I don't know, they didn't set out to make it easy, but it is very possible to be successful. Having things be a little more difficult should be embraced in more areas of game design.I think it's a MUCH larger curve for those of us who played functional tanks in other games.
1. Provoke should be a low level skill for any tank class. It just should be one of the very first things that as a tank, you learn how to integrate into your routine. None of this level a job up to 22 and cross slot it nonsense.
2. Flash could use a tweak. Maybe not a huge one, but in terms of its effectiveness versus Overpower, it's weaker. Either that or Gladiator should be able to cross-slot Overpower. Why can warrior use Flash, but Gladiator can't use warrior's AoE?
3. Threat generation on other classes is slightly skewed. If someone tops you on the threat table, it can be very hard to peel the monster back off. There is this idea that everyone needs to watch their threat and I agree that other players can modify their style a little, but with things like level sync putting experienced, powerfully geared players in queue with brand new players, no one is being helped by artificially inflating the difficulty level of tanking.
Part of it is players, sure, but for those of us who have played as tanks in other games - SE hasn't exactly set folks up for success with this design.
I agree - but the difficulty should be in terms of overcoming the monster's abilities and strengths, not your own teammates' abilities and strengths. It's frustrating in a bad way. Instead of coming out of an encounter saying "Whoa, that monster really tested our abilities!" We come out saying "I f*cking hate bards."
One is good design, and one isn't.
Ah but tanks only have essentially to dodge aoes and pop defensive cd's. The rest of their survival is on the healer. DPS are measured by how much they can do while dodging. Healers HPS instead of dps. For a tank it's about taking your skills and pushing enmity per second.I agree - but the difficulty should be in terms of overcoming the monster's abilities and strengths, not your own teammates' abilities and strengths. It's frustrating in a bad way. Instead of coming out of an encounter saying "Whoa, that monster really tested our abilities!" We come out saying "I f*cking hate bards."
One is good design, and one isn't.
Heal parsing is absolutely useless. If your peeps are dying all the time and never topped off, you're doing it wrong. End of story.Ah but tanks only have essentially to dodge aoes and pop defensive cd's. The rest of their survival is on the healer. DPS are measured by how much they can do while dodging. Healers HPS instead of dps. For a tank it's about taking your skills and pushing enmity per second.
I agree - but the difficulty should be in terms of overcoming the monster's abilities and strengths, not your own teammates' abilities and strengths. It's frustrating in a bad way. Instead of coming out of an encounter saying "Whoa, that monster really tested our abilities!" We come out saying "I f*cking hate bards."
One is good design, and one isn't.
As i like to call it: "Tanking, the other type of PvP." The one i actually like.
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