Tanks - Why the hate?
Posted: Sat Mar 17, 2018 1:34 am
Short version: tanks feel nerfed to the ground.
Slightly longer version: tank damage is ignorable, so no one hits tanks. Their CC is little more than a minor nuisance, so no one bothers hitting tanks. Tanks can't heal anyone other than themselves, and even then their heals/bubbles are laughable, so, you guessed it: no one hits tanks.
Think tanks are scary and OP? Go into RvR or an SC and suggest focusing down the tanks first because they're obviously OP.
Yeah, we know how that's going to end.
Better, longer version: Damage stats provide dps, crit chance, and reduction in ability of the target to block/parry/dodge/disrupt (avoid) the dps. Toughness reduces dps only.
Damage stats have a cap; the same cap toughness does. However, dps classes can "break" that cap with melee/ranged/magic power and crit chance with no parity for toughness.
Tank abilities also tend to not stack with gear. Auras provide flat-rate bonuses independent of any stat; this makes them either OP in the early game and useless in end-game, or (as in their current state) mediocre in the beginning and ineffective end-game. Armor buffs work the same way: flat bonuses, not percentages, with the same problem with scaling early to late game. Damage procs? Same thing. Even bonuses to Weapon Skill or Willpower, ostensibly intended to reduce incoming damage, have the same issue.
Guard seems to be the only ability worth using, or at least what people ask for when they want a tank in their party. Maybe I'm missing something, and that's what tanks are supposed to do: chase *real* classes around with their short-range health-battery ability so *they* can go do the fun stuff.
I've thought for a while that this game has been moving toward dps vs healers, and after a fairly significant hiatus, I'm seeing that trend has continued. WAR has been uniquely positioned to make PvP tanking really awesome, but has thus far failed to do so.
Tanks, as in tank-specced tank-classes using shields, should be tough. They should not dps, because dps classes dps. They shouldn't heal, because healers heal. They could, for example, mitigate group damage enough that it becomes more effective to focus down the tank first so the rest of their group can be more easily killed. They could reflect damage; like a *lot* of damage. Like "group mates who gets hit by AOE reflect 50% of the damage received to the caster." Pretty sure people would stop bombing until they took the tank down. They can debuff the enemy to make them more killable; this should be enough of a debuff that people say "hey, I don't like that: let's kill that tank." They could do things like CC, silence, disarm, add cooldowns, add cast times... all things that tanks can already do, but not well enough for anyone to even begin to think that the tank should go down first.
They need to keep doing these tanky-things from start to finish the way dps classes dps and healers can heal, because it's their job. Not "debuff enemy dmg for 10secs with a 30sec cd." Not "use all your AP to give people behind you a 10% chance to avoid damage for 10secs." And certainly not "use this ram because none of your other abilities are worth anything right now."
As it is, tanks are either guard-bots or simply ignored until everyone else is dead, then killed. This is not Tanking, and is a disservice to people who play these classes.
Slightly longer version: tank damage is ignorable, so no one hits tanks. Their CC is little more than a minor nuisance, so no one bothers hitting tanks. Tanks can't heal anyone other than themselves, and even then their heals/bubbles are laughable, so, you guessed it: no one hits tanks.
Think tanks are scary and OP? Go into RvR or an SC and suggest focusing down the tanks first because they're obviously OP.
Yeah, we know how that's going to end.
Better, longer version: Damage stats provide dps, crit chance, and reduction in ability of the target to block/parry/dodge/disrupt (avoid) the dps. Toughness reduces dps only.
Damage stats have a cap; the same cap toughness does. However, dps classes can "break" that cap with melee/ranged/magic power and crit chance with no parity for toughness.
Tank abilities also tend to not stack with gear. Auras provide flat-rate bonuses independent of any stat; this makes them either OP in the early game and useless in end-game, or (as in their current state) mediocre in the beginning and ineffective end-game. Armor buffs work the same way: flat bonuses, not percentages, with the same problem with scaling early to late game. Damage procs? Same thing. Even bonuses to Weapon Skill or Willpower, ostensibly intended to reduce incoming damage, have the same issue.
Guard seems to be the only ability worth using, or at least what people ask for when they want a tank in their party. Maybe I'm missing something, and that's what tanks are supposed to do: chase *real* classes around with their short-range health-battery ability so *they* can go do the fun stuff.
I've thought for a while that this game has been moving toward dps vs healers, and after a fairly significant hiatus, I'm seeing that trend has continued. WAR has been uniquely positioned to make PvP tanking really awesome, but has thus far failed to do so.
Tanks, as in tank-specced tank-classes using shields, should be tough. They should not dps, because dps classes dps. They shouldn't heal, because healers heal. They could, for example, mitigate group damage enough that it becomes more effective to focus down the tank first so the rest of their group can be more easily killed. They could reflect damage; like a *lot* of damage. Like "group mates who gets hit by AOE reflect 50% of the damage received to the caster." Pretty sure people would stop bombing until they took the tank down. They can debuff the enemy to make them more killable; this should be enough of a debuff that people say "hey, I don't like that: let's kill that tank." They could do things like CC, silence, disarm, add cooldowns, add cast times... all things that tanks can already do, but not well enough for anyone to even begin to think that the tank should go down first.
They need to keep doing these tanky-things from start to finish the way dps classes dps and healers can heal, because it's their job. Not "debuff enemy dmg for 10secs with a 30sec cd." Not "use all your AP to give people behind you a 10% chance to avoid damage for 10secs." And certainly not "use this ram because none of your other abilities are worth anything right now."
As it is, tanks are either guard-bots or simply ignored until everyone else is dead, then killed. This is not Tanking, and is a disservice to people who play these classes.