Why so much hate with tanks AGS?

Took me a while to gather my thoughts, so i will add my 2 cents here.

Upfront sorry for the mess of a post, i’m just pouring my mind… will try to edit and sort it later.

“Stats And Perks”

With certain types of mobs i u group more than 4 of them the moment u release block they start flailing you around… for class that is supposed to control battlefield this feels just bad.
Similar situation is with PVP with every bruiser swinging with grit any tank joining fight feels like 55kg(122pounds) guy joining POGO dance (i from experience know how it feels)
A lot of suggestions to fix this would be grit on 300 CON which would be nice… but imho not that easy
If u just duplicate 300 STR perk it would lose its uniqueness. On other hand if u were to take away STR perk u would need to give in exchange something of similar value.
Last thing we want is giving GA/WH bruisers something even stronger… or if the new STR perk would be bad… all of them going 300 con. We would go back to pre resilience fix lag meta.
(everyone stacked together… no1 can die… everything lags)

300 Con perk should be pinnacle tankiness, but not force dps to pick it. Imho instead of increased cc duration by 20% how about increasing hp by 20% of total hp… at 300 con with town buff it should give around 3k hp leving player at ~18k HP

For pvp lately a big concern is how easy can tower shield blocks be broken.
We all want what is best for us but we can’t go overboard. Make shields too tanky an we see phalanx on every point in war make them too weak and… well we have them as of now

I have no idea what led AGS to the decision of nerfing 250 con perk(it was 80% reduction) . In any form this perk is a meme. 1 min cd is too long and it activates from any source even fall damage. Changing perk to give 20-40 stamina damage reduction while blocking for any weapon would be nice. It should encourage people to use blocks instead of dodge as their primary defensive action.

“Skills”

My suggestion would be slight modification of defiant stance… while it looks like a staple skill of “Guardian tree” there are superior ways of taunting like shockwave or berserk. One of the biggest issues is skill cast time and duration/cooldown ratio. Without a full refreshing set and ref.move sword tank don’t even have skill ready for the next pack of monsters.

What i say is to add light/heavy attack grit while under defiant stance effect, make it cast faster or apply effect at start of casting animation not by end of it… and add 2-3 sec duration… with this any reasonably skilled and aggressive Sword&Plank user should keep close to 100% uptime.

Whirling blade and shield charge both feel underwhelming. At the moment I can rarely see people replacing leap strike and reverse stab with one of these.

Whirling blade range should be increased by 1m. What i also suggest is to take away GA whirlwind suction effect and give it to this skill.

When first I saw shield charge I was hyped for PAIN TRAIN, in reality what i got was a bit longer range shield bash but without taunt. Distance, hitbox should be increased and movement speed decreased and skill should pass through enemies like “Burn Out” add stagger and taunt (look elden ring shield bash/shield crash).

Those changes with slightly increased tankiness (stat section) should encourage people to pick this weapon for reasons other than leap->bash single target setup. It could give the ability to actually have impact and be a few steps closer to taking away from the bruiser’s crown of control over battle.

Technical Difficulties.

I still remember times when all brute-type mobs had so scuffed collision/hitbox to the point that a player facing one swinging hatchet/sword could not hit the mob. I would love to see more similar fixes with certain types of monsters:

All “snake type” monsters" Cilla, final genesis boss and archer snake from tempest are quite punishing for aggressive tank. Your light attack lunge moves tank too close to the mob to the point where some of them can coil around the player turn and attack in unexpected directions.

One fix would be increasing the collision box size of them so the tank can’t lunge too close to the boss…

Another fix would be reduction of normal attack lunge… but to not nerf it with pvp it would be ideal if players can attack while holding S(or any button tied to backpedal) to stop lunge completely and swing weapon in place. This should encourage a more aggressive playstyle instead of turtling behind shields.

Now that we addressed player lunge let’s talk about one peculiar mob type/skeleton:

Spriggans and edengrove arena boss are notoriously bad to tank.They are unblockable… well ucan block them but it’s dangerous for your party. Problem with them is their 3hit chain have so large forward momentum that they will move past blocking tank with 1 hit then do 180degree turn and finish combo in general direction of party.At the moment its either better to have light armor for them and roll backward or cheese them in corner where they cant move forward.

Fix would be reduction of their forward momentum with this attack and/or again increase collision slightly so they can push the tank in the general direction they are moving.

Lot of players tend to raise the camera and look down for easier measurement of distance between them and a target. What it results in is they attack the floor effectively decreasing their attack range. Is it possible to limit how close can weapon get to floor level?

Gear, Gear Perks, personals whims and wishes

Legendary shields were already mentioned multiple times. What i want add here is for shields to have slot that can be used to socked carmelians only… We already have bugged slotted shields just make it standard and and let only carmelians to slot in. Don’t force carnelian on weapons, we would love to have shiny elemental weapons too.

For 2h weapons just make them apply carmelian from shield if equipped.

It was already mentioned in multiple topics but Refreshing Ward perk should work with shield up. In current state in order for it to equal to “Refreshing” for skills that have 8s cooldown, you ask players to take 10 hits in that period of time. And with some types of enemies it is the same as asking them to die.

Separating shield and sword would be amazing. It would allow shield to mix with other weapons

increasing variety of builds. Any 1h weapon should in skill menu have toggle switch if that replaces one tree of weapon with shield “defender tree” and u spend standard 19 points after toggling option

Here’s example of how it could look(ignore amount of skill points)

I think that is all i have for now. Surely will add more once i think of something

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kkkkkkkkkkkkkkkkkkkkkk

LMAO! Nice we get the most useless perk. Do they even play this game? Do they not know that siege is not even being used?

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Wouldn’t want that guy with 16k health, getting an occasional 260 point heal.

That would have been broken and made tanks unkillable. :rofl:

It’s like any time they even look at a named heavy piece of armor they go “Oh man how can we make this worthless junk so tanks don’t get a real benefit from it”

I’d love to see the raw data that they collected which was carefully parsed to arrive at the conclusion that somebody needed to take 6% less Siege damage and how that would be a useful perk to have.

I’ve never killed a medium or heavy user with a cannon or repeater in many many months of trying as I go over the top of the fort and blast a few rounds at the point.

They might as well have that be logging luck so at least it has some value.

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the only chance this is even minimally useful is they buffed siege weapons, which I doubt

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this perk makes no sense! It can only be a joke.

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You really went all out, love your suggestions.

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I hadn’t seen your reply, what a magnificent idea! Very well made and makes perfect sense.

Someone at AGS really loves light armor and hates heavy I feel.

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What kind of idiot puts a heal on a highly mobile class and leaves the tank taking less damage from fully situational weapons?

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They have an excuse to ignore the tank complaints. The bugged 250 con perk they refuse to touch. Flat 60% reduced damage at full health. That combined with just regen and lifesteal is broken in pvp. Useful as helll in pve though.

This was the actual problem with heavy heals.

I don’t understand, this is one of the worst passives in the game. It activates equally with 10k damage and 1 damage hit, plus it has a huge 1 minute cd.

Ok go use it in combat and tell me when that cooldown pops up.

I just tested here taking fall damage and the cd is one minute.

I said combat. Cd activates when out of combat

Dont take it personal. Its not agaisnt tanks. They hate everyone equally.

Sorry bud mb. Looks like that was fixed at some point. Just got on to confirm. Checked it in pvp and pve.

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No problem :).

Sorry i flood my thoughts as they come out.

I am just wondering this miracle… I was capturing most of our point in opr and i got 4 kills, 15 assists and 20 deaths… i did 120k dmg and i am still rank 40 of whole game and i got hmm 0 pvp xp because i suck in hiscores… Can DEVS pls make some differs that playing tank would be even little rewarding… Game tells me don’t play as tank cause you are deep shit of anything. You wont be rewarde cause you got no most killed enemies… You are just sh*t, you are not needed those who do dmg and get kills are most valuables of game… Those who keep healers alive with cc are just carbage…

In old days there was counter to tell how much you take dmg… I would like to see info even i wont get anything from match… I do my best blocking every frigging hit and cap point to our side and reward is nothing but got is 0 kills, 0 assists, and I captured most of point just blocking dmg so others conquered that point.

And for general most ppl in my company say tanking is ez just rise your shield… This is mostly heard opinnion about tanking… Tanking is ez just rise your shield and keep agro when mindless dps can beat dungeon hitting all their abilities and multiclicking M1 all the way. I would like to see them playing tank for real.

I would like to see some benefits in pvp. I play alot of pvp and in 3v3 arenas… Mostly I feel playing with tank with random team without healer is just one more lost game cause tank wont give anything specific to keep team alive. Most player kill healer if there is any and the dps and lastly tank. Cause tank is mostly useless, tank is swinnig with noodle and is not going hurt anyone… And when dps is going to attack him he die 3 swings with GA or 5 swings if tank is skilled to dodge and counter…

There seems to be no benefits to play tank in pvp. Tanks are meat shields that wont do any dmg and die couple of heavy attacks. And now i talk about full tanks not any bruiser builds… I always play as tank so i put about all my attributes in const… yes i get “enormous” health pool of 21k but I will do 200 dmg on light armor… dps with 200 cons and 300+ str get health pool about 13k and does dmg with GA do about 7k on heavy armor with one heavy attack and i am supposed to be on point in wars and survive from 10 guys hitting that… And if I block that one (1) heavy attack brakes my block… So there is 9 heavy hits that do about 7k dmg to come… How I would survive from that?

My opinnion is that tanks should’t do dmg, but they MUST take dmg and get grit with it… Its mostly annoying to play pve/pvp and i got staggered from any hit that anyone does… When ppl with 300 str get grit and can hit all the way they like… I need to use taunts in pve that sometimes work and sometimes wont. And in pvp i use my block and get staggered with one hit…

I think tanks should have really enormous helath pool… around 60k hp and about 0 dmg as they are about dmg. So they would have any chance to win in pvp… It feels like DEVs love dps and other classes are expendales… They get nerf after nerf like healer cause they play game wrong… all ppl should play as dmg and others can quit…

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I totally agree with you, tank is a weak class in this game and in addition, it is penalized in several contents.