Dagoth_Rac wrote: »ZOS_GinaBruno wrote: »The change didn't have anything to do specifically with block cost, so it wasn't included in the examples given. That change affects all builds in the game, not just tanks (and we wanted to keep the examples specific to tanks).Reorx_Holybeard wrote: »Do your cost analysis include the global +10% increase in abilities? If I lose 67 points in Magician my magicka abilities are 25% more expensive (for example, Igneous goes from ~3200 on live to ~4100 on PTS).
Is that global increase to skill costs intended? An entire 100 points into Warlord or Magician is 16% cost decrease. 10% increase negates well more than half of those stars. Patch notes said skill costs should end up "about the same" after VR removal. They are not about the same. They were literally decimated!
Agreed, any increase to costs without a CP cap increase is just plain wrong.
Heavy armor Medium armor roughly 4000 more resistances | 1643 Weapon Critical rating 16% more health recovery | 16% more stamina recovery 744 more resources with Constitution | 12% more feat cost reduction 8% more health | maximum 200 more power | 12% weapon damage (160 minimum) 8% healing recieved | 16% lesser roll dodge cost 50% more resource generation on h att|
The devs probably think that they are opening up some kind of design space by the recent changes.What was wrong with the Red tree being Defense/Tanking, Green being Sustain, and Blue being DPS?
First of all: all of which I am about to say is from a purely PvE perspective, since tanking is a group role. I'll leave out PvP discussion.
To say that blocking got nerfed is not really true.
It got changed, we got a new trait for blocking, and we'll have to revise the way we build our tanks.
From a permablocking perspective, it can still be done, but will require 7 HA, really squeezing the resource management.
Let's assume most people wear their armor in 5-1-1 variations. The Undaunted passives are just too good to pass up, especially now that resource management will become more of an issue.
Meaning tanks should use all tools at their disposal to be on-par with the current block cost reduction.
There are a few tools for tanks to reduce their block cost in DB:
Sturdy trait
Fortress/Defensive stance
Shield-play enchantments
CPs in Shadow Ward
Let's say that apart from trials, permablocking is not really required. This eases up tanking, and people might want to re-think their tanking strategy to involve some periods of shield-down time.
BUT, if we consider that, then, why even wear Heavy Armor? If we are to fight "smart" and only block heavy attacks and when in sticky situations, would not MA be better?
You may have noticed that NONE of the above tools for block cost reduction are directly tied to heavy armor, and can be used with any armor type.
Now, let's have a look at what HA passives provide in 5-1-1, and what MA passives provide in 5-1-1.Heavy armor Medium armor roughly 4000 more resistances | 1643 Weapon Critical rating 16% more health recovery | 16% more stamina recovery 744 more resources with Constitution | 12% more feat cost reduction 8% more health | maximum 200 more power | 12% weapon damage (160 minimum) 8% healing recieved | 16% lesser roll dodge cost 50% more resource generation on h att|
Did you know that the revamped defending trait grants MORE resistance than a reinforced shield if you don't have Shield Expert? It does. Having Shield Expert unlocked is practically mandatory for tanks , and it is also available to any armor type.
Defending used to be more effective while wearing HA, now it is as efficient as on LA. Same goes for Nirnhoned.
The feat cost reduction and stamina recovery more than make up for all that HA tries to accomplish with Constitution and that heavy attack resource generation.
Even with tanking in mind, HA is nowhere near the damage output that MA has, and needless to say HA was never made with damage in mind, those that deal damage know well enough to stay away from HA.
So when Wrobel says that they wanted to see more tanking builds, they sure succeeded. There will be many new MA tanking builds. Especially since the trend is to strip all content of what little difficulty it had left.
Which leads me to my final conclusion:
While I can't say that blocking got a nerf, heavy armor most definitely did.
arth-grogalith wrote: »Without the blocking buff, there's no real enticement to wear HA relative to LA or MA.
For defense, shields play well with LA, roll-dodging plays well with MA, why would blocking not play well with HA anymore? Isn't the idea of HA to be able to hold the ground?
You need to get hit repeatedly to get the HA buffs (regen and weapon damage), which I personally think is a very good idea.
But those buffs are ridiculous compared to those of LA and MA.
And to enjoy them, we need to survive.
In PvP, without impen, you get crit-shot in three hits.
Is the idea to end up dead with an extra 50 in weapon damage?
Add to that - upgrading HA to legendary costs an arm and a leg.
Why on earth would anyone want to wear HA unless they're die-hard masochistic fans of it?
It amazes me how these post are not thought out at all. The maths all wrong, you're including regen in your block cost reduction and using all block cost reduction enchants on your jewelry? Why? Tanks use more magicka than stamina. Stamina is used for blocking and taunting.
nordsavage wrote: »It amazes me how these post are not thought out at all. The maths all wrong, you're including regen in your block cost reduction and using all block cost reduction enchants on your jewelry? Why? Tanks use more magicka than stamina. Stamina is used for blocking and taunting.
More magicka than stamina huh? Well let me just say pierce armor, inner beast, heroic slash, bash, reverb bash, absorb magic, dodge, block, evasion, shield charge, circle of protection. I could keep going but you get the idea. If you do not see why you need block cost reduction try tanking trials.
Being able to tank with magicka was not my point.nordsavage wrote: »It amazes me how these post are not thought out at all. The maths all wrong, you're including regen in your block cost reduction and using all block cost reduction enchants on your jewelry? Why? Tanks use more magicka than stamina. Stamina is used for blocking and taunting.
More magicka than stamina huh? Well let me just say pierce armor, inner beast, heroic slash, bash, reverb bash, absorb magic, dodge, block, evasion, shield charge, circle of protection. I could keep going but you get the idea. If you do not see why you need block cost reduction try tanking trials.
Tank em all the time on a magicka templar with 17000 stam. Oops.
What was wrong with the Red tree being Defense/Tanking, Green being Sustain, and Blue being DPS?
Zorgon_The_Revenged wrote: »Am I the only tank who puts points into the Roll dodge/CC break part of the tree?
Reorx_Holybeard wrote: »So as a counterpoint to Wrobel's tank example I ran some numbers using my typical tank setup. This is a DK stamina tank, 5 piece heavy armor, 75 points in Block Expertise and x1 Block reducing Enchantment. See here for more build details. While I'm relatively new to the tanking game it seems to work just fine for all the veteran dunegons I've tried so far, though I haven't dared try vWGT/vICP yet.
It is a standard block-heavy "hybrid" DK build if that makes any sense. Run in, get everything's attention, block and regain Stamina by casting Igneous Shield, potions, and Ultimates in boss fights. With careful use it is basically self-sufficient...I can perma-block and don't need much if any healing. The downside to this type of build is low DPS but I leave those details to the other squishy folk.
So I took a look at two common situations in dungeons: tanking trash mobs and tanking bosses and compared the resource usage on live and PTS. On PTS I'm using the same equipment but with the CP changes I have taken 57 points from Magician and 8 points from Warlord to put into the moved Block Expertise.
Trash Fight
I looked at a typical, short 30 sec trash fight where I get hit 40 times (once every 0.5 secs at first and less at the end). This is a short fight so I can basically list all the abilities I use and the resources I regen to get a close to exact figure.
- Live = I can cast 11 magicka abilities (x4 Igneous, x3 Claw, x1 Cinder, x3 Grip) and have 4k stamina left over at the end
- PTS = I can cast 9 magicka abilities (x7 Igneous, Claw+Cinder) and have -3k stamina left over.
In this situation I'm hurting due to the increase in resource costs across the board (block cost increased from 633 to 839, Magicka abilities +25%, Stamina +12%). I need to cast more Igneous to regain stamina so I can keep blocking but that severely limits the utility and little DPS I can do. And even with that I'm down 7k stamina over the live version.
Boss Fight
To be conservative I choose a boss fight of 2 minutes where I get hit 80 times (once every 1.5 seconds). Since this is longer I just looked at how much magicka/stamina I had available to use over the course of the fight assuming I'm blocking most of the time. I assume I cast Igneous x20 times over the course of the fight. I'm not including regen from potions and ultimate since they should be the same in both cases.
- Live = 25k Magicka and 3k Stamina available
- PTS = 30k Magicka and 8k Stamina available
So a bit more resources available from the buffed Constitution that offsets the increased resource costs. This good, however, there are a fair number of boss fights where I would be hit more than 80 times in 120 seconds due to adds and AoEs. In this situation the cross-over point would be getting hit around once per second. Basically it boils down to:
- Getting Hit Less than 1/sec = PTS is a "little" better than Live
- Getting Hit More than 1/sec = Live is "much" better than PTS
I say a "little" and "much" as it really depends how often you're getting hit and using resources with the buff to constitution. If you're only getting hit once every 4 seconds PTS will be vastly superior while getting hit at the cap of every 0.5 seconds then PTS will be far worse.
Analysis and Comments
- Block Cost / Constitution -- Wrobel's example showed that in that case the buff to Constitution resulted in a net gain of resources. Unfortunately, in my example it only shows a small increase in cases where I am hit less than once a second. Different builds will have a different cross-over point like this.
- Hybrids -- The game already punishes hybrid builds to such an extent that they are really only viable in tank builds that don't care about DPS. Moving the CP tree around Moving Block Expertise to The Shadow means hybrids have to choose between block cost reductions and Magicka/Stamina cost reductions. The global increase in ability costs just makes it worse. If I only put 75 points into the new Block Expertise I'm loosing 57 points in Magician and 8 in Warlord to do so and in a fair number of tanking situations the buff to constitution is nowhere near enough to compensate for it.
- Average Ability Cost -- I would advise caution about using an "average" ability cost in such simulations. In Wrobel's example he used 2700. In my build the stamina abilities are generally low cost (1200, 2100, 1700, 900, 3300 Stamina) while the Magicka costs are high (4050, 4590, 3780). It also seems a little unfair to omit the 10% increased cost of all abilities on PTS. If you do the math for a casting a 2700 resource ability on live with 67 points in Magician to a 3000 resource ability on PTS with 0 points in Magician then the PTS ability costs more even with the buff to constitution (+7% more, 2187 cost on Live vs 2348 cost on PTS using his example of a spell cast every 2 seconds).
- "Average" Cast Times -- Wrobel uses the "ability every 2 seconds" figure which may be fine for long fights but not typical for shorter fights. On most fights my typical MO is to use up my Magicka right away, quaff a potion, and use that up and then keep using my Magicka whenever I have it, quaffing potions and using ultimates when I can. If we switch to a "spell every 1 second" it makes the example comparison much worse for the PTS.
- "Average" Tank Build -- I don't think the "average" tank build is using 7 heavy armor and x3 block cost enchants. Most tanks, especially a hybrid build like mine, would prefer a 5/1/1 setup to take advantage of the Undaunted passive and use a minimal number of block cost enchants in favor of other more useful ones. While it may be useful to look at a "max" tank build like that it hides the fact that a "lesser" tank build like mine will get less (sometimes far less) buffs from the cumulative changes.
- CP Change -- While I have no doubts that other tank builds may benefit from the change it is a noticeable loss for any tank relying on reducing resource costs across the board (magicka, stamina, and block costs). Not only does it affect my tanking but it makes me less effective when I wish to switch into DPS mode (all abilities cost more). I don't benefit much from increased healing CPs or Hardy/Defender as I don't take much damage or need much healing (most of the time anyways). The extra 75 red CP points only have some use in Bastion or Heavy Armor Focus. He also mentions Unchained as one of the most influential passives for tanks. I rarely need to break free and don't really consider this to be that useful for my build...most of my Stamina abilities are low cost and I use more Magicka abilities anyways.
- Sturdy -- I'm not sure it is fair to just say "just wear sturdy traits" to offset the loss of Bracing and increased block cost given the cost to do so. That's some 70-80k per piece on PC-NA assuming the item is crafted and potentially weeks/months of farming if it is not. Here's where a one-time trait change would be useful, especially considering all the other trait changes involved (which are generally good, no complaints here).
- Wrath -- This new HA passive is a little underwhelming with buff of 200 WD/SD. I can basically get that with a single jewelry enchant. I think it needs to be considerably higher to offset the increased DPS we can get with LA/MA passives.
Suggested Changes
I realize at this point changes are unlikely but I'd like to suggest some anyways...
- Global Ability Cost Increase -- Revert the increase to all ability costs at cp160 such that they are the current values at v16 on Live. Other than a "nicer" cost function I don't really see the purpose of doing so and going back to the original costs would help a great deal in the block cost changes and the CP change which results in a partial/complete loss of Magician/Warlord for some builds.
- Constitution -- I'd like this to better scale with the number of mobs attacking you. Perhaps it should work like the Wrath passive but give you Stamina/Magicka back instead (not recovery). Something like "Gain 50 Magicka/Stamina per second for 5 seconds when you take damage, stacking up to 10 times." for 7 pieces of HA.
- Wrath -- I'm unsure of the exact values needed but it should be similar to the DPS passives of Light and Medium armor. It should be more useful in PvE where you are tanking a dozen mobs and taking +10 hits/second. Perhaps something like "Gain 20 Weapon and Spell Damage for 10 seconds when you take damage, stacking up to 40 times.".
- Trait Change -- A one-time free ability to change traits on gear after the patch. This would let people choose whether they needed to go sturdy on some items or to keep their build and eat the increased block cost. Not to mention trait changes are something much needed/desired in the game anyways.
Conclusion
The overall changes to block and resource costs can be offset by the change to constitution but only in cases where you are hit infrequently and depending on your exact build. For some block-heavy builds you will often be far worse in overall resource costs on PTS compared to Live.
Reorx_Holybeard wrote: »So as a counterpoint to Wrobel's tank example I ran some numbers using my typical tank setup. This is a DK stamina tank, 5 piece heavy armor, 75 points in Block Expertise and x1 Block reducing Enchantment. See here for more build details. While I'm relatively new to the tanking game it seems to work just fine for all the veteran dunegons I've tried so far, though I haven't dared try vWGT/vICP yet.
It is a standard block-heavy "hybrid" DK build if that makes any sense. Run in, get everything's attention, block and regain Stamina by casting Igneous Shield, potions, and Ultimates in boss fights. With careful use it is basically self-sufficient...I can perma-block and don't need much if any healing. The downside to this type of build is low DPS but I leave those details to the other squishy folk.
So I took a look at two common situations in dungeons: tanking trash mobs and tanking bosses and compared the resource usage on live and PTS. On PTS I'm using the same equipment but with the CP changes I have taken 57 points from Magician and 8 points from Warlord to put into the moved Block Expertise.
Trash Fight
I looked at a typical, short 30 sec trash fight where I get hit 40 times (once every 0.5 secs at first and less at the end). This is a short fight so I can basically list all the abilities I use and the resources I regen to get a close to exact figure.
- Live = I can cast 11 magicka abilities (x4 Igneous, x3 Claw, x1 Cinder, x3 Grip) and have 4k stamina left over at the end
- PTS = I can cast 9 magicka abilities (x7 Igneous, Claw+Cinder) and have -3k stamina left over.
In this situation I'm hurting due to the increase in resource costs across the board (block cost increased from 633 to 839, Magicka abilities +25%, Stamina +12%). I need to cast more Igneous to regain stamina so I can keep blocking but that severely limits the utility and little DPS I can do. And even with that I'm down 7k stamina over the live version.
Boss Fight
To be conservative I choose a boss fight of 2 minutes where I get hit 80 times (once every 1.5 seconds). Since this is longer I just looked at how much magicka/stamina I had available to use over the course of the fight assuming I'm blocking most of the time. I assume I cast Igneous x20 times over the course of the fight. I'm not including regen from potions and ultimate since they should be the same in both cases.
- Live = 25k Magicka and 3k Stamina available
- PTS = 30k Magicka and 8k Stamina available
So a bit more resources available from the buffed Constitution that offsets the increased resource costs. This good, however, there are a fair number of boss fights where I would be hit more than 80 times in 120 seconds due to adds and AoEs. In this situation the cross-over point would be getting hit around once per second. Basically it boils down to:
- Getting Hit Less than 1/sec = PTS is a "little" better than Live
- Getting Hit More than 1/sec = Live is "much" better than PTS
I say a "little" and "much" as it really depends how often you're getting hit and using resources with the buff to constitution. If you're only getting hit once every 4 seconds PTS will be vastly superior while getting hit at the cap of every 0.5 seconds then PTS will be far worse.
Analysis and Comments
- Block Cost / Constitution -- Wrobel's example showed that in that case the buff to Constitution resulted in a net gain of resources. Unfortunately, in my example it only shows a small increase in cases where I am hit less than once a second. Different builds will have a different cross-over point like this.
- Hybrids -- The game already punishes hybrid builds to such an extent that they are really only viable in tank builds that don't care about DPS. Moving the CP tree around Moving Block Expertise to The Shadow means hybrids have to choose between block cost reductions and Magicka/Stamina cost reductions. The global increase in ability costs just makes it worse. If I only put 75 points into the new Block Expertise I'm loosing 57 points in Magician and 8 in Warlord to do so and in a fair number of tanking situations the buff to constitution is nowhere near enough to compensate for it.
- Average Ability Cost -- I would advise caution about using an "average" ability cost in such simulations. In Wrobel's example he used 2700. In my build the stamina abilities are generally low cost (1200, 2100, 1700, 900, 3300 Stamina) while the Magicka costs are high (4050, 4590, 3780). It also seems a little unfair to omit the 10% increased cost of all abilities on PTS. If you do the math for a casting a 2700 resource ability on live with 67 points in Magician to a 3000 resource ability on PTS with 0 points in Magician then the PTS ability costs more even with the buff to constitution (+7% more, 2187 cost on Live vs 2348 cost on PTS using his example of a spell cast every 2 seconds).
- "Average" Cast Times -- Wrobel uses the "ability every 2 seconds" figure which may be fine for long fights but not typical for shorter fights. On most fights my typical MO is to use up my Magicka right away, quaff a potion, and use that up and then keep using my Magicka whenever I have it, quaffing potions and using ultimates when I can. If we switch to a "spell every 1 second" it makes the example comparison much worse for the PTS.
- "Average" Tank Build -- I don't think the "average" tank build is using 7 heavy armor and x3 block cost enchants. Most tanks, especially a hybrid build like mine, would prefer a 5/1/1 setup to take advantage of the Undaunted passive and use a minimal number of block cost enchants in favor of other more useful ones. While it may be useful to look at a "max" tank build like that it hides the fact that a "lesser" tank build like mine will get less (sometimes far less) buffs from the cumulative changes.
- CP Change -- While I have no doubts that other tank builds may benefit from the change it is a noticeable loss for any tank relying on reducing resource costs across the board (magicka, stamina, and block costs). Not only does it affect my tanking but it makes me less effective when I wish to switch into DPS mode (all abilities cost more). I don't benefit much from increased healing CPs or Hardy/Defender as I don't take much damage or need much healing (most of the time anyways). The extra 75 red CP points only have some use in Bastion or Heavy Armor Focus. He also mentions Unchained as one of the most influential passives for tanks. I rarely need to break free and don't really consider this to be that useful for my build...most of my Stamina abilities are low cost and I use more Magicka abilities anyways.
- Sturdy -- I'm not sure it is fair to just say "just wear sturdy traits" to offset the loss of Bracing and increased block cost given the cost to do so. That's some 70-80k per piece on PC-NA assuming the item is crafted and potentially weeks/months of farming if it is not. Here's where a one-time trait change would be useful, especially considering all the other trait changes involved (which are generally good, no complaints here).
- Wrath -- This new HA passive is a little underwhelming with buff of 200 WD/SD. I can basically get that with a single jewelry enchant. I think it needs to be considerably higher to offset the increased DPS we can get with LA/MA passives.
Suggested Changes
I realize at this point changes are unlikely but I'd like to suggest some anyways...
- Global Ability Cost Increase -- Revert the increase to all ability costs at cp160 such that they are the current values at v16 on Live. Other than a "nicer" cost function I don't really see the purpose of doing so and going back to the original costs would help a great deal in the block cost changes and the CP change which results in a partial/complete loss of Magician/Warlord for some builds.
- Constitution -- I'd like this to better scale with the number of mobs attacking you. Perhaps it should work like the Wrath passive but give you Stamina/Magicka back instead (not recovery). Something like "Gain 50 Magicka/Stamina per second for 5 seconds when you take damage, stacking up to 10 times." for 7 pieces of HA.
- Wrath -- I'm unsure of the exact values needed but it should be similar to the DPS passives of Light and Medium armor. It should be more useful in PvE where you are tanking a dozen mobs and taking +10 hits/second. Perhaps something like "Gain 20 Weapon and Spell Damage for 10 seconds when you take damage, stacking up to 40 times.".
- Trait Change -- A one-time free ability to change traits on gear after the patch. This would let people choose whether they needed to go sturdy on some items or to keep their build and eat the increased block cost. Not to mention trait changes are something much needed/desired in the game anyways.
Conclusion
The overall changes to block and resource costs can be offset by the change to constitution but only in cases where you are hit infrequently and depending on your exact build. For some block-heavy builds you will often be far worse in overall resource costs on PTS compared to Live.
Thank you for making this post! I think your build and your numbers are much closer to what the typical tank setup looks like, which is very different from Wrobels post.
I wanted to do a similar post, but can't really be bothered, since I fear Wrobel has already made up his mind and our feedback does not really matter in the end. Wrobel has shown again and again that he does not understand how the tanking role actually works in-game. He says he doesn't want to make tanking worse, but then makes it worse anyway.
Wrobel's team is also in charge of itemization. Take a look at the many tanking sets that have been released in the past half year to get an idea of how well they understand what tanks actually want.WolfingHour wrote: »Reorx_Holybeard wrote: »So as a counterpoint to Wrobel's tank example I ran some numbers using my typical tank setup. This is a DK stamina tank, 5 piece heavy armor, 75 points in Block Expertise and x1 Block reducing Enchantment. See here for more build details. While I'm relatively new to the tanking game it seems to work just fine for all the veteran dunegons I've tried so far, though I haven't dared try vWGT/vICP yet.
It is a standard block-heavy "hybrid" DK build if that makes any sense. Run in, get everything's attention, block and regain Stamina by casting Igneous Shield, potions, and Ultimates in boss fights. With careful use it is basically self-sufficient...I can perma-block and don't need much if any healing. The downside to this type of build is low DPS but I leave those details to the other squishy folk.
So I took a look at two common situations in dungeons: tanking trash mobs and tanking bosses and compared the resource usage on live and PTS. On PTS I'm using the same equipment but with the CP changes I have taken 57 points from Magician and 8 points from Warlord to put into the moved Block Expertise.
Trash Fight
I looked at a typical, short 30 sec trash fight where I get hit 40 times (once every 0.5 secs at first and less at the end). This is a short fight so I can basically list all the abilities I use and the resources I regen to get a close to exact figure.
- Live = I can cast 11 magicka abilities (x4 Igneous, x3 Claw, x1 Cinder, x3 Grip) and have 4k stamina left over at the end
- PTS = I can cast 9 magicka abilities (x7 Igneous, Claw+Cinder) and have -3k stamina left over.
In this situation I'm hurting due to the increase in resource costs across the board (block cost increased from 633 to 839, Magicka abilities +25%, Stamina +12%). I need to cast more Igneous to regain stamina so I can keep blocking but that severely limits the utility and little DPS I can do. And even with that I'm down 7k stamina over the live version.
Boss Fight
To be conservative I choose a boss fight of 2 minutes where I get hit 80 times (once every 1.5 seconds). Since this is longer I just looked at how much magicka/stamina I had available to use over the course of the fight assuming I'm blocking most of the time. I assume I cast Igneous x20 times over the course of the fight. I'm not including regen from potions and ultimate since they should be the same in both cases.
- Live = 25k Magicka and 3k Stamina available
- PTS = 30k Magicka and 8k Stamina available
So a bit more resources available from the buffed Constitution that offsets the increased resource costs. This good, however, there are a fair number of boss fights where I would be hit more than 80 times in 120 seconds due to adds and AoEs. In this situation the cross-over point would be getting hit around once per second. Basically it boils down to:
- Getting Hit Less than 1/sec = PTS is a "little" better than Live
- Getting Hit More than 1/sec = Live is "much" better than PTS
I say a "little" and "much" as it really depends how often you're getting hit and using resources with the buff to constitution. If you're only getting hit once every 4 seconds PTS will be vastly superior while getting hit at the cap of every 0.5 seconds then PTS will be far worse.
Analysis and Comments
- Block Cost / Constitution -- Wrobel's example showed that in that case the buff to Constitution resulted in a net gain of resources. Unfortunately, in my example it only shows a small increase in cases where I am hit less than once a second. Different builds will have a different cross-over point like this.
- Hybrids -- The game already punishes hybrid builds to such an extent that they are really only viable in tank builds that don't care about DPS. Moving the CP tree around Moving Block Expertise to The Shadow means hybrids have to choose between block cost reductions and Magicka/Stamina cost reductions. The global increase in ability costs just makes it worse. If I only put 75 points into the new Block Expertise I'm loosing 57 points in Magician and 8 in Warlord to do so and in a fair number of tanking situations the buff to constitution is nowhere near enough to compensate for it.
- Average Ability Cost -- I would advise caution about using an "average" ability cost in such simulations. In Wrobel's example he used 2700. In my build the stamina abilities are generally low cost (1200, 2100, 1700, 900, 3300 Stamina) while the Magicka costs are high (4050, 4590, 3780). It also seems a little unfair to omit the 10% increased cost of all abilities on PTS. If you do the math for a casting a 2700 resource ability on live with 67 points in Magician to a 3000 resource ability on PTS with 0 points in Magician then the PTS ability costs more even with the buff to constitution (+7% more, 2187 cost on Live vs 2348 cost on PTS using his example of a spell cast every 2 seconds).
- "Average" Cast Times -- Wrobel uses the "ability every 2 seconds" figure which may be fine for long fights but not typical for shorter fights. On most fights my typical MO is to use up my Magicka right away, quaff a potion, and use that up and then keep using my Magicka whenever I have it, quaffing potions and using ultimates when I can. If we switch to a "spell every 1 second" it makes the example comparison much worse for the PTS.
- "Average" Tank Build -- I don't think the "average" tank build is using 7 heavy armor and x3 block cost enchants. Most tanks, especially a hybrid build like mine, would prefer a 5/1/1 setup to take advantage of the Undaunted passive and use a minimal number of block cost enchants in favor of other more useful ones. While it may be useful to look at a "max" tank build like that it hides the fact that a "lesser" tank build like mine will get less (sometimes far less) buffs from the cumulative changes.
- CP Change -- While I have no doubts that other tank builds may benefit from the change it is a noticeable loss for any tank relying on reducing resource costs across the board (magicka, stamina, and block costs). Not only does it affect my tanking but it makes me less effective when I wish to switch into DPS mode (all abilities cost more). I don't benefit much from increased healing CPs or Hardy/Defender as I don't take much damage or need much healing (most of the time anyways). The extra 75 red CP points only have some use in Bastion or Heavy Armor Focus. He also mentions Unchained as one of the most influential passives for tanks. I rarely need to break free and don't really consider this to be that useful for my build...most of my Stamina abilities are low cost and I use more Magicka abilities anyways.
- Sturdy -- I'm not sure it is fair to just say "just wear sturdy traits" to offset the loss of Bracing and increased block cost given the cost to do so. That's some 70-80k per piece on PC-NA assuming the item is crafted and potentially weeks/months of farming if it is not. Here's where a one-time trait change would be useful, especially considering all the other trait changes involved (which are generally good, no complaints here).
- Wrath -- This new HA passive is a little underwhelming with buff of 200 WD/SD. I can basically get that with a single jewelry enchant. I think it needs to be considerably higher to offset the increased DPS we can get with LA/MA passives.
Suggested Changes
I realize at this point changes are unlikely but I'd like to suggest some anyways...
- Global Ability Cost Increase -- Revert the increase to all ability costs at cp160 such that they are the current values at v16 on Live. Other than a "nicer" cost function I don't really see the purpose of doing so and going back to the original costs would help a great deal in the block cost changes and the CP change which results in a partial/complete loss of Magician/Warlord for some builds.
- Constitution -- I'd like this to better scale with the number of mobs attacking you. Perhaps it should work like the Wrath passive but give you Stamina/Magicka back instead (not recovery). Something like "Gain 50 Magicka/Stamina per second for 5 seconds when you take damage, stacking up to 10 times." for 7 pieces of HA.
- Wrath -- I'm unsure of the exact values needed but it should be similar to the DPS passives of Light and Medium armor. It should be more useful in PvE where you are tanking a dozen mobs and taking +10 hits/second. Perhaps something like "Gain 20 Weapon and Spell Damage for 10 seconds when you take damage, stacking up to 40 times.".
- Trait Change -- A one-time free ability to change traits on gear after the patch. This would let people choose whether they needed to go sturdy on some items or to keep their build and eat the increased block cost. Not to mention trait changes are something much needed/desired in the game anyways.
Conclusion
The overall changes to block and resource costs can be offset by the change to constitution but only in cases where you are hit infrequently and depending on your exact build. For some block-heavy builds you will often be far worse in overall resource costs on PTS compared to Live.
Thank you for making this post! I think your build and your numbers are much closer to what the typical tank setup looks like, which is very different from Wrobels post.
I wanted to do a similar post, but can't really be bothered, since I fear Wrobel has already made up his mind and our feedback does not really matter in the end. Wrobel has shown again and again that he does not understand how the tanking role actually works in-game. He says he doesn't want to make tanking worse, but then makes it worse anyway.
I wouldn't go that far. I honestly belive that the developers vision on how tanking should work is not fully aligned with the expectations of the players, ot at least part of them.
Wrobel's team is also in charge of itemization. Take a look at the many tanking sets that have been released in the past half year to get an idea of how well they understand what tanks actually want.WolfingHour wrote: »Reorx_Holybeard wrote: »So as a counterpoint to Wrobel's tank example I ran some numbers using my typical tank setup. This is a DK stamina tank, 5 piece heavy armor, 75 points in Block Expertise and x1 Block reducing Enchantment. See here for more build details. While I'm relatively new to the tanking game it seems to work just fine for all the veteran dunegons I've tried so far, though I haven't dared try vWGT/vICP yet.
It is a standard block-heavy "hybrid" DK build if that makes any sense. Run in, get everything's attention, block and regain Stamina by casting Igneous Shield, potions, and Ultimates in boss fights. With careful use it is basically self-sufficient...I can perma-block and don't need much if any healing. The downside to this type of build is low DPS but I leave those details to the other squishy folk.
So I took a look at two common situations in dungeons: tanking trash mobs and tanking bosses and compared the resource usage on live and PTS. On PTS I'm using the same equipment but with the CP changes I have taken 57 points from Magician and 8 points from Warlord to put into the moved Block Expertise.
Trash Fight
I looked at a typical, short 30 sec trash fight where I get hit 40 times (once every 0.5 secs at first and less at the end). This is a short fight so I can basically list all the abilities I use and the resources I regen to get a close to exact figure.
- Live = I can cast 11 magicka abilities (x4 Igneous, x3 Claw, x1 Cinder, x3 Grip) and have 4k stamina left over at the end
- PTS = I can cast 9 magicka abilities (x7 Igneous, Claw+Cinder) and have -3k stamina left over.
In this situation I'm hurting due to the increase in resource costs across the board (block cost increased from 633 to 839, Magicka abilities +25%, Stamina +12%). I need to cast more Igneous to regain stamina so I can keep blocking but that severely limits the utility and little DPS I can do. And even with that I'm down 7k stamina over the live version.
Boss Fight
To be conservative I choose a boss fight of 2 minutes where I get hit 80 times (once every 1.5 seconds). Since this is longer I just looked at how much magicka/stamina I had available to use over the course of the fight assuming I'm blocking most of the time. I assume I cast Igneous x20 times over the course of the fight. I'm not including regen from potions and ultimate since they should be the same in both cases.
- Live = 25k Magicka and 3k Stamina available
- PTS = 30k Magicka and 8k Stamina available
So a bit more resources available from the buffed Constitution that offsets the increased resource costs. This good, however, there are a fair number of boss fights where I would be hit more than 80 times in 120 seconds due to adds and AoEs. In this situation the cross-over point would be getting hit around once per second. Basically it boils down to:
- Getting Hit Less than 1/sec = PTS is a "little" better than Live
- Getting Hit More than 1/sec = Live is "much" better than PTS
I say a "little" and "much" as it really depends how often you're getting hit and using resources with the buff to constitution. If you're only getting hit once every 4 seconds PTS will be vastly superior while getting hit at the cap of every 0.5 seconds then PTS will be far worse.
Analysis and Comments
- Block Cost / Constitution -- Wrobel's example showed that in that case the buff to Constitution resulted in a net gain of resources. Unfortunately, in my example it only shows a small increase in cases where I am hit less than once a second. Different builds will have a different cross-over point like this.
- Hybrids -- The game already punishes hybrid builds to such an extent that they are really only viable in tank builds that don't care about DPS. Moving the CP tree around Moving Block Expertise to The Shadow means hybrids have to choose between block cost reductions and Magicka/Stamina cost reductions. The global increase in ability costs just makes it worse. If I only put 75 points into the new Block Expertise I'm loosing 57 points in Magician and 8 in Warlord to do so and in a fair number of tanking situations the buff to constitution is nowhere near enough to compensate for it.
- Average Ability Cost -- I would advise caution about using an "average" ability cost in such simulations. In Wrobel's example he used 2700. In my build the stamina abilities are generally low cost (1200, 2100, 1700, 900, 3300 Stamina) while the Magicka costs are high (4050, 4590, 3780). It also seems a little unfair to omit the 10% increased cost of all abilities on PTS. If you do the math for a casting a 2700 resource ability on live with 67 points in Magician to a 3000 resource ability on PTS with 0 points in Magician then the PTS ability costs more even with the buff to constitution (+7% more, 2187 cost on Live vs 2348 cost on PTS using his example of a spell cast every 2 seconds).
- "Average" Cast Times -- Wrobel uses the "ability every 2 seconds" figure which may be fine for long fights but not typical for shorter fights. On most fights my typical MO is to use up my Magicka right away, quaff a potion, and use that up and then keep using my Magicka whenever I have it, quaffing potions and using ultimates when I can. If we switch to a "spell every 1 second" it makes the example comparison much worse for the PTS.
- "Average" Tank Build -- I don't think the "average" tank build is using 7 heavy armor and x3 block cost enchants. Most tanks, especially a hybrid build like mine, would prefer a 5/1/1 setup to take advantage of the Undaunted passive and use a minimal number of block cost enchants in favor of other more useful ones. While it may be useful to look at a "max" tank build like that it hides the fact that a "lesser" tank build like mine will get less (sometimes far less) buffs from the cumulative changes.
- CP Change -- While I have no doubts that other tank builds may benefit from the change it is a noticeable loss for any tank relying on reducing resource costs across the board (magicka, stamina, and block costs). Not only does it affect my tanking but it makes me less effective when I wish to switch into DPS mode (all abilities cost more). I don't benefit much from increased healing CPs or Hardy/Defender as I don't take much damage or need much healing (most of the time anyways). The extra 75 red CP points only have some use in Bastion or Heavy Armor Focus. He also mentions Unchained as one of the most influential passives for tanks. I rarely need to break free and don't really consider this to be that useful for my build...most of my Stamina abilities are low cost and I use more Magicka abilities anyways.
- Sturdy -- I'm not sure it is fair to just say "just wear sturdy traits" to offset the loss of Bracing and increased block cost given the cost to do so. That's some 70-80k per piece on PC-NA assuming the item is crafted and potentially weeks/months of farming if it is not. Here's where a one-time trait change would be useful, especially considering all the other trait changes involved (which are generally good, no complaints here).
- Wrath -- This new HA passive is a little underwhelming with buff of 200 WD/SD. I can basically get that with a single jewelry enchant. I think it needs to be considerably higher to offset the increased DPS we can get with LA/MA passives.
Suggested Changes
I realize at this point changes are unlikely but I'd like to suggest some anyways...
- Global Ability Cost Increase -- Revert the increase to all ability costs at cp160 such that they are the current values at v16 on Live. Other than a "nicer" cost function I don't really see the purpose of doing so and going back to the original costs would help a great deal in the block cost changes and the CP change which results in a partial/complete loss of Magician/Warlord for some builds.
- Constitution -- I'd like this to better scale with the number of mobs attacking you. Perhaps it should work like the Wrath passive but give you Stamina/Magicka back instead (not recovery). Something like "Gain 50 Magicka/Stamina per second for 5 seconds when you take damage, stacking up to 10 times." for 7 pieces of HA.
- Wrath -- I'm unsure of the exact values needed but it should be similar to the DPS passives of Light and Medium armor. It should be more useful in PvE where you are tanking a dozen mobs and taking +10 hits/second. Perhaps something like "Gain 20 Weapon and Spell Damage for 10 seconds when you take damage, stacking up to 40 times.".
- Trait Change -- A one-time free ability to change traits on gear after the patch. This would let people choose whether they needed to go sturdy on some items or to keep their build and eat the increased block cost. Not to mention trait changes are something much needed/desired in the game anyways.
Conclusion
The overall changes to block and resource costs can be offset by the change to constitution but only in cases where you are hit infrequently and depending on your exact build. For some block-heavy builds you will often be far worse in overall resource costs on PTS compared to Live.
Thank you for making this post! I think your build and your numbers are much closer to what the typical tank setup looks like, which is very different from Wrobels post.
I wanted to do a similar post, but can't really be bothered, since I fear Wrobel has already made up his mind and our feedback does not really matter in the end. Wrobel has shown again and again that he does not understand how the tanking role actually works in-game. He says he doesn't want to make tanking worse, but then makes it worse anyway.
I wouldn't go that far. I honestly belive that the developers vision on how tanking should work is not fully aligned with the expectations of the players, ot at least part of them.
Jolting Arms
Tormenter
Permafrost
Glorious Defender
vMA tank sword