Re: Bring back damage to this game
Posted: Mon Jul 14, 2025 11:13 pm
Damage from tanks is not of critical concern imo.
What gets lost in translation with these classes is while I'm mashing my direct damage abilities on my tank -- frustrated it not being able to take down a target -- I have several other abilities that hinder the targets ability to function and support the party.
I.e. increase cast times, increase cd, increase setback, debuff healing, multiple interrupts, kd, punt, snare, root, debuff damage (dps healers), shatter enchantments/severe blessings), morale drain, increase damage receiving, buff team mates damage output.
All while being within a stretchy 30ft guard range, which is a constant responsibility you have while trying to kill things, ready to swap at short notice.
The kd - taunt - damage channel ability is potentially costing the tank several seconds that has a opportunity to use more impactful abilities for their group/warband.
What gets lost in translation with these classes is while I'm mashing my direct damage abilities on my tank -- frustrated it not being able to take down a target -- I have several other abilities that hinder the targets ability to function and support the party.
I.e. increase cast times, increase cd, increase setback, debuff healing, multiple interrupts, kd, punt, snare, root, debuff damage (dps healers), shatter enchantments/severe blessings), morale drain, increase damage receiving, buff team mates damage output.
All while being within a stretchy 30ft guard range, which is a constant responsibility you have while trying to kill things, ready to swap at short notice.
The kd - taunt - damage channel ability is potentially costing the tank several seconds that has a opportunity to use more impactful abilities for their group/warband.