Shield lock very easy to break in PvP, stamina is consumed with 1 charged hit. I think the tank should have independent block stamina since it is not possible to dodge and block at the same time.
250 CON and 300 CON perks are completely useless.
Defensive skill tree is totally useless in PvP, they don’t serve to defend our party, there is no damage mitigation for DPS or for the Healer, the job of a defensive tank is supposed to be to absorb the damage that is usually directed at teammates . Currently tanks in PvP are just ignored as they don’t have any impact on the game.
I have seen this being said multiple times and I disagree so much. Passive grit on normal (heavy / light) attacks makes no sense. Especially in PvP.
Please rework the 300 strength perk, the Enduring Strike passive for Great Axe and the Hardened Steel passive for War Hammer into something more interesting. Having Grit on normal attacks promotes bad gameplay.
I agree that the 300 constitution perk should be reworked as well… but then rather do something more dynamic and interesting like I suggested in my post above:
There are no classes in this game. WH and GA could as well be tanking weapons.
Change 150 STR perk to something else. Trying to compensate for that with more shield block stamina would swing the balance too far in the other direction, just get rid of the 150 STR perk. It is far too powerful.
Make Shield attributes active even when alternate weapon is equipped. There is no reason that SnS users get an automatic handicap in attributes. That is the only weapon set that does this.
Add Reduced Stamina Damage on blocking to Defensive Formation. Full tank specs should be better at tanking than just any **** with a shield.
Blocking should be a viable defensive option for all weapons that has a block mechanic. Blocking should be a counter to light attacks, but weak against heaavy attacks. I wrote about it in my post above:
More variation in terms of defensive (and offensive) builds for a better identity as a true tank. This is a long term suggestion and will not likely be implemented in the near future, but I think it is worth mention anyways. I wrote about that above as well:
Add more interesting defensive combat mechanics like parry and counter attack. I think that would make combat even more fun especially as a tank. I also wrote about that in my comment above:
They are too squishy even in heavy armor, SnS in PvP as tank is useless u do nothing. GA and Hammer is better, tank in PvP is to CC enemies, do clumps which dpses can bomb.
Low sense to play as tank if GA dps do same ( Maybe change Gravity Well skill depends from armor u wear, in heavy let it be like it is now, in light/ medium pure dps skill how Devs will do it dunno they can represent some solutions in PTR just to check how it will work)
Heavy Armor should give some extra CC durations ( not 20 but 50-60), more dmg mitigation and -% attack power, - % heal. They need to check it and balance it I have no idea about numbers.
Ofc I forgot about this mega 30% defense when for everyone in 3 meters range this is funny, I will take SnS give a call to stay for 15 ppl in this 3 meters circle and make a video " How to kill your zerg" really this perk needs rework/rethink ASAP.
At least in PVE WH/GA tank is not viable. Only viable tanking weapon is S&S. The weapon you pair it with is determined what utility you want. WH is the most common pick because of multiple stuns, rends and pretty good taunt. But outside using your cooldowns, you cannot stay on WH. The same goes with GA or any other weapon.
Can’t get tanky enough and still maintain proper aggro.
A DPS player can be almost as tanky as a tank. The gap should be much wider. Tanks should have more active abilities to massively increase their damage resistance.
Need more taunts, on shorter CDs, and they should affect ads faster.
A taunt should instantly pull aggro from enemies. Also introduce ranged taunt abilities or options to rein in ads from further distances.
Tanks need more abilities to control positions of enemies.
Tanks get too easily stunned, staggered, and pushed around. They need abilities to root ads and bosses. Even the sword swing lunge can turn bosses in unwanted ways.
PVP:
Again, can’t get tanky enough and contribute to any meaningful metric.
Con perks aren’t worth spec’ing into, especially 250/300; tanks become heavily incentivized to go 300Str for tank-like perks, which morphs them into something unlike a true tank.
There is no desirable tank identity that translates to group play.
A tank provides no benefit to a team fight outside of defensive formation. Their identity should be low damage and high health. But this combo can have little benefit, so they should provide additional buff/debuffs to the party that can be cast at further distances, making them a desirable option as teammate.
No mechanics that encourage tanking
Not saying there should be in a 1v1 fight, but feel there should be more incentive to bring a tank into OPR or wars. What is the intended design goal by AGS for a tank to do in pvp group fights or modes mentioned? I feel there were none and it shows.
We appreciate all of the feedback and input shared at this time and we will be making sure this reaches the development team. We will also add the thread link for continued feedback and discussions coming through. Thank you all for your time!
Your statement exactly. There is so much power in defensive formation yet the effectiveness of that passive is underwhelming.
In PvE, most DPS should not be standing near the tank or they will get cleaved with damage and so long as the tank has their shield up, they won’t be taking damage.
In PvP, you do not want to clump so allies are not really able to take advantage of DF unless everyone is dogpiling on a point to quickly finish the cap. You yourself will get the fortify buff but most tanks should expect to get near 50% fortify from Defensive Training, Orb of Protection, Fortifying SG, and Shirking Fortification if folks have started dabbling in that gear.
Defensive Formation might need to get tied into a different skill. Shield Bash is pretty single target and the weapon perk knocking stuff back further is not doing it any favors lol.
Revert the stealth nerf you did to stamina block absorption in PVP, specially for tower shield. Right now ts almost useless to block with a tower shield, if an enemy uses a heavy atack I have to dodge coz if I block, ill loose much more stamina. If they use light atack, a round shield is enough (and with better perks), so why would I use a tower shield in pvp?
250 and 300 Con bonuses are bad. The 60% damage absorption for 1 hit every 60s is “almost” useless for PVP. And an increase on the CC time in a game where the stun is removed by any hit makes it not good either.
Remove animation for defiant stance, turn it to insta cast and reduce the cd.
No PvP taunt, carnelian is a PvE only gem and all other gems are damage related in weapons except diamond for healing, tanks do not have damage reflects or ways to punish attackers like weakens on consecutive hits to their shields. Just adding on to the taunt conversation.
Without a doubt, incorporating damage reflection into the game would be a very good idea. It would change the PvP system a lot, in which today it only consists of spamming the greatest number of skills at the same point.
There seems to be no “forced attack” duration or threat multiplier (only threat catch up and a little bit extra). When hitting any taunt mob(s) should be forced to attack you for at least 4 seconds which allows you to effectively manage agro and taunts. I’d also be tempted to say add a threat multiplier too of x3 but this might make tanking too trivial.
block gets broken way too easily. Perhaps have some of our abilities such as defiant stance also give us extra stamina ticks of 15 stamina per second (same as if we are standing in oblivon from VG)
defiant stance animation is ridiculous and you can get rekt simply by using the ability. Make this insta cast please.
PvP (Sword n Shield) in Wars
Block gets broken way too easily
Lack of self sustain/survivability (give SnS a last stand type option similar to berserk on hatchet)
Although we have some stunlock and burst potential 1v1 when paired with hammer in war scenarios against mass targets our damage is very low compared to the metas of GAs, WHs, BBs, IGs and we don’t bring much to the fight that’s going to help justify us getting a slot over conventional GA/WH bruisers. As an almost fully min-maxed SnS player with multiple offensive and defensive builds using best in slot pieces who has placed a lot of time, effort and gold into what I love since launch I still struggle to make a case to be allowed to play SnS in wars. Instead I’m forced to use a makeshift low effort GA/WH meta build using 2 perk purple pieces because it brings more damage and utility.
All mmos in the history of gaming had their tanks as a “hard to kill” entity. L2 tanks could fight for hours without dying but the damage was low. Eso Tanks are the same an
d so on.
We should be able to survive more than 2 seconds
Heavy armor with SnS has to have some sort of damage reduction bonus to make you an actual tank
Damage should not be an issue since the point of us tanks is to give the enemy a hard time and interrupt their strategies. Right now we are barely tickling them on their way to the objective.
More Stamina regen bonuses and the amount itself should be able to be increased
More damage reduction perks
Some kind of ultimate defense mechanism that can prevent us from dying for a few seconds.
Damage reflect mechanics
More CCs on the SnS tree with more reduction to enemy defenses passives
Defiance stance should be instant. Right now while casting the ability, you are instantly wiped before the animation ends.
250 Con is useless, lower the CD to 5s to give the tank a feel of an actual tank or rework it completely.
Bottom line , tank should be someone groups need to focus and strategize to kill instead of wiping us in 1.5 seconds without feeling anything at all.