Non DPS roles are insanely anti fun

Recently switched off of DPS to play around with healer and tank and it’s easily the worst experience i’ve ever had playing the game.

OPR is unplayable as you can’t score points as non dps.
Solo pve is unplayable because you’re forced to clear mobs for loot, I.E. acid chests, but it takes so long to kill anything that the chest closes before you can clear mobs and loot it. Additionally it takes me 5x longer to do the content.
I am even required to spec into half damage in a utility role for mutations because the clear time and clear efficiency is significantly more important than anything else.

Nerf dps into the ground or work on QOL changes for utility roles. The ONLY incentive to play support roles over DPS roles is if you have group members who are playing dps. The entire game loop revolves around DPS checks.

Doesn’t help that Greatsword is gigbusted and does the highest dps in the game BY FAR while also having the most AOE and utility. This is not a smart road to go down allowing the damage to power creep so hard that every role that isn’t DPS is becoming obsolete and anti fun.

Tank is pretty fun, im used to getting slapped around.

For Outpost Rush I switch to 300 STR because you dont get any points for blocking.

Healing it’s the easiest way to score points unless you are really bad with LS. Even in bowpr you drop a sacred and they run to it to shoot from there while melee players run away from sacreds :joy:

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I think the problem is that people think “Tank” mean sword/shield, instead of a role with an objective. In NW PvP, you can’t only tank damage and be relevant. People will just ignore you and attack someone else. So our “tanks” are people that can take a lot of damage and survive but also can dish out damage, cc opponents, peel for healers, etc. You can’t tank by holding a shield up in PvP and think that helps the team in any way. The tanks in PvP are your heavy VG/BB, IG/BB, and GA/WH. Some people get away with S&S but only if they think primarily like a DPS, using their CCs and the pretty decent damage from sword to bring real value to their group. Like that 30% damage reduction for everyone around you is great. Chill by your melee DPS with that up and support them. Leaping strike/bash the healer to help lock them down for your DPS to follow. I know it is not the typical archetype from other MMOs but you’ve got to bring something more to the encounter than just being a damage sponge. You are basically a really tanky DPS/Support.

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Yea this.
I play here and there SnS/Hammer fulltank. 300/200 or 200/300.
It really feels nice, but due to the ranged spam it’s such a drag. You often die before even being close to any point. Especially if one side is winning as heavy you will get blasted like a paperbag with no ability to move.
They should give tanks a bit more tankyness, especially vs projectiles. Since a heavy user will never even get close to a ranged anyway.
On points if your team has 1-2healers it’s quite fun. Esp if you manage the stamina bar well, which is def doable with Shield and Hammers selfheal. You’re like a rock.

GS has some utility against ranged with the relentless rush mobility, haste, blocking projectiles, and mitigating the first hit from a musket and adding a fortify. In OPR, I would suggest S&S/GS if it is a ranged heavy match. S&S/WH if it is more a more melee centric match. But the main point is that your typical damage sponge only tank is useless in NW so you’ve got to figure out a way to make people want to target you then being able to withstand that barrage. Either by putting out tons of debuffs and CC, like IG/BB or VG/BB or by being a serious damage threat that can’t be ignored, like heavy bruiser or a 300/200 S&S/GS or WH.

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