Unbeatable maybe for you. Want me to teach you how to tank without hold down block the whole time?Thread is about PvE not PvP sure it's ruining PvP but then again, you are a tank built for taking damage, and having the resources to do so, not have them forcefully taken away, but anyway. This is going to fully impact PvE to a point where the content is going to be unbeatable and then they will have to change it. May as well change it nowWell, that was needed, currently tanks press block and suck all magicka and stamina in PVP from 10+ guys. Thats why DKs hated NBs fear so much and wanted it to be nerfed to make them even more powerful.
For endgame pve this is gonna suck. Tanking AA axes for example your taunting 3 sometimes 4 axes at a time it's very crucial that you can't run out of stam or drop block or you'll get one shot. Blocking cost a lot even with reduced block cost . This is really gonna turn tanks away from endgame pve. There has to be another way . Say for example reduce the amount of damage you do while blocking or if you wear a 5 piece heavy armor set you negate the no regeneration debuff.
SeptimusDova wrote: »Bugged I don't need your permission for anything.10424 latency is unacceptable.
eventide03b14a_ESO wrote: »How exactly do you expect people to tank in PvE now?No stamina regen while blocking will put a stop to the perma blockers. This is more directed toward PvP, but unfortunately will affect PvE as well.
Blocking in PvE END GAME content is a must, there is a high use of stamina regen for tanking in PvE you can't just take that away, you will completely destroy the PvE content and cause a horrible uproar with this decision, I really hope ZOS that you are only having this affect PvP only as an effect in Cyrodill because there is no way a tank can take damage in Trials and plan certain bosses they will get one shot, there is no way you can tank in VDSA with everything eating your stamina and having no regen.
I hope those at ZOS have actually played trials before to understand this.
L2P? This game wasn't designed for perma blocking in mind. Seriously you are not supposed to block everything. There other defensive abilities other than right mouse click.
SeptimusDova wrote: »Bugged I don't need your permission for anything.10424 latency is unacceptable.
Just a Addon will show you the extended latency over 999, so how do you know the Addon is working properly?
trimsic_ESO wrote: »trimsic_ESO wrote: »Attorneyatlawl wrote: »I'm very much looking forward to this change with block. Block should be something used strategically.
This. Time your blocks rather than tape down the key. Also confirmed with some tanks that run regularly that the Manti's autoattacks are indeed very slow on the swing timers and only will hit a proper tank build for 8-9k... it's just the specials (also a low swing speed) that hurt if you miss blocking, and those are as well-telegraphed as they look. Just like in PVP you should only be blocking selectively/timing when, anyways... that just shifts it to PVE as well. I think it's a fix, frankly, for both just as much as eachother.
People with a stamina build have access to a very limited set of defensive abilities to mitigate incoming damage. Most of what they can access to are part of the core game mechanics, such as blocking and dodging. There is almost no defensive weapon skills, thus requiring people who tank to use their class skills, which use magicka. This is the reason why so many DKs are tanking with 5 pieces of heavy and 2 LA, and use their stamina to mainly block and taunt. This is the reason why, in some extents you are right when you agree that blocking shall be used strategically: doing so does not impact them.
However, you should also consider the players with a stamina build. Remember, they have a limited access to defensive skills, because they can use only a limited amount of magicka. With the next update, blocking and dodging, their two main defensive skills will get nerf. This is a serious issue for the stamina players, and will push them to abandon their build and embrace a magicka build instead. Is this what we want? An Elder Magicka Online game? I don't because I wish a game with a great build diversity so that everybody can choose a build that corresponds to their play style.
There are so many Stamina based Skills to mitigate Dmg, well for DK this arent Class Skills, but public skills.
Absorb Magick, rly nice skill to heal urself
Vigor
rally if you want to use 2h for second bar
ring of preservation
bone shild
evasion
Vigor and rally do not mitigate damage; they heal over time, and are less effective than magicka heals. A PvP stamina player will probably have both; a PvE stamina player will hardly have any of them.
Absorb Magic is great. But single use, and only against magic projectiles. It's not as good the reflective scale, which is a DK class ability and therefore uses magicka.
The ring of protection is nice, and often used by tanks.
Bone shield lasts 6 seconds, costs a lot of stamina, and grants a protection against physical damage only, which in Elder Magicka Online is not the best option
Evasion is a flat 20% damage reduction in average, but we have no control over when it procs. If we're lucky it will proc on a crystal fragment, if we're not lucky it will proc on a light attack.
Best DK tank abilities according to the community:
http://forums.elderscrollsonline.com/en/discussion/200565/best-dragon-knight-tank-abilities
All are class skill abilities, and therefore use ... magicka ...
Personofsecrets wrote: »Attorneyatlawl wrote: »Personofsecrets wrote: »Also attorney, when you accuse someone of putting words in your mouth, it is helpful when you point out what words those are. Saying that someone is misrepresenting others only works when you can show what is misrepresented. Sort of like how I pointed out your misrepresentation of ultimate generation.
@Personofsecrets, Ultimate generation does require you to do more than just hold block and use damage skills. You can verify this in-game easily enough for yourself.
(tutorial-level youtube video of basic and simple mechanics)
@Personofsecrets It makes no sense to show him his contrariness.
And his reaction to the video confirmed it just again ... Its like talking to politicians.
No worries, I believe others already have recognized this days ago.
Don't waste your time , its not worth it.
eventide03b14a_ESO wrote: »For endgame pve this is gonna suck. Tanking AA axes for example your taunting 3 sometimes 4 axes at a time it's very crucial that you can't run out of stam or drop block or you'll get one shot. Blocking cost a lot even with reduced block cost . This is really gonna turn tanks away from endgame pve. There has to be another way . Say for example reduce the amount of damage you do while blocking or if you wear a 5 piece heavy armor set you negate the no regeneration debuff.
Wards are going to be a lot more meaningful then. Maybe people will start using some of them. Instead of Templars just casting BOL maybe they will actually start using Ward Ally/Healing Ward? How about using Bone Shield and having the tank activate the synergy. This isn't the end of the world people. L2P.
That is unfortunate but that doesn't mean the game has to be played on super pre-school level because people don't have good enough hardware or good enough internet service or live too far away. Seriously. There are minimum requirements to play and I'm sorry if you don't meet them but thousands of us do.Attorneyatlawl wrote: »eventide03b14a_ESO wrote: »How exactly do you expect people to tank in PvE now?No stamina regen while blocking will put a stop to the perma blockers. This is more directed toward PvP, but unfortunately will affect PvE as well.
Blocking in PvE END GAME content is a must, there is a high use of stamina regen for tanking in PvE you can't just take that away, you will completely destroy the PvE content and cause a horrible uproar with this decision, I really hope ZOS that you are only having this affect PvP only as an effect in Cyrodill because there is no way a tank can take damage in Trials and plan certain bosses they will get one shot, there is no way you can tank in VDSA with everything eating your stamina and having no regen.
I hope those at ZOS have actually played trials before to understand this.
L2P? This game wasn't designed for perma blocking in mind. Seriously you are not supposed to block everything. There other defensive abilities other than right mouse click.
It's important to note that @Nifty2g plays with, by his accounts, extremely high latency (he related to me in-game rarely, if ever, having a ping of under 300, and usually higher) as to his feelings on the timing being difficult. With that sort of lag, I don't doubt it is, unfortunately.
eventide03b14a_ESO wrote: »For endgame pve this is gonna suck. Tanking AA axes for example your taunting 3 sometimes 4 axes at a time it's very crucial that you can't run out of stam or drop block or you'll get one shot. Blocking cost a lot even with reduced block cost . This is really gonna turn tanks away from endgame pve. There has to be another way . Say for example reduce the amount of damage you do while blocking or if you wear a 5 piece heavy armor set you negate the no regeneration debuff.
Wards are going to be a lot more meaningful then. Maybe people will start using some of them. Instead of Templars just casting BOL maybe they will actually start using Ward Ally/Healing Ward? How about using Bone Shield and having the tank activate the synergy. This isn't the end of the world people. L2P.
eventide03b14a_ESO wrote: »That is unfortunate but that doesn't mean the game has to be played on super pre-school level because people don't have good enough hardware or good enough internet service or live too far away. Seriously. There are minimum requirements to play and I'm sorry if you don't meet them but thousands of us do.Attorneyatlawl wrote: »eventide03b14a_ESO wrote: »How exactly do you expect people to tank in PvE now?No stamina regen while blocking will put a stop to the perma blockers. This is more directed toward PvP, but unfortunately will affect PvE as well.
Blocking in PvE END GAME content is a must, there is a high use of stamina regen for tanking in PvE you can't just take that away, you will completely destroy the PvE content and cause a horrible uproar with this decision, I really hope ZOS that you are only having this affect PvP only as an effect in Cyrodill because there is no way a tank can take damage in Trials and plan certain bosses they will get one shot, there is no way you can tank in VDSA with everything eating your stamina and having no regen.
I hope those at ZOS have actually played trials before to understand this.
L2P? This game wasn't designed for perma blocking in mind. Seriously you are not supposed to block everything. There other defensive abilities other than right mouse click.
It's important to note that @Nifty2g plays with, by his accounts, extremely high latency (he related to me in-game rarely, if ever, having a ping of under 300, and usually higher) as to his feelings on the timing being difficult. With that sort of lag, I don't doubt it is, unfortunately.
Attorneyatlawl wrote:Alright... here's the non-rant version.
Honestly, having to try to figure out a lot of things from unrealistic environmental cues yanks me out of the game world due to frustration and difficulty in figuring out what's happening, much more than having some text labels to disambiguate things. When I see someone now, I am constantly reminded due to no nameplates that I need to go back to reticule mode, point at them, and then quickly catch their name as they run by, if I want to know who they are. This is quite jarring from focusing on the game.
I would make the same argument of things like the minimap, and floating combat text + combat logs: right now if I want to tell where I am on the map and focus on the gameplay rather than the UI, I have to open up the big map, zoom in on my area, and keep re-opening it as I go along, memorizing short portions of my route as I go along. This distracts from the environment immensely, as well as actually playing the game vs. playing the UI.
It also makes you have to constantly think about where groupmates are rather than the gameplay: a split-second distraction from the game world to look at a nameplate is far more immersive on the whole than having to ask in teamspeak where someone is, or scramble to figure out if the guy off to your left is the healer or the tank that the boss is going after because you were busy fighting but noticed the agro changed.
A combat log is great and an essential tool for both balancing and finding bugs in a game's combat system, but when playing it's often useful to have immediate feedback: right now you see something happen, and you have to think outside the game world and the combat to things like: "Did my hit crit? Did it even land or did it just get blocked, or did I end up out of range and it cancelled out? Did my health just bounce up or was it a laggy healthbar? Did I even get a heal from my groupmate? Where's the tank?"
As far as PVP and nameplates, PVP is by its nature competitive... you don't play PVP in an MMORPG to feel like you're immersed, you play it to have fun and to try to win. Solo PVE is much better-suited towards the gameplay style you describe. However, this is an MMORPG title, and while it does support a good system for solo players, it's ultimately designed to be massively multiplayer and an online game with other people.
Forcing players to do without tools that immediately tell them what they want to know for what in your opinion, is more "immersive", is basically saying "It has to be my way, and no, no one else matters", which doesn't really fly in a multiplayer game. Everyone has their opinion of what makes for better immersion and forgetting about time going by in the real world, but for me at least, missing this critical gameplay information and immediate feedback reminds me I am playing a game as I try to figure out what's actually going on and where I'm going.
Regarding your red bull analogy, you don't see a timer, but you feel the level of fluid in the can decreasing thanks to the sense of touch and temperature compared to the rest of the can you're holding. In a game, you don't feel a food you're eating, so you need to make concessions against how the real world works in order to let the player know what is happening. Same thing with a health bar: you don't feel like you're about to collapse, or that you just took a huge attack that makes it hard to move: you see your health bar drop quickly and your character stagger. Remove the health bar to further "immersion" from distracting UI elements, and you remove yet more critical gameplay info and jar the player from the gameplay itself. That's really why we need options, because everyone's opinion on the matter is different.
By letting people decide what makes their gameplay the most fun in a way that only affects their own game client representation of the UI and game world, you allow everyone to have fun rather than just a handful of people. There's no way to make everyone happy... you're right: but you will make a LOT more people happy than just a handful by letting them choose their game experience's framework, than forcing one on them that they either love or hate, in a matter of opinion.
PS That ended up far longer than I meant to go on for... but your post deserved a solid reply. As far as playing another game? When I love the actual game and it has the unique feature of Cyrodiil that hasn't been replicated in over a decade since the last game I played with it... I don't have any other options if I want that gameplay. I already waited a decade, and it would stink to have the game mired down by such basic features as the UI . There simply aren't plenty of other games out there for people who want an integrated PVE and PVP experience with territory control and structured RVR-type systems.
Attorneyatlawl wrote: »eventide03b14a_ESO wrote: »That is unfortunate but that doesn't mean the game has to be played on super pre-school level because people don't have good enough hardware or good enough internet service or live too far away. Seriously. There are minimum requirements to play and I'm sorry if you don't meet them but thousands of us do.Attorneyatlawl wrote: »eventide03b14a_ESO wrote: »How exactly do you expect people to tank in PvE now?No stamina regen while blocking will put a stop to the perma blockers. This is more directed toward PvP, but unfortunately will affect PvE as well.
Blocking in PvE END GAME content is a must, there is a high use of stamina regen for tanking in PvE you can't just take that away, you will completely destroy the PvE content and cause a horrible uproar with this decision, I really hope ZOS that you are only having this affect PvP only as an effect in Cyrodill because there is no way a tank can take damage in Trials and plan certain bosses they will get one shot, there is no way you can tank in VDSA with everything eating your stamina and having no regen.
I hope those at ZOS have actually played trials before to understand this.
L2P? This game wasn't designed for perma blocking in mind. Seriously you are not supposed to block everything. There other defensive abilities other than right mouse click.
It's important to note that @Nifty2g plays with, by his accounts, extremely high latency (he related to me in-game rarely, if ever, having a ping of under 300, and usually higher) as to his feelings on the timing being difficult. With that sort of lag, I don't doubt it is, unfortunately.
This post was made in October 2013 by me as a reply in closed beta to someone arguing that allowing for there to be minimum requirements would ruin the nebulous term "immersion" for single-player Elder Scrolls game fans:Attorneyatlawl wrote:Alright... here's the non-rant version.
Honestly, having to try to figure out a lot of things from unrealistic environmental cues yanks me out of the game world due to frustration and difficulty in figuring out what's happening, much more than having some text labels to disambiguate things. When I see someone now, I am constantly reminded due to no nameplates that I need to go back to reticule mode, point at them, and then quickly catch their name as they run by, if I want to know who they are. This is quite jarring from focusing on the game.
I would make the same argument of things like the minimap, and floating combat text + combat logs: right now if I want to tell where I am on the map and focus on the gameplay rather than the UI, I have to open up the big map, zoom in on my area, and keep re-opening it as I go along, memorizing short portions of my route as I go along. This distracts from the environment immensely, as well as actually playing the game vs. playing the UI.
It also makes you have to constantly think about where groupmates are rather than the gameplay: a split-second distraction from the game world to look at a nameplate is far more immersive on the whole than having to ask in teamspeak where someone is, or scramble to figure out if the guy off to your left is the healer or the tank that the boss is going after because you were busy fighting but noticed the agro changed.
A combat log is great and an essential tool for both balancing and finding bugs in a game's combat system, but when playing it's often useful to have immediate feedback: right now you see something happen, and you have to think outside the game world and the combat to things like: "Did my hit crit? Did it even land or did it just get blocked, or did I end up out of range and it cancelled out? Did my health just bounce up or was it a laggy healthbar? Did I even get a heal from my groupmate? Where's the tank?"
As far as PVP and nameplates, PVP is by its nature competitive... you don't play PVP in an MMORPG to feel like you're immersed, you play it to have fun and to try to win. Solo PVE is much better-suited towards the gameplay style you describe. However, this is an MMORPG title, and while it does support a good system for solo players, it's ultimately designed to be massively multiplayer and an online game with other people.
Forcing players to do without tools that immediately tell them what they want to know for what in your opinion, is more "immersive", is basically saying "It has to be my way, and no, no one else matters", which doesn't really fly in a multiplayer game. Everyone has their opinion of what makes for better immersion and forgetting about time going by in the real world, but for me at least, missing this critical gameplay information and immediate feedback reminds me I am playing a game as I try to figure out what's actually going on and where I'm going.
Regarding your red bull analogy, you don't see a timer, but you feel the level of fluid in the can decreasing thanks to the sense of touch and temperature compared to the rest of the can you're holding. In a game, you don't feel a food you're eating, so you need to make concessions against how the real world works in order to let the player know what is happening. Same thing with a health bar: you don't feel like you're about to collapse, or that you just took a huge attack that makes it hard to move: you see your health bar drop quickly and your character stagger. Remove the health bar to further "immersion" from distracting UI elements, and you remove yet more critical gameplay info and jar the player from the gameplay itself. That's really why we need options, because everyone's opinion on the matter is different.
By letting people decide what makes their gameplay the most fun in a way that only affects their own game client representation of the UI and game world, you allow everyone to have fun rather than just a handful of people. There's no way to make everyone happy... you're right: but you will make a LOT more people happy than just a handful by letting them choose their game experience's framework, than forcing one on them that they either love or hate, in a matter of opinion.
PS That ended up far longer than I meant to go on for... but your post deserved a solid reply. As far as playing another game? When I love the actual game and it has the unique feature of Cyrodiil that hasn't been replicated in over a decade since the last game I played with it... I don't have any other options if I want that gameplay. I already waited a decade, and it would stink to have the game mired down by such basic features as the UI . There simply aren't plenty of other games out there for people who want an integrated PVE and PVP experience with territory control and structured RVR-type systems.
Without these things... this kind of thread is where we have ended up. I saw that coming all the way back then, and it wouldn't surprise me if my countless tags to @ZOS_GinaBruno, @ZOS_JessicaFolsom, and @ZOS_KaiSchober, on that subject have probably become a friendly running joke. Whether or not options for the information to be visible in the UI are available, doesn't make the gameplay underneath change.
SeptimusDova wrote: »I am on the same Fiber line as Zos 150Mbps up 150Mbps down
I am a retired Network Engineer and managed 9 states including FAA real time data feeds. I may know something about networks. Please do not make the assumption that I am using a simple UI for latency tests.That is insulting to me. In addition to the above listed programs Nessus and Cactii are great programs for NOC to node use. In case you all didn't know it I was the guy who three weeks before release gave the bot code samples to Zenimax. We had several discussions on the phone about the issue. It is not a "Network" issue in an end users periphery's. That is a simple hardware requirement. One that I easily exceed.
The people saying "need more skill" I understand both sides of this. It can be fun to actively block at proper times but honestly from an endgame PvE standpoint this will merely turn most of the tanks off which doesn't help with the fact that MMOs tend to have a shortage of tanks to begin with.
PS: I'll still tank on my stamina dk personally but I know quite a few tanks that have already decided to call it quits.
SeptimusDova wrote: »I see the stamina issue and the latency lets call it "delay" shall we for the sake of discussion. As being correlated. in the manner of timing the blocking and mitigation.
I will be on the pts and I will test it. It has been encouraged that others do the same. This change can be a pro or a con as seen from the perspective of the individual player. In the defense of both sides Seems improbable doesn't it! It is impossible to have a Nash Equilibrium when the Game Maker makes changes to a two party PVP game, changes rules and mechanics. The pro it can be said to help stop zergs the con it allows for less defense against zergs and blobs. In dungeon fights SO, Vdsa and so forth this does not benefit some play styles and benefits others. At the end of the day it is zenimax's game and we either play or don't. And at the end of the day we as consumers stay and pay or we don't. That is just life 101.
Having seen posts on some games complaining that the female characters had armor that wasn't skimpy enough and that they were quitting because they felt the game artists were too prude because of that.... Nuff said. You're righta.skelton92 wrote: »The people saying "need more skill" I understand both sides of this. It can be fun to actively block at proper times but honestly from an endgame PvE standpoint this will merely turn most of the tanks off which doesn't help with the fact that MMOs tend to have a shortage of tanks to begin with.
PS: I'll still tank on my stamina dk personally but I know quite a few tanks that have already decided to call it quits.
Well, lets face it, it doesnt ever take much for "gamers" to call it quits though does it. They will quit over bugger all just because they were not asked personally "if its okay with you".
eventide03b14a_ESO wrote: »How exactly do you expect people to tank in PvE now?No stamina regen while blocking will put a stop to the perma blockers. This is more directed toward PvP, but unfortunately will affect PvE as well.
Blocking in PvE END GAME content is a must, there is a high use of stamina regen for tanking in PvE you can't just take that away, you will completely destroy the PvE content and cause a horrible uproar with this decision, I really hope ZOS that you are only having this affect PvP only as an effect in Cyrodill because there is no way a tank can take damage in Trials and plan certain bosses they will get one shot, there is no way you can tank in VDSA with everything eating your stamina and having no regen.
I hope those at ZOS have actually played trials before to understand this.
L2P? This game wasn't designed for perma blocking in mind. Seriously you are not supposed to block everything. There other defensive abilities other than right mouse click.
MaximusDargus wrote: »PTS patch notes are up.
The only thing that ZOS made to "help" players make up for the absolute 0 stamina they get while blocking is:
- serpent stone will now add stamina regen instead of health
Too bad that serpent stone regen will still be equal to..... 0 while blocking
Attorneyatlawl wrote: »Now we are in mid-late 2015, and a small balance tweak to block costs is being blown out to be the end of the game because by many, and the basics keep being brought up with spreadsheets and youtube videos for what is drop-dead simple in reality, seemingly because without that most people don't get how it all works.
Attorneyatlawl wrote: »Considering how easy it is to calculate all of this off the top of your head (and for new players, either look up the base amount or go in-game and block a few hits from a single mob while watching how much stamina they lose with nothing equipped... one of the first things anyone concerned with tanking should have been doing once they hit the level cap), I'm still honestly baffled as to the point of linking that video repeatedly as if it were some breaking news or relevant to a balance change discussion when talking about the most difficult areas in an entire game. Am I giving too much credit as to the basic preparation most people do to make sure they can perform their roles well in when joining up to run things in a multiplayer environment where it isn't just about them and other players are affected by how they play, or something?
Personofsecrets wrote: »Attorneyatlawl wrote: »Personofsecrets wrote: »Also attorney, when you accuse someone of putting words in your mouth, it is helpful when you point out what words those are. Saying that someone is misrepresenting others only works when you can show what is misrepresented. Sort of like how I pointed out your misrepresentation of ultimate generation.
@Personofsecrets, Ultimate generation does require you to do more than just hold block and use damage skills. You can verify this in-game easily enough for yourself.https://www.youtube.com/watch?v=Yacj4kIQRhM
tpanisiakb16_ESO wrote: »
This really, really bothers me. I'm sure Eric Worbel said they're doing things to help PvE tanks ("but the content is more challenging, for sure"). I see nothing in the patch notes, just a gigantic nerf hammer slammed on our heads.
eventide03b14a_ESO wrote: »Unbeatable maybe for you. Want me to teach you how to tank without hold down block the whole time?Thread is about PvE not PvP sure it's ruining PvP but then again, you are a tank built for taking damage, and having the resources to do so, not have them forcefully taken away, but anyway. This is going to fully impact PvE to a point where the content is going to be unbeatable and then they will have to change it. May as well change it nowWell, that was needed, currently tanks press block and suck all magicka and stamina in PVP from 10+ guys. Thats why DKs hated NBs fear so much and wanted it to be nerfed to make them even more powerful.
Then you pretty much die in Trials / VDSA, anything that power attacks you is a one shot. Have you not done any end game pve?Artemiisia wrote: »you will have to block whens needed and not just sit there doing perma block