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Tank stats in PVP


Nikodeamas's Avatar


Nikodeamas
01.12.2012 , 10:14 PM | #231
Quote: Originally Posted by Garbald View Post
The funniest thing is about the ttk... I don´t think 3 to 4 gcds actually counts as "the battles last longer"



I dont expect you to, but if you find my earlier posts in this thread i bring up the TTL/TTK exact issue that you just mentioned. Ive yet to see another player mention it... Only because of the guarding/taunting mechanic are we even percieved as something that must be dealt with. If it wasnt for that, we would be completely ignored and just zerged down last. Our damage is downright laughable, my mitigation is adequate, but my shielding and absorbtion are just completely pathetic. When i see my shield go off in PvP its like a super rare proc... a shame its only a blue circular graphic and i cant even tell it absorbed 25 points of damage much less more, its just another blue flash before my character hits the respawn button.

Does anyone ever get the feeling the reason we always go back to the same game isnt because we love it, trust me ewwwwww... but it just plain works. It works. Stats do what they say, not there for fluff.

Even Warhammer PvP tanks were better than this. Warhammer ffs.

Bbizzle's Avatar


Bbizzle
01.12.2012 , 10:17 PM | #232
Quote: Originally Posted by Zidaen View Post
I'm ripping this from another thread:




This needs its own dedicated thread. Tank stats need more testing in pvp. I've tried it on my friend who is a Jugg tank with full champ pvp tank gear and almost all of my attacks ignore his defense. Obviously They live longer on focus fire than other AC but so far it seems def/shield do not work against most attacks. What's going on?

If this is working as intended and if so why do tank stats exist on pvp gear? If tank stats are mostly useless then the immortal tree is not a good trade off compared to Rage.
You can shield white damage and further mitigate that. But any crit or yellow damage seems to not mitigate a *********** thing. Which is why operatives/scoundrels can kill tanks in 15 seconds. Even in Defense spec.

DarthOvertone's Avatar


DarthOvertone
01.13.2012 , 12:33 PM | #233
Quote: Originally Posted by Nikodeamas View Post
The last point where Tanking will have a bigger role than other MMOs is the fact that BioWare is intentionally attempting to gear PvP fights to last longer and avoid ‘one, two, and three-shot battles’ between players. With battles lasting longer by taking less damage/having more HP in general, being a Tank is more rewarding as you’re given more time to work on battle tactics and your class roles will become even more apparent in their usefulness.
Not sure what point you were trying to make, but if the above was truly BW's intention, then they failed miserably with the implementation. Granted, nobody is getting one-shot, but Tanks certainly are getting two and three-shot. At best, their larger Health pool gives them an extra second of life before the DPS classes easily tear them to pieces.

Again, not sure what point you are trying to make. If it is that BW is inept at their Tanking implementation, then you succeeded completely.
Alphanoob, Alpha-zen (among others) - Garbage S1 Champion
Ebon Hawk | Harbinger
SWTOR 4.3: It was good while it lasted. Thanks BW

Sith-lord's Avatar


Sith-lord
01.13.2012 , 12:42 PM | #234
This kind of sucks to hear.

dynamitepop's Avatar


dynamitepop
01.13.2012 , 01:03 PM | #235
Quote: Originally Posted by Bbizzle View Post
You can shield white damage and further mitigate that. But any crit or yellow damage seems to not mitigate a *********** thing. Which is why operatives/scoundrels can kill tanks in 15 seconds. Even in Defense spec.
That's another issue that many have with "tank" stats in pvp. If I remember correctly back in the beta forums we were trying to figure out the combat tables and how mitigation, avoidance and shielding were calculated ( hard to do without logs and a much smaller population ). Questions like " did shield damage reduction apply before or after armor mitigation ?" It's a simple question but in beta we had no clarification as yet. I believe a dev did reply in that thread to clear some things up.one thing he said did worry me a little, something along the lines of " crit and accuracy have the ability if high enough to push avoidance off the table" and maybe that's part of the problem tanks are noticing. On paper it may look like they avoid and sheild a percentage of attacks but between the levels of accuracy and crit on gear and the talents to boost crit the real world protection is not there. In beta we could only guess as to what was happening because with the NDA we couldn't take a screen shot let alone get a fraps or combat log going, so it was all "seat of your pants" feel on our end. Just a thought.

FLYFX's Avatar


FLYFX
01.15.2012 , 12:42 PM | #236
At lvl 44 in PVP as a Jugg rage tank and I can tell you hands down I do not enjoy PVP at all.

My first hate towards another class would be sorcs who do damage a football field away on me and they do hurt taking down health bar effectively with no way to respond but popping med kits.

Then lets say I force charge up to their face and do a smash, they pop out of it, then I do a force choke, ok that went well, then the tide turns quickly and dramatically. I get stunned, then electricuted for ages, and then stunned again and more of the same till dead. I, in no way shape or form, have any way to combat this effectively. I cannot possibly stun a target for ages while I knock down his/her health. Even if I swing away with my lightsaber the damage is limited at best.

It is like this with most battles though, I rarely roll ANYONE, if ever. All I attack have apple amounts of time to get away or attack back with stuns and far more effective damage. It takes a tank ages to take down 1 opponent and we usually lose the battle.

VoidSpectre's Avatar


VoidSpectre
01.15.2012 , 03:13 PM | #237
Quote: Originally Posted by Bbizzle View Post
You can shield white damage and further mitigate that. But any crit or yellow damage seems to not mitigate a *********** thing. Which is why operatives/scoundrels can kill tanks in 15 seconds. Even in Defense spec.

yeah this is ridiculous

J_McSkill's Avatar


J_McSkill
01.16.2012 , 03:00 PM | #238
Bioware if possible, please address this issue.

kikleon's Avatar


kikleon
01.16.2012 , 03:13 PM | #239
Quote: Originally Posted by DarthOvertone View Post
Not sure what point you were trying to make, but if the above was truly BW's intention, then they failed miserably with the implementation. Granted, nobody is getting one-shot, but Tanks certainly are getting two and three-shot. At best, their larger Health pool gives them an extra second of life before the DPS classes easily tear them to pieces.

Again, not sure what point you are trying to make. If it is that BW is inept at their Tanking implementation, then you succeeded completely.
Larger health pool just means resistant to burst. Without significant increased damage reduction, trading offensive damage for burst resistance just means you and your healer will be worn down as their damage outpaces the healing and their healer has extra time to do plenty of assist damage since your damage is easy to heal through.

Issues with 'fixing' this is changing the attack type can have PvE implications, and same thing with changing what can be shielded/defended. Just have PvP mods that increase str/end/armor. Almost all of these attacks are kinetic/energy anyway. Oh wait, half of the classes have armor ignore anyway.

Dhariq's Avatar


Dhariq
01.17.2012 , 05:36 AM | #240
Well this kinda explain why I; with limited experience in pvp, wondered why my dark ward hardly got a dent in it in pvp. Kinda sad to hear this when I assumed there were some truth in that tanks should play a big role in pvp just like dps and healers do.
What's worse though is that I expect nothing of this to change or be explained. At most use the tank stance, then gear and spec for damage as everything else is just stupid. I also do not think bioware will reply to this at all and that they just hope the qq goes away by itself; which it will, when the most upset people leave for the next game to arrive with even more empty promises.
I suppose it is easier to just ignore it than to shortly describe their design strategy for this as that would require that they have one. I seriously doubt that they even have one and think this is just what it became so now it is like this.
Learn to live with it or don't.