The thing most dont get about block and shields is that a big part of what makes them so good is that they automatically make getting critted impossible on top of their defensive traits. So i agree, the block mitigation on block should be reduced in pvp and both shield and block should not immediately make it impossible to be hit by critical hits.
Because continuous applications of both via stuff like calculated defense and perma blocking by dks basically shuts down a big part of offense automatically
The thing most dont get about block and shields is that a big part of what makes them so good is that they automatically make getting critted impossible on top of their defensive traits. So i agree, the block mitigation on block should be reduced in pvp and both shield and block should not immediately make it impossible to be hit by critical hits.
Because continuous applications of both via stuff like calculated defense and perma blocking by dks basically shuts down a big part of offense automatically
99.9% certain they removed the whole ‘cannot crit’ shields rule when they gave them your armor mitigation a while back. A blocking player can also be crit but more to the overall point, bigger number means mitigation percentages work harder to bring it down especially when you build for it- in another words, it almost doesn’t matter if the player blocking is building appropriately in the slightest.
The biggest offender is block casting heals. SImple solution while blocking decrease the healing done (not healing recieved) by 75%.
Bushido2513 wrote: »The biggest offender is block casting heals. SImple solution while blocking decrease the healing done (not healing recieved) by 75%.
I think the ramping might be the simpler solution because it has less potential for workaround or unforseen interactions. There's less calculations as well I'd think since healing has more modifiers to consider. Healing has done, received, powered, mending, vitality, etc. Blocking has reduction, mitigation percentage, and one or two others I maybe can't think of
Blocking in pvp is a mitigation that needs to have reasonable limits to how long you can use it. There should also be a need to really spec into it if you're wanting more of it.
I don't want to eliminate play styles but I do want there to be reasonable limits.
The thing most dont get about block and shields is that a big part of what makes them so good is that they automatically make getting critted impossible on top of their defensive traits. So i agree, the block mitigation on block should be reduced in pvp and both shield and block should not immediately make it impossible to be hit by critical hits.
Because continuous applications of both via stuff like calculated defense and perma blocking by dks basically shuts down a big part of offense automatically
99.9% certain they removed the whole ‘cannot crit’ shields rule when they gave them your armor mitigation a while back. A blocking player can also be crit but more to the overall point, bigger number means mitigation percentages work harder to bring it down especially when you build for it- in another words, it almost doesn’t matter if the player blocking is building appropriately in the slightest.
Any damage that is blocked cannot be critical. Dots cannot be blocked that can cirt on blocking player.
Intresting. Do you have combat log screenshot? Did ZoS change that?
Izanagi.Xiiib16_ESO wrote: »Lets also add ramping cost to being in WW form in PVP too.
This would only work as long as you could control what to block, such as a skill instead of a light attack, and if ESO had clear visual clarity on skills. However, ESO is spammy and a random light attack should not drain as much or more stamina than a hard hitting skill. Ramping block cost is just going to be a bad gameplay experience.
Bushido2513 wrote: »The biggest offender is block casting heals. SImple solution while blocking decrease the healing done (not healing recieved) by 75%.
I think the ramping might be the simpler solution because it has less potential for workaround or unforseen interactions. There's less calculations as well I'd think since healing has more modifiers to consider. Healing has done, received, powered, mending, vitality, etc. Blocking has reduction, mitigation percentage, and one or two others I maybe can't think of
Blocking in pvp is a mitigation that needs to have reasonable limits to how long you can use it. There should also be a need to really spec into it if you're wanting more of it.
I don't want to eliminate play styles but I do want there to be reasonable limits.
But rmaping cost will not be a problem for block casting heals when you are on low life. So it will not change anything. People who abuse blocking now are good players who anyway do not hold block more than 3 seconds.
This would only work as long as you could control what to block, such as a skill instead of a light attack, and if ESO had clear visual clarity on skills. However, ESO is spammy and a random light attack should not drain as much or more stamina than a hard hitting skill. Ramping block cost is just going to be a bad gameplay experience.