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Tank Class got the Short End of the Stick

TiberiusTheronTiberiusTheron Member, Alpha Two
edited December 6 in Tank Archetype
First off, I’m a level 25 Tank with top-tier gear and have completed all current Alpha content. I’ll be honest—this might ruffle some feathers, but it needs to be said: Tank is in a rough spot. In many cases, you don’t even need a Tank if you have a competent Cleric, and it’s by far the least-played class due to its glaring imbalances at all levels. Here’s why:

- Low-level Tanks struggle to solo: They have almost zero ability to tackle content on their own. You aren't really able to solo as a Tank, until you are around level 15 in quality gear.

- Damage output is abysmal: Across all levels, the Tank’s damage is excessively low, making progression frustrating and excessively slow.

- Lackluster skills with questionable trade-offs:
Example: Grit reduces only 10% physical damage, but penalizes you with a 25% damage output reduction. Why?
Example: Iron Aura provides a measly 2% damage reduction, which doesn’t even apply to the Tank themselves. Why?
Example: Vengeance grants a maximum 5% DMG for 10 sec, and a 0.3% Shield that are so measly, this skill is useless. Meanwhile, Mage/Cleric shield for days... Why?

To make matters worse, Tanks are the most likely to die because they’re holding aggro, yet they lack meaningful self-sustain. Shake It Off doesn’t count—it’s practically useless for healing at higher levels.

Suggestion: Fix Tank, thanks Steven

Comments

  • bloodprophetbloodprophet Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    If only they weren't making a solo player game.
    Most people never listen. They are just waiting on you to quit making noise so they can.
  • ELWOWELWOW Member, Alpha Two
    If only they weren't making a solo player game.

    The thing that you just mentioned makes a full circle, remember that. If tanks will struggle to get groups (which they do because you only need 1 per 8-man group) you will struggle to find them later on, because people who won't have main tanks spot in their guilds will reroll to dps/support classes and leave a gap for tanks. It is already a thing on 20+ level pugs that you struggle to find a tank. I didn't enjoy solo leveling 15-20 and it is not a lie that most of the people will just give up on tank for next phase if they won't buff it in time. Vengeance skill is in very bad state and this skill would change alot if they would make actually aoe damage 100% to every target (it costs 25 courage I believe which is alot for us) and buff the temporary health gain (now its 1hp per 1000hp and 1hp per level which means like 30/45/60 bonus hp on level 20 tank on average which is literally nothing).

    According to your words, you are probably in some organized guild that don't feel any need in tanks right now, but remember that if you will one day pug, with current situation only guilds will have tanks, solo players will simply switch to more solo-friendly archetype.
  • MalvaMalva Member, Alpha Two
    I agree, tanks need urgent changes
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  • TiberiusTheronTiberiusTheron Member, Alpha Two
    ELWOW wrote: »
    If only they weren't making a solo player game.

    The thing that you just mentioned makes a full circle, remember that. If tanks will struggle to get groups (which they do because you only need 1 per 8-man group) you will struggle to find them later on, because people who won't have main tanks spot in their guilds will reroll to dps/support classes and leave a gap for tanks. It is already a thing on 20+ level pugs that you struggle to find a tank. I didn't enjoy solo leveling 15-20 and it is not a lie that most of the people will just give up on tank for next phase if they won't buff it in time. Vengeance skill is in very bad state and this skill would change alot if they would make actually aoe damage 100% to every target (it costs 25 courage I believe which is alot for us) and buff the temporary health gain (now its 1hp per 1000hp and 1hp per level which means like 30/45/60 bonus hp on level 20 tank on average which is literally nothing).

    According to your words, you are probably in some organized guild that don't feel any need in tanks right now, but remember that if you will one day pug, with current situation only guilds will have tanks, solo players will simply switch to more solo-friendly archetype.

    Exactly this, couldn't have said it better.
  • GraugusGraugus Member, Alpha Two
    First off, I’m a level 25 Tank with top-tier gear and have completed all current Alpha content. I’ll be honest—this might ruffle some feathers, but it needs to be said: Tank is in a rough spot. In many cases, you don’t even need a Tank if you have a competent Cleric, and it’s by far the least-played class due to its glaring imbalances at all levels. Here’s why:

    - Low-level Tanks struggle to solo: They have almost zero ability to tackle content on their own. You aren't really able to solo as a Tank, until you are around level 15 in quality gear.

    - Damage output is abysmal: Across all levels, the Tank’s damage is excessively low, making progression frustrating and excessively slow.

    - Lackluster skills with questionable trade-offs:
    Example: Grit reduces only 10% physical damage, but penalizes you with a 25% damage output reduction. Why?
    Example: Iron Aura provides a measly 2% damage reduction, which doesn’t even apply to the Tank themselves. Why?
    Example: Vengeance grants a maximum 5% DMG for 10 sec, and a 0.3% Shield that are so measly, this skill is useless. Meanwhile, Mage/Cleric shield for days... Why?

    To make matters worse, Tanks are the most likely to die because they’re holding aggro, yet they lack meaningful self-sustain. Shake It Off doesn’t count—it’s practically useless for healing at higher levels.

    Suggestion: Fix Tank, thanks Steven

    I would honestly say, wait until phase 3 and test the Tank class with the augment system and if you feel the same way, come back and recycle this thread. I have a funny feeling though there will be a lot of threads created around that time with opposite views.

  • TakauriTakauri Member, Alpha Two
    I don't see how any augmentation from the secondary class selection could help to improve the situation, and even if it did, it wouldn't improve the game play for the sub level 25 game where a lot of tanks are most likely to give up and re-roll. I am main tank for my guild but if I wasn't, I'm not sure I'd play it. It's extremely slow going when solo and tougher than it should be to find a group because a tank can do only one thing. There is no spot in any group for a second tank.
    Guild Leader, Radiant Knights
  • IustinusShivaIustinusShiva Member, Alpha Two
    edited December 9
    - Lackluster skills with questionable trade-offs:
    Example: Grit reduces only 10% physical damage, but penalizes you with a 25% damage output reduction. Why?
    Example: Iron Aura provides a measly 2% damage reduction, which doesn’t even apply to the Tank themselves. Why?
    Example: Vengeance grants a maximum 5% DMG for 10 sec, and a 0.3% Shield that are so measly, this skill is useless. Meanwhile, Mage/Cleric shield for days... Why?

    These three things are terribly bad. Ranger's Hunt of the Bear gives the same 8%* (the tt is wrong) that grit does and doesn't reduce damage.
    Now it's fine for me, specifically, because it doesn't affect Magic offense (Intimidating Aura and Magic Power weapons), but I might be the only tank in the world running this...

    Vengeance just needs to be better. Mages have better temp HP gains and it's just not worth the Courage cost. It doesn't live on my bar at all, because even with the 50% upgrade it's still nothing
  • pyrianawolfteaserpyrianawolfteaser Member, Alpha Two
    As a duo player who's gotten to level 16 so far as tank I had to tell my cleric partner that he's not allowed to level solo because I can't keep up with him, between extra deaths due to being a tank and not being able to solo with any sort of speed I can't keep up. This feels bad for both of us and letting a tank solo a bit better (more dps and some sort of Regen or heal beyond the 60s cool down one) would help but catch-up mechanics would too. 2 people get more total experience than 1 person, give the lower level person slightly more and the higher slightly less but not enough less that the higher person "gets no benefit" from grouping.

    I've heard of groups leveling together and when they hit 25 their tank is 22.
  • DmZDmZ Member, Alpha Two
    edited December 16
    Thanks for the confirmation. I agree completely, as my main is a Tank, for now. Having alts of all the other archetypes, it feels woefully inadequate to do anything on the tank, but tank with a full group. Leveling certainly feels far easier on the other archetypes, even cleric and bards. Rolled a tank on the PVP stress test server Friday and got squashed. Felt like i was going thru a buzz saw to others attacks, while my attacks did little to no damage. Also, got ganked a couple times Sunday getting caught in the open 1v1. Its depressing, and sad that I may have to rethink my choice of roles.
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