i always thought it was weird how every stat in the game has a weapon to scale with it except CON if only they would take away STR/DEX scaling on SNS and make it a CON scaling wep exclusively it would be way easier to keep the SNS from being overpowered for DPS and still make tanks able to do something besides sitting on point getting hit.
Yeah, his heavy armor only allowed him to harass me for 20 minutes. What a great in-game interaction.
But it is the function of the class. It’s the same thing as criticizing the healer for healing.
Or do you want a single dps build to have no counterplay? That a specific dps build can beat all the others? I think you don’t have that silly thought.
I can imagine how annoying it is to have a tank following you and getting in your way, just as it’s annoying a light armor dps to run away using dodge, but that’s the class’s function.
There are ways to buff the tanks:
-give 300 con grit
-increase hp ratio after 250 str
-buff sturdy shield passive to 25% since you nerfed the 200 con passive
-rework shield block mechanic
Pick one, either will be a good buff to tanks. They just ignore the class…
That would be awesome!
What people fail to grasp the concept is that the tank is supposed to be a slow moving lumbering bohemoth of a character. Where it takes skill and perfection in timing to viably attack in PvP in a conventional action based MMO.
The tank is supposed to be the damage sponge by function and while capable of fishing out a lot of damage the team play is designed to have crowd controllers like trappers to hold players in one place long enough for the tanks to make use of their slow but powerful attacks. they are meant to be the holy crap the tanks are here! Spread out and don’t get in their aoe attacks.
Light build is being able to hit super fast but the damage is greatly diminished but are able to get in and out very quickly. They are not supposed to be glass cannons. They are supposed to be glass sand blasters. The first to get into the fight and behind enemy lines.
The medium build is a nominal average of the two builds and offers only a practical average attack and defense capabilities that can absorb a small amount of tank attacks and somewhat keep up with the light builds. Their function is to make enough time for allied reinforcements to join them. Meant to join the light guys moments later to simulate reinforcements.
This is supposed to be a skill based game with some team based tactics involved to succeed. If you want halo where everyone is equal that’s fine too but just make sure your vocal about your disposition. Otherwise you just come off as another kid that wants your build to reign supreme amongst all.
This is everything I wanted the NW tank to be, great comment.
So you want tanks to be fat DPS. Tanks are meant to be damage sponges and control an area through their health and CC. Let’s just give them 100000 damage too since they’re soooo underpowered and just have to do everything by themselves in the game. Let’s also make defiance stance heal for 3000% of their weapon damage while we’re at it.
I wouldn’t even say that. 5 people, even if they’re bad, is a lot of damage. Taking all of those hits just doesn’t seem like it should be a thing without a healer.
Typically the crowd controllers is the squishy mages that coincide with medium to light builds. But considering your sarcastic remark I can only think I’ve failed to explain some details or that you refused to extrapolate a generalized fairplay mentality and or trying to impose a hyperbolic fallacy.
But let’s consider things the way they are. You can choose to be a heavy and any weapon. Let’s choose something like a mage weapon for argument sake. Ideally if you are well armored, your slow, you can take some hits. But all that armor isn’t just cosmetic it should also be encumbersome to all of your movements for better and worse in the purpose of balancing the game and so you would also slow down in your casting or blocking but also buff your knockdown resistances and if your projectiles are a direct impact of how fast you can throw your arms forward, guess what, you can’t shoot as far either. Your weapon selection is the other factor of this discussion from light, medium and heavy weapons that have particular weapon speeds. The armor should also play into the factor of how you attack. Light armor could quicken the attacks of heavier weapons as your character isn’t loaded down with extra weight and or change the animation style of the attacks to promote more variety of attacks. This would also affect the damages though as there is less weight behind the attacks. People forget that there are many styles of attacks that are used in different ways to attack specific body parts.
I propose light armor for dex builds to focus attacks on legs, arms and heads to affect stuns and slowing mobility and while there is a lack of weight behind the attacks; the damage might be reduced. This encourages dex players to use augment effects such as bleeding or poisoning to buff the damages so as to further push the get in get out combat loop of dex builds.
where medium armor would focus on arms head and torso for basic damage they are the wild card generalists of the battlefield and can buff their characters in either direction of their build to buff their damage or their ability to survive more or heavier hits.
the heavy armor users primarily focus on slow lumbering but devastating spinning and slam attacks focusing on the torso. that innertia however should also positively affect the damage. And yes should push a reliance on other teamates to root the enemy players to aid in the succession of attacks from heavy armor players.
Of course this would be an entirely new level of in depth coding and animation scheduling for the devs but at least this is out in the open for people to comment on.
To say things in a fascicios manner like why not just give heavy armor players 100000 dmg does nothing to help anyone.
I play as a light build but even I can see the game breaking nature of a 8th gate opened rock lee running around the world punching people into paste in the same way as I don’t want to see an ultimate Super Saiyan Broly laying the smack down using a sky scraper as a baseball bat.
The problem with too strong a block is that tanks literally never died back in alpha 2 where you could block everything.
That beings said block buff or the proposed 25% nerf to the STR perk should help.
That being said a big thing people forget about is are BODYGUARD mechanics and LINKING health pools to a healer or DPS.
BOOM instantly players would be like wow this is sick and want to have a tank in their composition.
Another issue with sword and board is lack of large counter initiation.
Great axe has it in the form of maelstrom and eating projectiles but a frontal cone block such as what BRAUM has in league of legends is a good example.
An ability with a large frontal cone of 30-50% damage reduction that stacks on top of fortify is a huge defensive buff that actually matters.
It’s going to be a little worse than before they fixed the STR perk. At the time, we could handle 3 heavy hits from WH/GA and ± 11 light sword hits. Heavy hits don’t change at all, light hits I think should be around 9-10. That is, our block is not strong, maybe if they only buff the block against heavy attacks, it could help more than some change against light attacks.
The problem is not with tanks. The problem is that a bruiser can get near the mitigation while also pumping tons of damage and CC. Its not that the tank is too weak. Its that the bruiser is too strong. Dont even need a tank in dungeons anymore most of the time.
I haven’t played league of legends so I can’t say much on that. But in reference to your first comment the window of opportunity is the chunk in the armor. A slow attack or a slow block animation is the weakness of the tank build. This is what simulates that rock paper scissors choice of character build that people enjoy. And it’s that same reason why dumb people can’t realize that core mechanic that they scream to the heavens THAT IS A BUG!!! Or EXPLOIT!!!
Yes tanks are supposed to be a
Body guard, a meat shield. The design is to absorb the hits while the other players push for the goals. It’s a team build. While the medium build is more the lone wolf.
Bump.
All they have to do is add more PvP perks that require, “Heavy,” equipload. PvP perks cannot RNG roll so they have to be forced on the gear as to not create trash perks for 2/3 equiploads.
All have 300 con and heavy equipload as a requirement.
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Heavily Outnumbered → Gain Fortify based on ally:enemy ratio within 6m. Every additional enemy around you grants 10% fortify up to a cap of 50%.
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Heavily Outweigh → Gain permanent Grit when you are in Heavy Equipload. (Perk on equipload not equipment)
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Heavy Conditioning → Gain 10% flat damage Absorption but lose 5% damage dealt. Stacks on all equipment. Does not affect heavy attacks.
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Refreshingly Heavy → Reduce cooldowns by 1% for every 2k damage mitigated.
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Heavy Fortitude → Gain Damage Absorption as your health gets lower.
15% Health = 25% | 65% Health = 0% -
Heavily Reinforced → Heavy attacks deal damage based on their equipload.
+20% Light
+10% Medium
Idk. Just spewing, not really well thought out, just some ideas.
Bump?
Every comment puts it at the top of the topics list. A bump is putting your topic at the top of the list to be seen. Also, edited that comment with more shitter ideas.
Those seem like interesting skill tree perks
Well, I was meaning PvP perks on armor. Lol.
I understand that balancing the sword can be tricky, as we have to be very careful to buff the tank, without buffing the DPS.
One of the possibilities is to invest in the utility that the tank can provide to your team.
One way to do this is to make carnelian have a role in pvp, make taunt useful in pvp.

The mechanics are all done, just make it work for pvp. Let’s use shield bash as an example, when using the skill with carnelian on the weapon, taunt slows affected targets for 6 seconds.
The only thing that would need to be thought about is the percentage of slow.
Thus, we would buff the utility that the tank can provide to the team, without affecting the dps, because it needs to have the conralin in the weapon for this effect to occur.
Of course a dps could use carnelian on his weapon too, but he would have to use specific skills and give up a damage gem.