Dps Tanks are too fragile
Posted: Tue Mar 17, 2026 1:36 pm
Hello,
I'll try to keep this short to avoid losing people.
Focused Offense Tactics and Bloodlord weapons are far too punishing for what they offer in return.
Here's a comparison of a 2H bis tank (kotbs) with and without them :
https://ibb.co/ZRvJMHjP
So, Gaining 20% damage (5% of which doesn't affect procs) and loosing a huge portion of our defenses, armor, and toughness — it's a trade nobody wants to make because it's so punishing.
In fact, playing Focused Offense Tactics and Bloodlord as a tank is literally becoming as squishy as a true DPS, without even imagining dealing the damage of a true DPS.
Gaining +20% damage on a relatively low DPS build is certainly not worth losing 40% physical damage reduction, 200 toughness, 10% parry/dodge/disrupt, etc.
The solution could be to balance the penalties. FO and Bloodlord have stacking armor penalties, and that's what hurts.
I the case of FO, I think -33% armor for +15% damage is too much nerf; perhaps it should be reduced to -25% or -20% armor.
Or perhaps a huge regeneration (hp/4s) penalty should be added instead (as part of the fight against HP regeneration builds that many people hate to fight).
Or perhaps a debuff like (increases chance to be critical hit) could be added. This could be interesting for building a 2H tank DPS build around initiative that would buff parry and also reduce chance to be crit in the idea of including FO tactic in it.
I also think Bloodlord weapons are too punishing for tanks.
For example, a Witch elf wielding a Bloodlord weapon gets +5% of good damages for -10% of relatively low armor and toughness. The trade is okay.
Bloodlord on a tank it's +5% of bad damage for -10% of significant armor and toughness; the trade is bad.
For example a weapon like Nightless has no penalties, grants a lot of strength and initiative, two procs one 25% chance to get +10% parry/dodge/disrupt, plus an elemental DoT... Who wants to nerf themselves with Bloodlord for a ridiculous +5% damage?
The problem is that a tank who wants to play a DPS-oriented role must first accept losing the advantages of the shield (the %block that disrupts spells). In other words, playing a two-handed tank is already a nerf in itself, without even considering using FO or Bloodlord.
To help tanks become a bit more "DPS-focused" I also thought about a backstab system, for example, gaining 25% damage when attacking from behind.
This could be implemented through a tactic or a weapon that has this effect. Perhaps removing FO and creating backstab's tactic instead.
This would be a way to create tanks that are "a bit more DPS-focused"
And I like this idea because "having to attack from behind" is also a matter of skills and making "boring tank's gameplay" more dynamic.
Cheers.
I'll try to keep this short to avoid losing people.
Focused Offense Tactics and Bloodlord weapons are far too punishing for what they offer in return.
Here's a comparison of a 2H bis tank (kotbs) with and without them :
https://ibb.co/ZRvJMHjP
So, Gaining 20% damage (5% of which doesn't affect procs) and loosing a huge portion of our defenses, armor, and toughness — it's a trade nobody wants to make because it's so punishing.
In fact, playing Focused Offense Tactics and Bloodlord as a tank is literally becoming as squishy as a true DPS, without even imagining dealing the damage of a true DPS.
Gaining +20% damage on a relatively low DPS build is certainly not worth losing 40% physical damage reduction, 200 toughness, 10% parry/dodge/disrupt, etc.
The solution could be to balance the penalties. FO and Bloodlord have stacking armor penalties, and that's what hurts.
I the case of FO, I think -33% armor for +15% damage is too much nerf; perhaps it should be reduced to -25% or -20% armor.
Or perhaps a huge regeneration (hp/4s) penalty should be added instead (as part of the fight against HP regeneration builds that many people hate to fight).
Or perhaps a debuff like (increases chance to be critical hit) could be added. This could be interesting for building a 2H tank DPS build around initiative that would buff parry and also reduce chance to be crit in the idea of including FO tactic in it.
I also think Bloodlord weapons are too punishing for tanks.
For example, a Witch elf wielding a Bloodlord weapon gets +5% of good damages for -10% of relatively low armor and toughness. The trade is okay.
Bloodlord on a tank it's +5% of bad damage for -10% of significant armor and toughness; the trade is bad.
For example a weapon like Nightless has no penalties, grants a lot of strength and initiative, two procs one 25% chance to get +10% parry/dodge/disrupt, plus an elemental DoT... Who wants to nerf themselves with Bloodlord for a ridiculous +5% damage?
The problem is that a tank who wants to play a DPS-oriented role must first accept losing the advantages of the shield (the %block that disrupts spells). In other words, playing a two-handed tank is already a nerf in itself, without even considering using FO or Bloodlord.
To help tanks become a bit more "DPS-focused" I also thought about a backstab system, for example, gaining 25% damage when attacking from behind.
This could be implemented through a tactic or a weapon that has this effect. Perhaps removing FO and creating backstab's tactic instead.
This would be a way to create tanks that are "a bit more DPS-focused"
And I like this idea because "having to attack from behind" is also a matter of skills and making "boring tank's gameplay" more dynamic.
Cheers.