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0 stamina regen while blocking-ZOS still ignores feedback of PVE tanks and follows mysterious agenda

  • The_Boze
    The_Boze
    In my opinion the best suggestion I have seen that could satisfy both PvE and PvP would be 50% damage reduction while blocking. That would still allow us PvE tanks to do what we need to without being hamstringed. I wouldn't say it would eliminate perma blockers in PvP, but it would deter those builds, because seeing as you can't taunt players most people would just ignore the tank out there holding block because he is not going to be doing any significant damage.
  • Rook_Master
    Rook_Master
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    Eh, now you don't have perma-blockers in PvP.
  • Wing
    Wing
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    aww you either removed your original post or it was removed for you sad face. EDIT: mine is gone too -_-

    nobody is complaining about roll dodge because that obviously needed to happen and everyone wanted it to happen in the first place. and both nirn and sharpened maces were at best way over performing and at worst exploits.

    comparing the gutting of a PvE feature and the fix of PvP features is two different things.

    you have your class and alliance rank in your sig, as well as nothing but PvP videos on your youtube. . .ill stop talking about PvP if you will first ^_^

    :insert witty picture with witty text here:
    ESO player since beta.
    full time subscriber.
    PC NA
    ( ^_^ )

    You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods -Xenogears
  • Rinmaethodain
    Rinmaethodain
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    Im sure that someone who spent over a year in game can adapt to anything. Too bad its once again thinking in category of "me, myself" or just like ive been mentioning, wanting to obtain personal gains by supporting bad change: "ive spent over year in game, have perfect build and flawless internet connection, ill adapt to anything and get rid of competition"

    Fortunately there are people who despite being highly experienced can see whole picture of stamina regen ubernerf, not just on their own nose. People who care for overall health of PVE tanking and role balance.

    http://forums.elderscrollsonline.com/en/discussion/comment/2092385/#Comment_2092385
    Aluapfant wrote:
    ....So,

    do i think making stamina regeneration stop while blocking a stupid change for trial PVE content? yes I do! It is extremely unnecessary, especially for the majority of our ESO player base. For the 1% elite it can be a fun change but catering to those few seems silly...
    Were these changes implemented without caring [or at least considering] PVE end game content? Yes, in my opinion they were. Especially without considering the average, fun loving tank and trial group with semi decent dps and a sense of adventure
    Can this be fixed? I really hope so. But then I ask. Why the hell break it in the 1st place!?!...
    Edited by Rinmaethodain on August 12, 2015 8:31PM
  • Forestd16b14_ESO
    Forestd16b14_ESO
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    It's either 0 stamina regen or no block casting those are the choices here and ZoS went with 0 stamina.
  • david.haypreub18_ESO
    david.haypreub18_ESO
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    The real problem was block casting.

    But instead of fixing block casting, they just nerfed all blocking.
    Templars are 'just slower... by design'
    Yes, Gina actually said that (at least regarding Rushed Ceremony) right here:
    http://forums.elderscrollsonline.com/en/discussion/161959/templar-skills-bugged-made-useless-ignored/p24
    VR 16 Templar (retired until Templars get fixed)
    VR 16 Sorcerer
    38 Nightblade
    24 DK
  • Personofsecrets
    Personofsecrets
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    It's either 0 stamina regen or no block casting those are the choices here and ZoS went with 0 stamina.

    You forget the choice where everything stays as it is on live and the vast majority of people merrily go on their way.
    Edited by Personofsecrets on August 12, 2015 8:43PM
    Don't tank

    "In future content we will probably adjust this model somewhat (The BOP model). It's definitely nice to be able to find a cool item that you don't need and trade it to someone who can't wait to get their hands on it." - Wrobel
  • Katinas
    Katinas
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    My suggestion of stamina regeneration while in combat:

    Stamina regeneration is 0% when you have a self-applied damage absorbing shield and you also hold block.
    Stamina regeneration is 50% when you have a self-applied damage absorbing shield but you do not hold block.
    Stamina regeneration is 50% when you do not have a self-applied damage absorbing shield but you hold block.
    Stamina regeneration is 100% when you do not have a self-applied damage absorbing shield and you do not hold block.

    Stamina regeneration is not affected when your allies apply a damage absorbing shield on you.
    Stamina regeneration while out of combat works the same as it does now.

    Also, if Zenimax really feels the need to lower stamina regeneration then these percentages can be further adjusted. It does not have to be nice looking numbers like 0%, 50% and 100%.
    Edited by Katinas on August 14, 2015 7:53PM
  • Darnathian
    Darnathian
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    amasuriel wrote: »
    It's either 0 stamina regen or no block casting those are the choices here and ZoS went with 0 stamina.

    Those are not the only choices at all. I don't even think its the only choice for PvP, and for PvE its an absurd statement.

    If killing people who block in PvP is too challenging, maybe its you who needs to L2P, not PvE tanks.

    Hear hear. That's the thing though. They don't have trouble killing us. It just takes too long. And by that I mean 10-15 seconds
  • Darnathian
    Darnathian
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    If this is so fair then if you cast a shield you get zero magika regen. You okay with that now sorcs? Even though that would make sorcerer more challenging. Literally the same thing. Only instead of block casting it would be shield casting. Then let's see how fair all these sorc propagandists think it is.
  • Anxileel
    Anxileel
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    Darnathian wrote: »
    amasuriel wrote: »
    It's either 0 stamina regen or no block casting those are the choices here and ZoS went with 0 stamina.

    Those are not the only choices at all. I don't even think its the only choice for PvP, and for PvE its an absurd statement.

    If killing people who block in PvP is too challenging, maybe its you who needs to L2P, not PvE tanks.

    Hear hear. That's the thing though. They don't have trouble killing us. It just takes too long. And by that I mean 10-15 seconds

    Indeed; they just want to kill a few seconds faster.
    The Argonians shall rise and the CHEESE will be endless.
  • Dagoth_Rac
    Dagoth_Rac
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    I think perma-blocking is a big problem. But why implement a change that is an across the board nerf to blocking? It just seems like blocking for a few seconds as designed (against a player's Wrecking Blow, a Dremora's heavy attack, to mitigate a boss mechanic) causes you to either miss stam regen ticks or delay them. It already costs stamina to block. Now we lose stamina regen, too? For using block as designed?

    The problem was not pressing the block button. The problem was keeping the block button held down for a long time.

    Why not increase the cost of block the longer you hold it? Reduce the damage mitigation the longer you hold block? Reduce stamina recovery the longer you hold it? Reduce weapon/spell damage the longer you hold block? There were lots of ways to discourage perma-blocking by targeting perma-blocking, not simply targeting blocking in general.

    This feels like a crude, lazy way to fix the perma-blocking problem.
  • Stalwart385
    Stalwart385
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    Dagoth_Rac wrote: »
    I think perma-blocking is a big problem. But why implement a change that is an across the board nerf to blocking? It just seems like blocking for a few seconds as designed (against a player's Wrecking Blow, a Dremora's heavy attack, to mitigate a boss mechanic) causes you to either miss stam regen ticks or delay them. It already costs stamina to block. Now we lose stamina regen, too? For using block as designed?

    The problem was not pressing the block button. The problem was keeping the block button held down for a long time.

    Why not increase the cost of block the longer you hold it? Reduce the damage mitigation the longer you hold block? Reduce stamina recovery the longer you hold it? Reduce weapon/spell damage the longer you hold block? There were lots of ways to discourage perma-blocking by targeting perma-blocking, not simply targeting blocking in general.

    This feels like a crude, lazy way to fix the perma-blocking problem.

    Decreasing stam regen while blocking over time sounds very interesting.
  • Anxileel
    Anxileel
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    Dagoth_Rac wrote: »
    I think perma-blocking is a big problem. But why implement a change that is an across the board nerf to blocking? It just seems like blocking for a few seconds as designed (against a player's Wrecking Blow, a Dremora's heavy attack, to mitigate a boss mechanic) causes you to either miss stam regen ticks or delay them. It already costs stamina to block. Now we lose stamina regen, too? For using block as designed?

    The problem was not pressing the block button. The problem was keeping the block button held down for a long time.

    Why not increase the cost of block the longer you hold it? Reduce the damage mitigation the longer you hold block? Reduce stamina recovery the longer you hold it? Reduce weapon/spell damage the longer you hold block? There were lots of ways to discourage perma-blocking by targeting perma-blocking, not simply targeting blocking in general.

    This feels like a crude, lazy way to fix the perma-blocking problem.

    Decreasing stam regen while blocking over time sounds very interesting.

    At least it is better than 0%.
    The Argonians shall rise and the CHEESE will be endless.
  • xaraan
    xaraan
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    In all fairness the developers did comment that they know there are people who don't like the change.

    They said that right now feedback is split 50/50 with regards to the change, but I wonder how much of the 50% who are for the change are not tanks or want the ability to kill tanks faster.

    No it's not. (Though I don't doubt the last sentence in your post at all)

    This idea is someone's puppy on the dev team and a few guilds have tanks (probably DKs 75% of the time) that are saying they have no problems tanking without stamina (and most of them haven't tried the new IC dungeons on vet). This was not a huge issue they've heard about, especially in comparison to other issues (zerging, lag, shield stacking, particular overpowered abilities, etc) that they have had tons of feedback about.

    It feels like they are trying to turn this game into Call of Duty style combat. You can see that with the spawns and instantly dumping people back into fights in IC and now taking away the ability of a tank to tank (past a certain point) so they are easier to zerg down or dps through (b/c dps is what's important, not the other roles). I guess it's doing well on console, so maybe it's smart business wise. The biggest issue is this game is made for casuals and then they throw in random hard core mechanics like this for tanking, it doesn't fit.

    Can I do it? Yes, but my own selfishness doesn't dictate all my decisions believe it or not. It's about what is best for the game and what is balanced. I've seen the huge gap in damage you take (especially in pvp with all the armor pen) for not holding block, even with heavy armor and it's not pretty. The sad thing is with the buff to light armor and the over-powered shields (feedback they've heard overwhelmingly needs to be addressed and choose to ignore btw) we are starting to swing back towards the meta of light armor tanks. There are several ways they could build a stamina penalty in the game that encourages people not to perma-block, but at least rewards players built for tanking with some return. I'm disappointed that now my tanks stamina regen is as important as his health regen (which is - it's not). Not to mention with the latency (not talking lag here) is active blocking will not be reliable in pvp.

    PLUS, they've already added several attacks that go through block. If they are going to go this route with active blocking and still have stuff going through block, then it will be really favored on the side of DPS. So, I don't get stam back while blocking and I lose stam blocking your attack and I lose stam breaking out of your attack that went through my block and I can't block your next attack b/c I'm out of stamina, so... yeah. If I can't regen while blocking, then every attack should be blockable.
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  • Wing
    Wing
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    -snip-

    *sniffle* that was wonderful man, you just keep on going. *claps*
    ESO player since beta.
    full time subscriber.
    PC NA
    ( ^_^ )

    You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods -Xenogears
  • Darnathian
    Darnathian
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    Dagoth_Rac wrote: »
    I think perma-blocking is a big problem. But why implement a change that is an across the board nerf to blocking? It just seems like blocking for a few seconds as designed (against a player's Wrecking Blow, a Dremora's heavy attack, to mitigate a boss mechanic) causes you to either miss stam regen ticks or delay them. It already costs stamina to block. Now we lose stamina regen, too? For using block as designed?

    The problem was not pressing the block button. The problem was keeping the block button held down for a long time.

    Why not increase the cost of block the longer you hold it? Reduce the damage mitigation the longer you hold block? Reduce stamina recovery the longer you hold it? Reduce weapon/spell damage the longer you hold block? There were lots of ways to discourage perma-blocking by targeting perma-blocking, not simply targeting blocking in general.

    This feels like a crude, lazy way to fix the perma-blocking problem.

    There was never a problem. A tank that holds block? Come on. What is the actual problem with that. You are outing out way less damage. You don't kill much.

    Hmm. Why is this guy wearing a sword and shield and blocking? Must be a tank. Get him last. Go for the squishies. Don't worry about him he can't kill crap.

    Or what is happening,

    Omg I am throwing everything at him and it is taking twice as long to kill him than everyone else I slaughter. This is crap Zos. Huge problem zos. Get rid of tanks. Only us shields stackers have any skill refreshing our skills We press two buttons to their one. Nerf then please Nd get rid of this hinderence

    So guess what Zos chooses? Then they all say great change Zos! Then they all laugh out loud in their house and say omg this is going be so much fun murdering everyone!
  • F7sus4
    F7sus4
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    They said that right now feedback is split 50/50 with regards to the change, but I wonder how much of the 50% who are for the change are not tanks or want the ability to kill tanks faster.
    Oh, really? Where's the other 50% of 50/50 then? Show me them talking!
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