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.
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."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?
thats how it should be for every single enemy. heavy attack = knock you over. blocking should only reduce heavy damage, not counter it.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 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.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.
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"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.
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"
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.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.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.
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.
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.