is no issue of speed running in that game like there is in ESO. This is because tanks can AOE taunt and must do so to control all the adds/mob packs. Only hunters with a tank pet and a warlock with a voidwalker can tank non hardmode dungeon and that requires crowd control by the hunter/warlock.
TANK FUN AND RESPONSIBILITY
Most tanks, at their core get a lot of their fun from tanking multiple mobs and staying alive. Its their dopamine rush in the same way big crits are for DPS or big crit heals for a healer. In ESO tanks are not given this luxury like their counterparts.
Because tanking overall is not as satisfactory in ESO compared to many other MMORPGS, we see less tanks in game. Tanks, as everyone knows are already in short supply even in games where they are fun, and this is due to their responsibility as a "leader" in a run. Why make the situation worse? Because that is what has been done in ESO with its no aoe taunt philosophy. The leadership aspect would take some creative brainstorming to solve and not a topic of discussion for my post, but making tankin more fun is doable.
PARTY SIZE CONTRIBUTIONS....or not....
So, we have less tanks. You know what else we have? A 4 person party. WoW has 5 person parties, Everquest has 6. What this means is that less DPS are absorbed out of the queue pool increasing wait times and forcing players to take on "fake tank" roles because everyone hates queue times. These could be lowered if we had larger party sizes, but this would require harder hitting mobs and AOE taunting.
I am not bashing the developers, I doubt many working on the game today had anything to do with ESO as it was being created years prior to 2014, but the system as designed is inherently flawed. Allowing for aoe taunting is the first step (literally) into solving this issue. Get the skills into the game, get the players familair with them, allow for new tanks to take on their new found fun and roles. This will prepare the player base for further changes as they are rolled out with the goal being to reduce dungeon speed run issues and to create more fun/interesting play for tanking roles.
Drag mobs to tank instead of running like a chicken with no head.
That does not solve the issue of communication. As I previously wrote, the classes due to their jobs/responsiblities perform a nonverbal communication to the player.
The game must be designed so that typing or verbal communication is not necessary. You can't just tell the group "pull the mobs to the tank".
Not everyone group finder plays with speaks english.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »As a once tank main, I'm just going to say AoE taunts would be the death of the role as anything but a brainless exercise. It's already pointless to bring a tank in most content as it is so let's not trivialize the role for those that still enjoy it in the little remaining content it has left.
Read my post in its entirety, not just the title.
Against my better judgement I went back and did. My point still stands.
The issue isn't a fundamental flaw of the initial design because this didn't used to be an issue. DPS didn't used to have 30k hp, 30k armor and be able to do 75k+ DPS. They had 15k hp, 12k armor and if they cracked 20k DPS there were considered pretty damn good. This is a combination of issues including the devs making many small changes(that quite a number of us often warned them about way in advance) that culminated in absolutely massive power creep.
To their credit they did actually try to correct for this but.... the player base hated that even more. That's another major factor. They long-ago pivoted to a different audience which is why many tanks like myself just don't bother anymore. Was it a bad move? Well, I guess being Zenimax's most profitable product that even surpasses Skyrim I guess I can't say it is but it sure is obvious I'm not the person they are making the game for.
The issue IS a fundamental flaw because it allowed for DPS to off tank, even then and the 4 man party does not take more dps out of the queue. The long queues are what led to DPS "fake tankiung" because at its core, no one likes wasting their time.
5 or more party members is necessary. AOE taunting and other mechanics that make taking fun are necessary in order to crate more tank players. I already went over this.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »NONVERBAL COMMUNICATION IN AN MMORPG
Tanks, DPS, Healing perform a very important function in an MMORPG outside of their respective roles, and that is non verbal communication.
That is to say, when you see a tank, you know what his job is and what he should do. When you see a healer you know what their job is and what they should do and the same applies to a DPS. These rolls communicate to the player what the "job" is of their team mates.
In ESO, due to the lack of an aoe taunt and the devs vision of "DPS and heals can off tank easy mobs" we run into the issue of this communication being muddled. Because where we can easily determine the roll of a fellow player, not every player can determine the strength of a mob, so some try to take on mobs they can't and get destroyed. This also runs into the issue of responsibility, who's responsibilty is it to tank that mob beating on a healer? The tank? The DPS? How long before someone comes and gets this mob off the healer? Ohh wait, healer is dead. This is realy fun in a no death run.
FAKE TANKING IN ESO/SPEED RUNNING
The current system by its design is what has led to "fake tanks" and or speed runs (both of which are almost universally hated).
In World of Warcraft, even normal dungeon mobs will wipe the floor with DPS, there is no issue of speed running in that game like there is in ESO. This is because tanks can AOE taunt and must do so to control all the adds/mob packs. Only hunters with a tank pet and a warlock with a voidwalker can tank non hardmode dungeon and that requires crowd control by the hunter/warlock.
TANK FUN AND RESPONSIBILITY
Most tanks, at their core get a lot of their fun from tanking multiple mobs and staying alive. Its their dopamine rush in the same way big crits are for DPS or big crit heals for a healer. In ESO tanks are not given this luxury like their counterparts.
Because tanking overall is not as satisfactory in ESO compared to many other MMORPGS, we see less tanks in game. Tanks, as everyone knows are already in short supply even in games where they are fun, and this is due to their responsibility as a "leader" in a run. Why make the situation worse? Because that is what has been done in ESO with its no aoe taunt philosophy. The leadership aspect would take some creative brainstorming to solve and not a topic of discussion for my post, but making tankin more fun is doable.
PARTY SIZE CONTRIBUTIONS....or not....
So, we have less tanks. You know what else we have? A 4 person party. WoW has 5 person parties, Everquest has 6. What this means is that less DPS are absorbed out of the queue pool increasing wait times and forcing players to take on "fake tank" roles because everyone hates queue times. These could be lowered if we had larger party sizes, but this would require harder hitting mobs and AOE taunting.
I am not bashing the developers, I doubt many working on the game today had anything to do with ESO as it was being created years prior to 2014, but the system as designed is inherently flawed. Allowing for aoe taunting is the first step (literally) into solving this issue. Get the skills into the game, get the players familair with them, allow for new tanks to take on their new found fun and roles. This will prepare the player base for further changes as they are rolled out with the goal being to reduce dungeon speed run issues and to create more fun/interesting play for tanking roles.
Drag mobs to tank instead of running like a chicken with no head.
That does not solve the issue of communication. As I previously wrote, the classes due to their jobs/responsiblities perform a nonverbal communication to the player.
The game must be designed so that typing or verbal communication is not necessary. You can't just tell the group "pull the mobs to the tank".
Not everyone group finder plays with speaks english.
Add a ffxiv style auto translate feature.
There, there's a ton of phrases you can use that show up in chat in brackets that will automatically translate to your client language.
(hallowed ground) (just used it) <se.6> is one of my tank's macros.
The game doesn't need nonverbal cues or lack of typing. Though I do wish there was a way to see client language, particularly on the EU server.
The there's the issue that sometimes happens where someone can understand the language spoken, but pretends to not, or just ignores it, and I'm sure there's players that play with chat closed.
I just don't want nor need MORE effects going on. The game is already super flashy.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »As a once tank main, I'm just going to say AoE taunts would be the death of the role as anything but a brainless exercise. It's already pointless to bring a tank in most content as it is so let's not trivialize the role for those that still enjoy it in the little remaining content it has left.
Read my post in its entirety, not just the title.
Against my better judgement I went back and did. My point still stands.
The issue isn't a fundamental flaw of the initial design because this didn't used to be an issue. DPS didn't used to have 30k hp, 30k armor and be able to do 75k+ DPS. They had 15k hp, 12k armor and if they cracked 20k DPS there were considered pretty damn good. This is a combination of issues including the devs making many small changes(that quite a number of us often warned them about way in advance) that culminated in absolutely massive power creep.
To their credit they did actually try to correct for this but.... the player base hated that even more. That's another major factor. They long-ago pivoted to a different audience which is why many tanks like myself just don't bother anymore. Was it a bad move? Well, I guess being Zenimax's most profitable product that even surpasses Skyrim I guess I can't say it is but it sure is obvious I'm not the person they are making the game for.
The issue IS a fundamental flaw because it allowed for DPS to off tank, even then and the 4 man party does not take more dps out of the queue. The long queues are what led to DPS "fake tankiung" because at its core, no one likes wasting their time.
5 or more party members is necessary. AOE taunting and other mechanics that make taking fun are necessary in order to crate more tank players. I already went over this.
This post makes me wonder if this is a thinly veiled "dps queues are too long" post. We don't need more slots.
And failed to take in how the core of the issue is communication. People do not type out every move they are going to do while fighting. Combat is fast and players need to understand what to do (their jobs/class/spec/role).i really dont get your "fundamental flaw" point... im pretty sure the creators of this game had a meeting in the concept stage of development where they went, right lets do it different, the tank has no AoE taunt and has do choose the prio targets one by one, which makes the tankrole more engaging and fun. And while we are at it, lets take a step away from armor and roles tied to playerclasses, which creates a new dynamic in the MMO-World.
This is not objective, becasue again we are talking about communication between the roles. In other games with strict tank/heal/DPS roles this is easily understood, in eso its muddied, blured, not so easily understood which leads to all the issues I have already laid out through this entire thread.Fun, like beauty, lies in the eyes of the beholder, its objective. You thinking AoE taunt would be more fun is as valuable as the originals devs finding the lack of AoE taunt more fun. But they created the game, not you. its a deliberate choice, not a fundamental flaw.
And should have been understood when the creators of the game had a meeting in the concept stage of development...as for the 4 player groups instead of 5 the idea is the same. Allthou it wouldnt change the very core of the game if you extended that playerlimit to 5 instead of 4, so i think this could be up for debate and your points in getting more DDs out of the Queue per group formed is valid.
Roles aren't communicating with each other, neither in eso nor any other mmo I know of.
Pixiepumpkin wrote: »
Pixiepumpkin wrote: »
I did.
And I simply disagree with your opinion (which isn't an explanation at all).
Pixiepumpkin wrote: »Pixiepumpkin wrote: »
I did.
And I simply disagree with your opinion (which isn't an explanation at all).
Its not an opinion, it's literally how these things are designed (designed to communicate).
Pixiepumpkin wrote: »Pixiepumpkin wrote: »
I did.
And I simply disagree with your opinion (which isn't an explanation at all).
Its not an opinion, it's literally how these things are designed (designed to communicate).
Of course it is an opinion.
Your opinion to be more clear.
"These things" (roles, I assume) aren't as static as you think they are but fluid in every single mmo I know of.
You played swtor, so you surely met some DDwT, didn't you?
Another thing I met in every single mmo are people which behave badly in groups and lack proper communication. These players almost every time demand simplification of gameplay to increase their fun at the cost of others.
There are theads on this very forum by multiple players who tank in ESO that they will not only stop tanking, but leave the game if the Tormetor nerf goes through. This has nothing to do with me, do not make this an issue with me.Let me put this out here, because I feel pretty confident in this particular question. Having tanked (a lot) in WoW retail, WoW classic, SWTOR, LoTRO and ESO (7 years), I can say that the lack of or presence of an AoE taunt is not affecting the availability of tanks, except one (the OP). In addition, if an AoE taunt existed in ESO, fake tanks would not use it anymore than they use a regular taunt today.
5. Fun. Many express AOE tanking as a ton of fun, taking one mob...not so much.The lack of tanks boils down to these generalized reasons:
1. It's an exposed role. If I screw up, people might cuss me out (all games).
2. Tanking takes more focus and I just want to blast and not think (all games).
3. Tank's damage blows so I have to have multiple setups to play outside of group content (ESO).
4. I don't want to learn all content, mechanics and strats (all games).
I doubt they will as well, but it does not change that in order to reduce fake tanking/speed runs (which gets in the way of many players trying to run the dungeon at a slower pace, especially to do their quests), these things need to happen.OP's assertion that 5 man content leads to shorter queues is probably correct but unfortunately ESO's small group content is balanced around 4 ppl, so I doubt ZoS will redesign all that to fit 5 man.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »
I did.
And I simply disagree with your opinion (which isn't an explanation at all).
Its not an opinion, it's literally how these things are designed (designed to communicate).
Of course it is an opinion.
Your opinion to be more clear.
"These things" (roles, I assume) aren't as static as you think they are but fluid in every single mmo I know of.
You played swtor, so you surely met some DDwT, didn't you?
Another thing I met in every single mmo are people which behave badly in groups and lack proper communication. These players almost every time demand simplification of gameplay to increase their fun at the cost of others.
No, its not. I have updated the OP to illustrate this.
https://dl.acm.org/doi/pdf/10.5555/2812748.2812769
Please read. This is not an opinion.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »
I did.
And I simply disagree with your opinion (which isn't an explanation at all).
Its not an opinion, it's literally how these things are designed (designed to communicate).
Of course it is an opinion.
Your opinion to be more clear.
"These things" (roles, I assume) aren't as static as you think they are but fluid in every single mmo I know of.
You played swtor, so you surely met some DDwT, didn't you?
Another thing I met in every single mmo are people which behave badly in groups and lack proper communication. These players almost every time demand simplification of gameplay to increase their fun at the cost of others.
No, its not. I have updated the OP to illustrate this.
https://dl.acm.org/doi/pdf/10.5555/2812748.2812769
Please read. This is not an opinion.
Fine, gave the article a quick read, but couldn't find a passage about "the necessity of trinity roles" or "the general need of AoE-taunt".
The article is all about expectations towards the player (to behave socially and learn the game) not about derived expectations towards the game (to be played in a specific manner).
The latter is an addition by you and contradicts the whole article.
Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »Pixiepumpkin wrote: »
I did.
And I simply disagree with your opinion (which isn't an explanation at all).
Its not an opinion, it's literally how these things are designed (designed to communicate).
Of course it is an opinion.
Your opinion to be more clear.
"These things" (roles, I assume) aren't as static as you think they are but fluid in every single mmo I know of.
You played swtor, so you surely met some DDwT, didn't you?
Another thing I met in every single mmo are people which behave badly in groups and lack proper communication. These players almost every time demand simplification of gameplay to increase their fun at the cost of others.
No, its not. I have updated the OP to illustrate this.
https://dl.acm.org/doi/pdf/10.5555/2812748.2812769
Please read. This is not an opinion.
Fine, gave the article a quick read, but couldn't find a passage about "the necessity of trinity roles" or "the general need of AoE-taunt".
The article is all about expectations towards the player (to behave socially and learn the game) not about derived expectations towards the game (to be played in a specific manner).
The latter is an addition by you and contradicts the whole article.
Are you sure about that?
"T he most difficult aspect of raiding is not eliminating bosses per se, but rather coordinating player action
during encounters. Only when players are able to synchronize their characters’ respective role performances
can they defeat bosses and obtain rewards. Many players will encounter the same boss dozens of times
before successfully defeating it. Further, raid bosses “respawn” every week, offering repeated opportunities
for groups to hone strategies and build teamwork in order to smoothly progress through the raid area.
Weekly repetition results in routinization of interaction where “respective identities and roles [become]
essentially given and unproblematic, so that negotiation is mainly a matter of all recognizing the governing
occasion or situation” (McCall 2003:331). Nevertheless, due to the random make-up of many raids,
and the general complexity of boss encounters, raids continue to showcase the emergent nature of social
action, warranting an analysis of the interface through which players interpret and act upon symbolic
communications involving the game itself and other players."
The entirety of content in an MMORPG is about players working with other players to achieve the end goal. This is done through non-verbal communication. And I have already laid out how AOE tanking plays into this.
Pixiepumpkin wrote: »I doubt they will as well, but it does not change that in order to reduce fake tanking/speed runs (which gets in the way of many players trying to run the dungeon at a slower pace, especially to do their quests), these things need to happen.
Pixiepumpkin wrote: »I doubt they will as well, but it does not change that in order to reduce fake tanking/speed runs (which gets in the way of many players trying to run the dungeon at a slower pace, especially to do their quests), these things need to happen.
Player behavior is driven by rewards. The rewards for fake tanking a random normal far outweighs any disadvantage. You can make a massive dent in fake tanks by removing or dramatically reducing the number of transmute crystals a random dungeon provides. Fake tanking doesn't happen much in for example WoW even in normal dungeons because a dps usually can't handle the incoming damage. ESO's combat and ability design is such that you basically have as much healing as you have resources, whereas in another game you may have a small self-heal that goes on a long cooldown after use.
I main a tank, have done so since the game began. I have cleared every vet dungeon, vet 4 person arena, and every vet trial, with hard modes on a ton of them.
Tanking is absolutely fine as it is and is a ton more fun having to prioritize targets to taunt as well as learning to work together as a group. As an aside, I pugged my way through dungeons to Undaunted 10 so am well aware of some of the pain points you are referring to.
In my opinion, the issue is not a missing aoe taunt, the issue is a mix between the games learning curve and the fact that in-game tutorials are absolutely horrid that do nothing to teach people the nuances of grouping with others. The healer getting beat up in the back of the arena should have been taught to bring the add to the tank instead of backing away, and the same for the damage dealers.
It is rather poor planning on the games part to rely on folks watching youtube videos to learn how to play their role effectively.
My two cents, for what it's worth.
All content in this game can be tanked without it so it's not necessary.
- Enemies that should be taunted tend to be different from the common ones.
- Speed running is a normal dungeon concept and an AOE taunt won't stop a player from skipping mobs. Normal dungeons in ESO are designed in a way that a group of 4 with random builds can clear while a properly designed solo build can easily clear with exception to some group mechanics.
- I find tanking to be quite fun especially when it's a blue portal scenario. You'll definitely feel like the hero when you help a group get passed a difficult encounter. I like taunting priority enemies, snaring/rootingbothers, and pulling stragglers to me.
- Increasing the party size for dungeons is unnecessary and as you mentioned would require the content to be adjusted to the change.
At the end of the day there is nothing stopping a player from joining a guild or creating a group with the group finder to ensure a specific kind of run.