Personally I don’t see a reason why you wouldn’t want to simply add incoming damage (taken or mitigated) to do the flagging system. If you get credit for doing 20% of the target’s health in damage why not get credit for receiving 20% of the target’s focus/outgoing damage.
So your sollution to the mob tag issue is to “just play the way i do”. That’s about as usefull as telling a healer to just play DPS. You will want tanks moving forward, everyone will…especially as content gets pushed out…these tanks need a viable sollution other than paying 600g every time they want to quest or to always form a group.
This is a very good idea…but the more i stop and ponder, i fail to see why just hiting the mob once isn’t enough to get credit. Would you really care if somebody came at the last second and still got credit for their quest? Sure they didn’t fully contribute in the sense that your party did the bulk of the work, but does it matter? you still get your quest done and so do they. food for thought.
Putting 250 points in con is your problem…
Put those points in str and only get Equipment con stats. Take as second weapon a hatchet.great axe or hammer. Tada you can tank and dmg.
you have just described a tank that will get one shot by bosses beyond 40…congratulations. Any halfway decent tank knows hatchet for your second weapon is must. It’s pretty clear you don’t tank…or if you do…it’s a sub par version of it that requires a healer work overtime to make viable, if it even works at all.
another glaring oversight from the PvE team who rushed out the game. imagine making mobs non-taggable but you also have to do a certain amount of damage to get credit. literally the lowest IQ solution out there to the problem
yeah i suppose that makes a certain amount of sense, but i fail to see why you can’t just have one tag = loot and XP as well. In the later zones at 60 entire 20-40 man groups smash through places because the chests are where good end game loot is. if you happen to be trying to get anything done there while this happens then good luck lol. Personally i wouldnt care at all if somebody came along and literally did 1 damage to a mob and got loot/xp/quest credit. In no way does it effect my gampeplay that they got lucky and were rewarded for coming by at the end while contributing less than myself or my group.
Just my personal take, i think hiting a mob at all should be enough to get credit/xp/loot.
I think we are just in the growing pains part of the game currently, there is a whole lot of stuff that needs to get ironed out and tagging is one thing
1 hit tagged for full credit is kinda bad because that just means you can run around with giant blobs and farm everything in sight.
Having a damage threshold means that usually it’s better to run in parties that aren’t as big, most the elite zones are actually way more fun with like 10 people rather than 30
From what I’ve seen with a lot of MMOs usually around the 3rd patch is when the games start becoming fleshed out
They’ve sort of worked out what players are after in their content at that point and start trying to make a bigger piece of content that really ties everything together
Eso came out like hot garbage but shit I had some fun when they open up cyrodil
Lol i play tank main. I can tank both lvl 60 dungeons without problem. Tanking is more knowing when to block and have skill. Not being a damage puppy getting hit who has no damage
Yeah providing damage for the group and being able to tank at the same time is a burden
The con points to health ratio is bad. A good tank knows when to block and when to attack to restock stamina in that time. I guess youre just standing still and block all the way?
block generates more threat than attacking, and stam regen is MUCH easier through talents/perks/gear. The only time to drop block is when it will stun you, you have a need to move rapidly(Which can also be done while blocking with the right gear/talent choices), are swapping weapons for taunt/survival, and ina pinch for stamina(but this is extremely rare and to be avoided/a sign of piss poor cooldown management). Not only does black mitigate ALL damage…it is the only time the tank can provide 30% reduction in damage for all the melee or even the entire party if they stack right. The tanks job is personal survivability/increasing damage for the group(via talents and stacking mobs well)/the survival of the group(through talent choices/perks/gear)and aggro management. As it stands you are basically doing one of those things…aggro management…so you are just a DPS with taunt, which might work SOME of the time…but is indeed sub par and eventually won’t cut it as harder content is released.
That is not what I said. I said in order to drop their resistances/defense you need to CC them. I have 250 points into Con but it is a combination of attributes and gear that makes up for adding in strength too. Please don’t twist my words.
I’m playing a full Con build with S&S and War Hammer i have cero issues with dmg, i can pull a whole landmark of mobs and AoE them down with out issue and survive, i just have 50 str points that come from gear and 276 Con at lvl 51. A gruop of players try to gank me? good luck i wont die.
what? where in this thread did you read anything about a group of players trying to gank you? This is about not being able to register enough damage to get credit for kills in the open world when there are 3-20 other people hiting the same mob due to low damage high CON tank builds.
The potential “easy” fix for the low solo damage is a cut conversion gem that scales off CON and is exclusive to the Sword & Shield. That way they could force tanks into having 2 weapons, but also allowing us to solo a bit easier and just swap our weapons. One with carnelian and one with the conversion gem.
Currently only INT and FOC gets conversion gems.
Something needs to be done because even at 200 CON soloing in Shattered mountains and Reekwater, while not hard, its not enjoyable at all as a tank player and other players most defiantly wants more people to stay tank for their own good.