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Blocking - Is there a chance that it ever gets an Overhaul?

LazerusKI
LazerusKI
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Im a returning player, and back then the thing that basically ruined combat for me was...Blocking.
Its kinda sad to see that its still the same.

But why exactly? Let me explain

You need to Block to defend against a Heavy Attack, right?

Now...i cross two Daggers in front of my face to block a guy with a twohanded hammer...
Seriously, i should have my daggers merged into my face then.
Even a shield makes no real sense there, i mean...you would break your arm and fly through the room.
Our shields are not made out of Vibranium, you know?

But logik isnt the issue there, its a game afterall. it just feels...boring.
Heavy Attack < Block
Block < Light Attack
so basically spam all you want, you cant stop it anyway.

I would have loved to see a system like this:

Light Attacks (including some skills) < Block < Heavy Attack < Dodge
that way combat would feel more alive,
i would be able to defend against light and fast attacks, but a heavy attack breaks through my defense.
if he hits me with such an heavy attack, i would fall over.
if i dodge and he misses me, he stumbles and i get an opportunity to knock him down.

Combat would be more interactive then and overall more interesting, and not just "spam skills to win"
  • jeedrzej
    jeedrzej
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    Actually there is boss who "one shot" tank, using heavy atack, Even if tank is blocking. Its Celestial Warrior.

    Well... intresting idea but to be perfect everything should depands. For example, heavy atacks from daggers should be blocable. But what if boss has daggers for 1m long? Hard to implement...

    And roll dodge in heavy armor... its ever more "wrong" that blocking heavy atacks.
    Edited by jeedrzej on 9 August 2016 08:36
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  • LazerusKI
    LazerusKI
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    jeedrzej wrote: »
    Actually there is boss who "one shot" tank, using heavy atack, Even if tank is blocking. Its Celestial Warrior.

    Well... intresting idea but to be perfect everything should depands. For example, heavy atacks from daggers should be blocable. But what if boss have daggers for 1m long? Hard to implement...

    And roll dodge in heavy armor... its ever more "wrong" that blocking heavy atacks.

    yeah a "roll dodge" is indeed wrong, but what if the heavy-dodge would be a sidestep instead?

    a heavy attack from a 1h weapon could let the blocker stumble and lower their shield without dealing damage, so you could connect your skills and fast attacks then, or use another heavy to knock him down.
    basically like tackling someone with your bodyweight.
    this would even fit for the fast paced style of dual weapons.

    same for 1h and shield, but there could be an additional use for the shieldbash then, where a shieldbash triggers the same stumbling effect without dealing damage.

    a 2h weapon knocks them over and deals damage then, again that fits for the slow but heavy hitting.
    Edited by LazerusKI on 9 August 2016 08:36
  • Vangy
    Vangy
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    Uhm.... I think what you are asking for is already in game, albiet slightly different.

    1. Certain heavy attacks can be blocked. Examples are the NPCs wb or Normal heavy swings. These are blocked easily and put the attacker off balance. Not the defender. You can exploit their off-balance and knock them to the ground with a heavy attack. Awesome right?

    2. Certain channeled attacks can be blocked but at a price. Ie: the defender gets set off -balance. Examples are certain bigger adds like flesh atros in vICP. These guys channel a double handed heavy smash that can be blocked... but your toon will visibly keel over and lose footing for about 1 second whereby you drop block and will take full damage from other adds.

    3. Certain heavies will just go through your block and kill you regardless. Common examples can be seen in a lot of boss fights. They are normally very very telegraphed and normally channels that should be interrupted or dodge rolled. The easiest ones I can think off right now is the new dungeons. Velidreths channel, the big ass lizard that charges you (when you need to go behind the lightning channelling NPC) etc.

    As you gain experience and complete more and more content, you will be able to tell which attacks can be blocked, should be blocked and should be interrupted/dodge rolled. The common rule of thumb if your new is, if an add is BIG, or if its a boss, the odds are you shouldnt try to block their heavies. Try bashing or dodge rolling. Smaller adds, especially humanoid NPC heavies can normally be easily blocked.

    So in short, what you are asking for, which is interactive blocking, is already in game.
    Edited by Vangy on 9 August 2016 08:51
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  • LazerusKI
    LazerusKI
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    Vangy wrote: »
    Uhm.... I think what you are asking for is already in game, albiet slightly different.

    1. Certain heavy attacks can be blocked. Examples are the NPCs wb or Normal heavy swings. These are blocked easily and put the attacker off balance. Not the defender. You can exploit their off-balance and knock them to the ground with a heavy attack. Awesome right?
    and exactly this should be the other way around. blocking should protect against light attacks, not heavy. heavy should break through -> "i cross two Daggers in front of my face to block a guy with a twohanded hammer."
    Vangy wrote: »
    2. Certain channeled attacks can be blocked but at a price. Ie: the defender gets set off -balance. Examples are certain bigger adds like flesh atros in vICP. These guys channel a double handed heavy smash that can be blocked... but your toon will visibly keel over and lose footing for about 1 second whereby you drop block and will take full damage from other adds.
    thats how it should be for every single enemy. heavy attack = knock you over. blocking should only reduce heavy damage, not counter it.
    Vangy wrote: »
    3. Certain heavies will just go through your block and kill you regardless. Common examples can be seen in a lot of boss fights. They are normally very very telegraphed and normally channels that should be interrupted or dodge rolled. The easiest ones I can think off right now is the new dungeons. Velidreths channel, the big ass lizard that charges you (when you need to go behind the lightning channelling NPC) etc.
    thats what i meant with 2h heavy attacks, dualwield or 1h heavy attacks should only have a "light impact", make the defender lower his shield without dealing damage and make him vulnerable for another heavy strike to knock him over. a 2h heavy attack should knock them down right away and deal damage.
    Vangy wrote: »
    As you gain experience and complete more and more content, you will be able to tell which attacks can be blocked, should be blocked and should be interrupted/dodge rolled. The common rule of thumb if your new is, if an add is BIG, or if its a boss, the odds are you shouldnt try to block their heavies. Try bashing or dodge rolling. Smaller adds, especially humanoid NPC heavies can normally be easily blocked.

    So in short, what you are asking for, which is interactive blocking, is already in game.
    that isnt interactive at all. bosses are a special rule anyway, same with the big guys. but regular humanoid vs another regular humanoid should be similar, and not "i deflect your 2h hammerstrike with crossed toothpicks"

    currently it is
    block negates heavy attacks damage and makes the attacker vulnerable
    block lets through light attacks and skills
    bosses have special rules that you have to figure out first
    shieldbash interrupts casting

    and it should be
    block negates light attacks from 1h light attacks (dualwield, sword and shield, skills without casttime)
    block negates damage from 1h heavy attacks and shieldbash, but they let you stumble and lower your shield. another heavy attack knocks down then

    block reduces damage from 2h light attacks (2h weapons, oversized enemies, bosses)
    block reduces damage from 2h heavy attacks, but they knock you down

    avoiding a heavy attack makes the attacker stumble, so you can knock him over with a heavy attack or shieldbash
    Edited by LazerusKI on 9 August 2016 10:49
  • hrothbern
    hrothbern
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    LazerusKI wrote: »
    Im a returning player, and back then the thing that basically ruined combat for me was...Blocking.
    Its kinda sad to see that its still the same.

    But why exactly? Let me explain

    You need to Block to defend against a Heavy Attack, right?

    Now...i cross two Daggers in front of my face to block a guy with a twohanded hammer...
    Seriously, i should have my daggers merged into my face then.
    Even a shield makes no real sense there, i mean...you would break your arm and fly through the room.
    Our shields are not made out of Vibranium, you know?

    But logik isnt the issue there, its a game afterall. it just feels...boring.
    Heavy Attack < Block
    Block < Light Attack
    so basically spam all you want, you cant stop it anyway.

    I would have loved to see a system like this:

    Light Attacks (including some skills) < Block < Heavy Attack < Dodge
    that way combat would feel more alive,
    i would be able to defend against light and fast attacks, but a heavy attack breaks through my defense.
    if he hits me with such an heavy attack, i would fall over.
    if i dodge and he misses me, he stumbles and i get an opportunity to knock him down.

    Combat would be more interactive then and overall more interesting, and not just "spam skills to win"

    As @Vangy demonstrated: we have an active Blocking system in place. And it works.

    What you @LazerusKI refer to, is that Real Life Blocking is quite something else.
    And yes it is.
    But also in Real Life, blocking was not done that much for 1vs1 or small scale combat:
    In Real Life you normally only block arrows with your Shield: expensive light weight projectiles that are very deadly.
    Heavy Attacks, be it from melee or heavy spears, are in Real Life mostly deflected with your Shield, not blocked.
    Deflecting an attack does not make you fly through the room.
    It is only when you are out of balance or unaware, that you really block, in a last resort reflex to survive.

    Deflecting an attack with your weapon or shield is called a "parry".
    And a well performed parry is, also in Real Life, the start for highly damaging return attack.
    Exactly what happens in the game mechanics of ESO.
    The size of the ESO shields are also that of parry shields (a little bit bigger than pure parry shields like 30 cm diameter bucklers of the Roman Gladiators).
    And the difference in parrying with a parry shield and parrying with a weapon is not that big.
    That small difference is expressed in the small additional benefits of the Sword & Board skill line: only 15% additional protection against projectiles and only 20% increased blocking Resistance.

    I think also that we have an ok interactive Blocking system in place for parry shields, which is well reflected in the game mechanics numbers
    Only unfortunately that we have always a static block animation including crossed daggers.
    But how else ?
    A parry animation, like the awesome animation of the Blade of Woe, would be very unpractical.

    Edited by hrothbern on 9 August 2016 12:05
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • LazerusKI
    LazerusKI
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    hrothbern wrote: »
    As @Vangy demonstrated: we have an active Blocking system in place. And it works.

    What you @LazerusKI refer to, is that Real Life Blocking is quite something else.
    And yes it is.
    But also in Real Life, blocking was not done that much for 1vs1 or small scale combat:
    In Real Life you normally only block arrows with your Shield: expensive light weight projectiles that are very deadly.
    Heavy Attacks, be it from melee or heavy spears, are in Real Life mostly deflected with your Shield, not blocked.
    Deflecting an attack does not make you fly through the room.
    It is only when you are out of balance or unaware, that you really block, in a last resort reflex to survive.

    Deflecting an attack with your weapon or shield is called a "parry".
    And a well performed parry is, also in Real Life, the start for highly damaging return attack.
    Exactly what happens in the game mechanics of ESO.
    The size of the ESO shields are also that of parry shields (a little bit bigger than pure parry shields like 30 cm diameter bucklers of the Roman Gladiators).
    And the difference in parrying with a parry shield and parrying with a weapon is not that big.
    That small difference is expressed in the small additional benefits of the Sword & Board skill line: only 15% additional protection against projectiles and only 20% increased blocking Resistance.

    I think also that we have an ok interactive Blocking system in place for parry shields, which is well reflected in the game mechanics numbers
    Only unfortunately that we have always a static block animation including crossed daggers.
    But how else ?
    A parry animation, like the awesome animation of the Blade of Woe, would be very unpractical.
    thats why i mentioned the heavy 2h weapons. you can block them with two crossed daggers. a direct hit on your shield or crossed blades should not bounce back the attacker like they just hit the shield of captain america.
    also ingame you dont really parry, you literally block the attack face on. you dont deflect it at all. if it would actually parry then sure, the current way makes sense. but thats not what happens. you hold up your weapons or shield right in front of you and block that strike, not deflect it. the attacker stumbles back like he just hit a solid wall.
    also take a look at the last TES game, Skyrim, how it handled that. Blocking there (with basically the same shields) was a defense against light attacks, and heavy attacks where meant to penetrate that block. in ESO its the other way around. Block heavy attacks and use light attacks to get through.
  • hrothbern
    hrothbern
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    LazerusKI wrote: »
    hrothbern wrote: »
    As @Vangy demonstrated: we have an active Blocking system in place. And it works.

    What you @LazerusKI refer to, is that Real Life Blocking is quite something else.
    And yes it is.
    But also in Real Life, blocking was not done that much for 1vs1 or small scale combat:
    In Real Life you normally only block arrows with your Shield: expensive light weight projectiles that are very deadly.
    Heavy Attacks, be it from melee or heavy spears, are in Real Life mostly deflected with your Shield, not blocked.
    Deflecting an attack does not make you fly through the room.
    It is only when you are out of balance or unaware, that you really block, in a last resort reflex to survive.

    Deflecting an attack with your weapon or shield is called a "parry".
    And a well performed parry is, also in Real Life, the start for highly damaging return attack.
    Exactly what happens in the game mechanics of ESO.
    The size of the ESO shields are also that of parry shields (a little bit bigger than pure parry shields like 30 cm diameter bucklers of the Roman Gladiators).
    And the difference in parrying with a parry shield and parrying with a weapon is not that big.
    That small difference is expressed in the small additional benefits of the Sword & Board skill line: only 15% additional protection against projectiles and only 20% increased blocking Resistance.

    I think also that we have an ok interactive Blocking system in place for parry shields, which is well reflected in the game mechanics numbers
    Only unfortunately that we have always a static block animation including crossed daggers.
    But how else ?
    A parry animation, like the awesome animation of the Blade of Woe, would be very unpractical.
    thats why i mentioned the heavy 2h weapons. you can block them with two crossed daggers. a direct hit on your shield or crossed blades should not bounce back the attacker like they just hit the shield of captain america.
    also ingame you dont really parry, you literally block the attack face on. you dont deflect it at all. if it would actually parry then sure, the current way makes sense. but thats not what happens. you hold up your weapons or shield right in front of you and block that strike, not deflect it. the attacker stumbles back like he just hit a solid wall.
    also take a look at the last TES game, Skyrim, how it handled that. Blocking there (with basically the same shields) was a defense against light attacks, and heavy attacks where meant to penetrate that block. in ESO its the other way around. Block heavy attacks and use light attacks to get through.

    You are absolutely right when you look at the animation showed of Blocking !

    That animation is static "absorbing" the very big blow in the same way as the small tickling hits, regardless.
    And when you have two daggers, the last thing on earth what you are going to do is to cross them before your head !
    With daggers you can easily move and if unavoidable: while making contact with the sword blade sliding along that blade and deflect somewhat in the opposite direction as you are moving. And maces and big hammers are always slow enough to avoid.

    But nothing is perfect, especially animations are difficult.
    I would really love if there would be much more martial art and sword play combo's in the game influencing weapon damage, speed, etc, and.... the animations. Crit would disappear as a static number and come back as a base dexterity value multiplied with a combo move that succeeded. Including a general higher level of weapon damage from certain combo's. Like in real life.
    The game is now very much a modern warfare game in a medieval lore skin: just replace magic and stamina abilities by high speed ammo of different sorts.
    This game has the real life effects integrated, but foremost in the numbers.

    But the calculatory consequences will be terrible if we want it all !
    Need better hardware, better software, better connections...
    Just have to wait perhaps only one or two decades.
    I started doing Dungeon and Dragon games 40 years ago, with friends, coke and chips, with paper, a gamemaster, allignments and very weird dices.
    And I dreamed at that time of what would come with the development of the computer for gaming.
    (to be noted: it was NOT big blue IBM that was developing the micro computer. It was driven by freaks, nerds and especially gaming freaks... and very big smile: flower picking gaming freaks)
    And this game is the most wholesome game I have yet experienced.
    So... @LazerusKI , don't worry. It will all come. More realistic, more awesome graphics, no lag. Just give it time :)

    Edited by hrothbern on 9 August 2016 15:38
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • Vangy
    Vangy
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    I only have 1 question for the OP...

    1. Have you tried tanking before? Heavies go through block... LOLOLOL..... U want to bury the little number of tanks left in the game? Sure if you want ur two crossed daggers to not work against heavies im all for it. Just dont tell me my huge ass shield cant block ur 2h hits... Cos I say it can and should. Its just a matter of perspective.....

    2. Its bad animation... That's all. Blocking is already punished with 0 stam regen and block costs. Making heavies go through it and we might as well roll with 3 DPS and 1 healer and never need tanks. The whole idea of a dude in heavy armour carrying around a big ass shield is to..... well be able to take hits. If your immersion is getting ruined just pretend ur tank is a 7 foot dude lugging around a 5 foot tower shield. That can block anything.... Like you'd literally need a ballista bolt to go through that.....

    Sorry if I come off harsh... but its threads like these that have gotten blocking hit so hard... I dont want to encourage one more thread like this.

    [Edit to remove insulting content]
    Edited by [Deleted User] on 9 August 2016 20:25
    (2)V16 Dk- stam dps/stam tank/mag dps
    (2)V16 Sorc- mag dps/stam dps
    (2)V16 nb- stam dps/mag dps
    (1)v16 temp- mag tank/mag dps
    CP: 610 and counting

    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates! Viva la revolutionz
  • LazerusKI
    LazerusKI
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    Vangy wrote: »
    I only have 1 question for the OP...

    1. Have you tried tanking before? Heavies go through block... LOLOLOL..... U want to bury the little number of tanks left in the game? Sure if you want ur two crossed daggers to not work against heavies im all for it. Just dont tell me my huge ass shield cant block ur 2h hits... Cos I say it can and should. Its just a matter of perspective.....

    2. Its bad animation... That's all. Blocking is already punished with 0 stam regen and block costs. Making heavies go through it and we might as well roll with 3 DPS and 1 healer and never need tanks. The whole idea of a dude in heavy armour carrying around a big ass shield is to..... well be able to take hits. If your immersion is getting ruined just pretend ur tank is a 7 foot dude lugging around a 5 foot tower shield. That can block anything.... Like you'd literally need a ballista bolt to go through that.....

    Sorry if I come off harsh... but its threads like these that have gotten blocking hit so hard... I dont want to encourage one more thread like this.

    thats why i mentioned an alternate system similar to how it was in Skyrim. Away from the "block a heavy blow from a hammer that weights several dozen kilos with two chopsticks or a simple small shield"
    it wouldnt break tanks at all, in fact i think it would even increase their use and enhance the fun in combat.
    small weapons would be fast but easy to block or deflect, a shield would be able to completely negate the damage of those light hits. the enemy would waste his ressources trying to get through your block with just spamming.
    heavy weapons on the other hand would be slow and heavy. hard to block but easy to dodge and parry.
    basically you would be able to take even more hits then, you just need to avoid those heavy attacks then, so the opposite of how it is now. currently you just block them to make the attacker stumble. with the system i mentioned you would then avoid it to make him stumble instead.

    oh, and if there are allready so few tanks left, then why is that? maybe the current system is just bad then? or tanks are just not needed?

    [Edit to remove reference of removed content]
    Edited by [Deleted User] on 9 August 2016 20:29
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    Blocking is the same? Yea no it's far worst than it was before cause of Wrobel logic.
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