Not to mention that it is a struggle to hit large monsters that pushes you around constantly like a ragdoll.
Not to mention a repair bill the size of Shattered Mountain, and a gluttony for repair parts that even buying devalued gear of the Auction House can’t fix.
Tanking is fine. Sure it could be harder. But for the start it should be enough if they just increase the size of the hitbox of larger mops, because you cant hit them properly. In the future id wish some mechanic that would make me harder to push arround than an non tank.
The large monsters have broken hit boxes so you can’t even land hits unless you are behind them and hit their legs… its so dumb.
It would be boring as fuck though if you could interrupt and displace all the bosses just like a normal mob.
I want to see this changed to “taunting” any players in the range your taunt would normally effect (whether that means area, target, or cone, etc), casting a massive weaken effect that lowers their damage dealt to anyone other than you for the time an NPC would be taunted.
Players with good reaction times will then be forced to either do less damage to their original target or swap to you for a few seconds, but either way it would be something.
Okay but as it is I can’t even displace most generic dungeon mob elites
Really? I don’t have this problem at all. Sure there are some attacks from mobs which have grit and can’t be interrupted. Just like some of your abilities and attacks.
But imo they are very predictable. Just block it and then cc them.
I enjoy tanking a lot. I think it is very satisfying when done right. It is a challenge at times but that’s most of the fun!
Clearing myrkgard bosses with a 5 man group without zerg is awesome because it is hard.
Bosses are usually easy, hard part to deal with is 5+ monsters at the same time in my experience. Especially when your DPS decides to spread out and run away from you.
The silver framed ones, whatever NW calls that tier, I can CC/displace/whatever as long as they don’t have grit, yes. It’s the gold-tier, but still non boss mobs that none of my stuff seems to work on. It hasn’t ruined any dungeons, I just learned early on to not bother trying to CC if it’s a gold mob.
uhh, blocking works pretty well on bears, there are some skills you are supposed to block, some you dodge, and some you move. It is not easy though,
I kinda agree on the shield skills, though I see why they didnt want to allow it, but it feels really bad to have almost all cc be completely ineffective/useless for the content you probably would like to use it on.
perhaps the shield skills should have some iframes, or drastically reduce damage while in frame, so at least they would be useful as counters/defense
Not sure fine is the word I would use. Perhaps rough around the edges, or a phrase people hate seeing - it has a good foundation. The principle is there, but it needs significant work. Off the top of my head:
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Some form of ‘grit’ to stop tank being shunted all over the place. At the very least non-special attacks should not be staggering/throwing the tank around. Could be a natural passive from just having a shield equipped, or a passive in the skill tree that replaces a crap one there (looking at you Mr. 15% Sta reduction blocking ranged attacks) or even a Con trait at 200. Or, they could do a universal adjustment to mob stagger mechanics since they are leftover from the old combat system.
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Carnelian Gem requirement is BS. Either allow the gem to go in Neck slot to work for taunt/threat, or allow the gem to slot into a shield for it. The tank gem tax is annoying.
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Better threat management system. Don’t need a full on metre, but a more clear indicator would help tanks and players see what is going on. Could just be colours - have aggro? mob health bar is green, someone close to taking aggro? Bar flashes or flickers between say Green and Blue. Similar for dps/healer, getting close to top of aggro, the healthbar goes blue letting the player know he may need to adjust his play - with no indicator it is too reactive a playstyle.
I consider the above pretty essential adjustments. Below are a few other things that might need considering:
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PvE dungeons may benefit from collision removal.
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Larger AOE range on Defiant Stance/AOE taunt. If you lose aggro, trying to weave through mobs/players to get close to the offending mob is a real pain in the ass. The game can’t do targeted ranged taunts (since mobs in the way would stop this from being effective) so having a bit more range on the AOE would be useful - it’s alright for melee who are close, but ranged players are kinda on their own if it goes wonky. If collisions were removed this may not be too important.
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Defiant stance should have Grit for duration. I don’t feel very Defiant when being flung like a rag doll. Depending on what is done about mob stagger/knockbacks, this may not be necessary.
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Aggro buffer. Assuming there is not one already, most games have a % buffer before aggro swaps, rather than attention immediately flipping as soon as someone goes slightly above the tank. This might not be necessary, but that’s why it is in the ‘to be considered’ pile of thoughts.
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Investigation into initial aggro mechanics. Anyone who has played the game knows that mobs seem to randomly peel off and attack innocent bystanders for no reason when chasing someone else and getting ‘into range’. You can be doing nothing, or gathering and suddenly 4 mobs attack when a random guy runs by. The issue is annoying in itself, but may also be an underlying problem for aggro mechanics in general
Just use another sword with another gem when doing pvp. Also in other games you had a pvp gear and a pve gear.
randomly peel off and attack innocent bystanders for no reason
That is fine. Random target switching (not aggro) keeps it interesting for all party members. The mob/boss returns to the tank after that. At least it is my experience with tanking.
Yeah, of course you could do that. But it’s a requirement for only one role in the game. Other weapons may have items that are slightly better for pvp vs pve, but this is the only one that is NEEDED to fulfill a pve role and completely useless outside of pve.
And there seems to be some confusion about what I was saying. I never claimed to be having difficulty tanking. I’m saying it’s completely braindead and frustrating to play as.
Other roles have requirements too. Tanking is not an exception. I enjoy tanking very much and it is not braindead and frustrating. If it is frustrating for you then you may consider choosing a different role.
I like this idea!
I agree with being slapped around, its annoying as hell, we should have knockback resistance, not necessarily resisting every single knockback but for weaker mobs if our shield is up, mitigating 90% of the knockbacks and for larger mobs maybe 40-50%
I mean other roles “requirements” in a pve or pvp build still offer some viability in the opposite field. Carnelian gem is literally without function in pvp and only a true requirement for tanks. No other role can claim the same problem.
Yes and that is not a problem because you can easily switch to another sword, hammer, spear, … weapon. It is easily exchangeable. And there is a certain jewel that offers taunts in a different gear slot (maybe it is a bug, or description error).