So then why doesn't Eric Wrobel have a forum account to help clear up issues like this and communicate with us from time-to-time? We've practically already paid for him to have a forum account many times over.
So then why doesn't Eric Wrobel have a forum account to help clear up issues like this and communicate with us from time-to-time? We've practically already paid for him to have a forum account many times over.
Sometimes i wonder how the roles for "Lead * Developer" are chosen.
Remember the live episode when he tried to complete Blackheart haven (and failed) about a year ago?
You'd think for someone to be designing gameplay mechanics, he/she person should be somewhat outstanding at gameplay mechanics.
Also another thing I have noticed, when armor breaks now, you lose any enchantment and passive bonus you may have had on that piece of armor.
Yeah @Personofsecrets , it isn't the best of places to be in for sure. There are some of us who really, really enjoy running in, punching the boss in the nose, and seeing what he has to say back to us. It truly used to be fun before the stam regen while blocking nerf; I am not now nor have I ever been a perma block tank. I CC'd, I interrupted, I taunted, I mitigated, I saved healers and dps from random mob attacks. It really was a blast! But now I find myself watching the little green bar more than the mobs...and that to me just isn't much fun.
Hateanthem wrote: »As healer, I noticed in VWGT and other stuff like VCOA certain bosses, I have had to throw a LOT more shards than before and our tanks have been getting hit harder, faster than before.
My healer was irritated that I had to ask for so many. I think he is having resource problems too because he usually makes it rain shards, but wa having trouble getting the magicka to do it.
Yeah @Personofsecrets , it isn't the best of places to be in for sure. There are some of us who really, really enjoy running in, punching the boss in the nose, and seeing what he has to say back to us. It truly used to be fun before the stam regen while blocking nerf; I am not now nor have I ever been a perma block tank. I CC'd, I interrupted, I taunted, I mitigated, I saved healers and dps from random mob attacks. It really was a blast! But now I find myself watching the little green bar more than the mobs...and that to me just isn't much fun.
Teargrants wrote: »I believe this is an unintended oversight. If everyone recalls, back on PTS there was a big issue with ALL costs being 30% higher than they should, including abilities, block, dodge - literally everything. ZOS claimed they fixed the issue. Obviously they didn't, and here we are stuck with the block cost still erroneously costing more.
What this means is that there was a known bug, a fix was tested and implemented for the bug, and that fix was not itself properly tested to make sure it actually fixed what it was supposed to fix. It's particularly vexing in this case considering the testing would simply involve testing that the base cost values for abilities, dodge roll, and block were in fact correct. One is left to infer that block was simply not tested.
Personofsecrets wrote: »2800 would fit very well with the 25% Block cost reduction of the CP tree
After the 25% reduction of 700 on 2800, the Block cost is 2100 almost the original 2160
So a tank is forced to waste 100 CP to get back what he had before the CP system
@Deltia made a similar point a while back about the stamina regeneration nerf. He said something along the lines of tanking was getting less fun because champion points was making tanking easier. I personally didn't feel that easier tanking would equal less fun tanking, but if we set that aside, then we run into the issue of why Deltia was thinking that tanking became easier.
The mechanic making tanking easier was champion points. The big thing I have to say about champion points though is that if we are all going to suffer nerfs due to have champion point, then there is no point in having the champion point system to begin with. There is no progression and, with the stamina regeneration nerf, particularly no progression with tanking. Every chance we get to earn champion points or strong gear is complimented by nerfs.
Personofsecrets wrote: »2800 would fit very well with the 25% Block cost reduction of the CP tree
After the 25% reduction of 700 on 2800, the Block cost is 2100 almost the original 2160
So a tank is forced to waste 100 CP to get back what he had before the CP system
@Deltia made a similar point a while back about the stamina regeneration nerf. He said something along the lines of tanking was getting less fun because champion points was making tanking easier. I personally didn't feel that easier tanking would equal less fun tanking, but if we set that aside, then we run into the issue of why Deltia was thinking that tanking became easier.
The mechanic making tanking easier was champion points. The big thing I have to say about champion points though is that if we are all going to suffer nerfs due to have champion point, then there is no point in having the champion point system to begin with. There is no progression and, with the stamina regeneration nerf, particularly no progression with tanking. Every chance we get to earn champion points or strong gear is complimented by nerfs.
The fundamental problem with designing around champion points is that not everyone has 300 or 400 to throw at the system. What do you tell a new customer working on their first character? First you have to grind to V16, then you have to grind for crafted gear, then you have to grind to max CP BEFORE you can start to do vet dungeons... which you'll only want to do to grind for monster sets?
And since questing and playing through with a tanky build takes at least twice as long as a DPS build, why would anyone build a tank character now?
It's one thing to have harder dungeons that that fundamentally require more CP to complete for most players, it's another thing to make sweeping changes to resource management that affect everything in the game and assume CP allocation to "balance" it. I really hope ZOS isn't foolish enough to go down that path any farther.
I think ZOS is basically trying to create another gold sink. By nerfing armor traits and enchantments on broken equipment and now the resources themselves they have effectively forced the players into regularly repairing equipment or finding/crafting new stuff and buying/crafting food, drinks and/or tri-pots .
It should be fixed...but until it is...I can see how demand might rise for food/drink/pots and am acting accordingly.
Yeah... In my opinion, cps should be just an addition for the build, not a requirement.The fundamental problem with designing around champion points is that not everyone has 300 or 400 to throw at the system. What do you tell a new customer working on their first character? First you have to grind to V16, then you have to grind for crafted gear, then you have to grind to max CP BEFORE you can start to do vet dungeons... which you'll only want to do to grind for monster sets?
And since questing and playing through with a tanky build takes at least twice as long as a DPS build, why would anyone build a tank character now?
So then why doesn't Eric Wrobel have a forum account to help clear up issues like this and communicate with us from time-to-time? We've practically already paid for him to have a forum account many times over.
Sometimes i wonder how the roles for "Lead * Developer" are chosen.
Remember the live episode when he tried to complete Blackheart haven (and failed) about a year ago?
You'd think for someone to be designing gameplay mechanics, he/she person should be somewhat outstanding at gameplay mechanics.
I have never done the full math between a tank build and a DPS build for a 1vs1 duel.
yet
and I will wait until at least the smoke is blown away of the current big bugs
but
assume one build does 12k outgoing DPS with 25% damage mitigation for 75% damage left
assume another build does 4k outgoing DPS with 75% damage mitigation for 25% damage left
For every combat round in 1vs1 duel
the DD gets 3k effective damage
the tank gets 3k effective damage
what's wrong with that??? the only thing really different compared to 2 DPS'rs duelling is that the TTK is higher...
And in PVE
fights with a tank will take more time as well, substantial more time..
What's wrong with that???
Is the nerfing of tanks because this is wrong???
Is the nerfing of tanks, because ZOS finds it too difficult to balance builds that are sooo different???
Is ZOS perhaps trying to do this balancing????
I really do not understand what is happening !
I thought we could build characters to our liking (within boundaries of overall balance)
But perhaps my assumed math is still too simple...
Joy_Division wrote: »I have never done the full math between a tank build and a DPS build for a 1vs1 duel.
yet
and I will wait until at least the smoke is blown away of the current big bugs
but
assume one build does 12k outgoing DPS with 25% damage mitigation for 75% damage left
assume another build does 4k outgoing DPS with 75% damage mitigation for 25% damage left
For every combat round in 1vs1 duel
the DD gets 3k effective damage
the tank gets 3k effective damage
what's wrong with that??? the only thing really different compared to 2 DPS'rs duelling is that the TTK is higher...
And in PVE
fights with a tank will take more time as well, substantial more time..
What's wrong with that???
Is the nerfing of tanks because this is wrong???
Is the nerfing of tanks, because ZOS finds it too difficult to balance builds that are sooo different???
Is ZOS perhaps trying to do this balancing????
I really do not understand what is happening !
I thought we could build characters to our liking (within boundaries of overall balance)
But perhaps my assumed math is still too simple...
K.
My DPS sorc has 20K shields so your 4k DPS takes 5 global cooldowns to even start doing actual damage.
If you ever do manage to get me at half health (you won't) I blink away from you. Heal. Recast shield, and re-start the encounter.
To attain that mitigation, you have to hold down block, which means you aren't regening stamina.
When you run low on stamina or health - and you will - you die because you have no mobility.
Personofsecrets wrote: »
b92303008rwb17_ESO wrote: »It's 10 AM on the East Coast now and there is still no official comments. The silence probably means nothing but the blocking cost now works as intended. Rejoice fellow tanks.