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Not a Tank: A Call to Redefine Ashes' Frontline Role

TakauriTakauri Member, Alpha Two
TL;DR
Tanks in Ashes of Creation are being driven out of relevance by a combination of design friction, punishing economic systems, low PvP/PvE value, and outdated mechanics. This post consolidates feedback from numerous tank mains who believe the class needs mechanical reworks, role sustainability, and identity clarity. We offer targeted, actionable suggestions to help make tanks viable, enjoyable, and indispensable.

Context
This feedback is compiled from months of forum posts, personal playtesting, and community discussions from tank mains across Alpha Two. Our goal is to ensure tanks are viable, valued, and fun at all stages of the game.

I've played tank main almost exclusively for 20 years across all of the major MMOs, at peak endgame in most of them for PvP (specifically RvR style) and PvE

1. Economic Death Spiral – The Tank’s Tax
Tanks die more. That’s their job. But in Ashes, that job is punished:

Lose glint and harvested materials on death

Face the highest repair bills due to plate armor

Struggle to solo farm effectively

This creates a loop:

Die → lose money → need to farm → farming is slow → die more.

This is emotionally and economically crushing. Unless running in a premade group, many tanks just don’t log in.

Suggestions:

Delay glint/repair penalties until respawn at emberspring

Add solo-friendly stance or mitigation to farming cost

Provide repair cost reductions for tanks

2. XP Debt and Repair Costs Punish the Role
XP debt is fine in theory. But for tanks?

Tanks die first, die often, and die to save others

XP debt punishes them for doing their job

Repair costs and death loops mean a tank often leaves a play session worse off than they started

Suggestions:

Reduce XP debt gain on tanks

Consider death forgiveness window if rezzed quickly

Scale repair cost with damage taken, not gear tier alone

3. Shields Are Cosmetic, Not Core
Tanks give up DPS to wear shields, but the shield:

Doesn’t affect core stats meaningfully

Can be used by non-tanks for almost equal benefit

Doesn’t scale key abilities like Reflect

Suggestions:

Make shield stats part of tank base mitigation

Scale Reflect and other shield-based abilities with actual shield quality

Give passive shield bonuses to tanks only (e.g., stamina regen, block angle, CC resist)

4. Skills Lack Flow, Synergy, and Identity
Many tank skills:

Have no synergy

Require constant micromanagement (e.g., Grit spam)

Are used defensively on the tank rather than the group

Suggestions:

Let Intercept and Absorption Field apply group shields

Rework Grapple with meaningful augments (pull to ally, root, CC)

Make Vengeance’s stun courage-based, not RNG

Add group utility to Charge, Tomahawk (upgrade to net?), and Reflect

5. PvP: Irrelevant by Design
Even after TTK improvements, tanks are:

Not threatening

Not disruptive

Not protective

Suggestions:

Let Reflect block projectiles for allies via line-of-sight

Add real CC tools: group pulls, slows, battlefield zoning

Spec walls to allow ally movement or apply enemy debuffs

6. Walls, Body Blocking, and Spatial Control
Wall is a great idea:

But mobs walk through it in PvE

It has a long cast time and cooldown

Tanks should control space. Right now, they don’t.

Suggestions:

Restore promised wall customization (solid, debuff, shield variants)

Add collision mechanics or enemy AI changes

Reward body blocking (damage resistance, courage gain)

7. Spam ≠ Skill – The Active Block Trap
Grit has gone from simple stance to mandatory micromanagement.

The 20s/10s Grit change halved the buff unless you pressed it constantly

Current Grit still requires constant attention, or you die

Active Block punishes stamina, cancels skills, prevents dodge

Suggestions:

Grit should be a stance, not a rhythm game

Active Block should grant rewards (CC, counters, courage gain)

Make timing matter: well-timed blocks reduce cost or increase effect

8. What Is the Tank’s Place in the Endgame?
Tanks are vital while leveling, but then:

PvP doesn’t need them

PvE becomes DPS-centric after gear

Solo content is miserable

Suggestions:

Introduce tank-needed open world content (e.g., elite patrols, event triggers)

Rework PvP meta to include group survival mechanics

Add roles for off-tanks in raids (wound debuffs, agro transfers)

9. "Tank" Is Not a Class Name
Every other class has a name that signals fantasy. Tank is a role.

Suggestion: Rename the class to Guardian. Build the kit around:

A defensive stance (group tanking)

An offensive stance (solo viability, moderate damage)

Other MMOs nailed this. Ashes can too.

10. Closing: Let Tanks Lead
We don’t want to be immortal. We want to be respected.

We want gameplay that rewards:

Tactical decisions

Well-timed blocks

Group synergy

Positional awareness

Right now, tanks feel like slow melee DPS with a shield and a death tax.

Please let us fulfill the fantasy of being the frontline protector. Give us:

A name

A purpose

A reason to stay logged in past level 15

Guild Leader, Radiant Knights
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