I'm quite happy with our new AoE Minor Breach and that we keep bracing when bar swapping. Not as happy that you depend on already having the Chilled effect on the enemies for it to trigger, though. It feels like pigeonholing ice staff tanking to Wardens, unless you decide to run double ice staves, where your front bar is Charged – or you use a frost glyph and lose the Minor Vulnerability chance from the shock glyph.
The return of soft taunts is great. No longer do we need to spend extra resources just to taunt an enemy after already having fulfilled our role of controlling them with a pull.
Further down the road, I'd like to see different sources of Major Vulnerability and Minor Courage, to promote build diversity instead of incentivizing people to always run Yolnahkriin and/or Turning Tide.
Billium813 wrote: »I usually advocate for more realistic game play. It makes sense to me that swapping bars would drop block AND if you can't time your block correctly, I like that the player is, more or less, punished for lack of skill! I do sort of dislike that the skill bar on block has lowered a bit with less rewards for being a skilled tank...
... HOWEVER, I think this is a place where it's acceptable to break from realism and we should make an exception here. The reason is because of how integral Tanking is to a group and the potential for disaster with a dropped Tank. I want Tanks that can't "properly" time their block to the boss HA to be punished! But, it isn't just the 1 player being punished; that Tank is basically holding up the entire group! Punishing the Tank means potentially wiping the entire group because of one player. I think that punishment doesn't fit the situation and we should be a bit more lenient on punishing Tanks because of it.
Alternatively... I would like to see a change to blocking to make it more engaging and rewarding for skilled play. For instance,
- What if when blocking a boss HA, if block was initiated within the last 2 seconds, then the Stamina cost is reduced? or the Boss is set off balance? Perma holding block would still be fine, but if you are quick on the block, then the Tank, or damage, is rewarded in some way?
- What if Tank LA reduced the cost of the next Blocked attack by 30%? Give some benefit to dropping shield sometimes and give the Tank more "optional" stuff to do rather than simply perma blocking.