It was nerfed because DPS cried a river that they cannot burst and move away. That is how the mobility meta was born. Kill and reposition.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
starkerealm wrote: »It was nerfed because DPS cried a river that they cannot burst and move away. That is how the mobility meta was born. Kill and reposition.
Nope. It was because tanks, in PvE would simply wander around dungeon boss fights permanently blocking everything. PvP balance isn't that important, and hasn't been for awhile.
themdogesbite wrote: »
dodgehopper_ESO wrote: »sirrmattus wrote: »The worst part is, you can use skills while blocking.. Now how stupid is that?
Actually its extremely logical. The shield is an integrated part of combat and is used as much to create openings as it is to deny being injured. While I might suggest that some skills being greyed out while blocking, I do believe that many skills should be functional while blocking, particularly the ones in the 1H+Shield line, but also many class skills. The main issue is that you don't want the shield playstyle to be too good. Many have suggested that blocking mitigate a little less than it does, but to give heavy armor a little more passive resistance than it currently does (to make up for how awful it is). That way the spike damage wouldn't be so high, and reactive blocking would be a lot more reasonable.
themdogesbite wrote: »
You could be right that the carebears did not like that "unkillable" build.
But what a wrong analysis would it be to think that blocking was the issue !
Let's assume that Blocking has no Stamina Costs whatsoever (so not the base value 2160 Stamina per hit) and you would have your normal Stamina regeneration.
Blocking gives you roughly a Damage mitigation of 60-70%.
So... one player blocking would be able to handle three times more Damage than not blocking.
So with equal skilled players you lose when you have more than 3 enemies.
In the vid are not 3,4,5 enemies. There are much more, there is a multitude of enemies
So the inability to kill the blocking guy fast has nothing to do with blocking and everything with the skills of that horde of enemies.
Just a L2P issue, nothing else.
I think that the no Stamina regeneration was done to eliminate the combination of extreme mitigation with significant DPS/HPS or other mitigating ability output.
Just as I think that the current meta that combines high DPS with high self-HPS will be eliminated with the DB DLC or shortly thereafter.
And BTW, I agree with both actions.


Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
themdogesbite wrote: »
I started around the time it was removed so I never got to see what it was like, doesn't seem like anyone even wanted it removed.
Doesn't that pretty much make heavy armor boderline useless in pvp atleast since it's passives are kind of niche?
It was nerfed because DPS cried a river that they cannot burst and move away. That is how the mobility meta was born. Kill and reposition.
not entirely - the permablocking led to the sitaution where you either permablocked aswell or lost the war of attrition from the get go...
they should have changed the dmg potential after blocking an attack substantially instead, that wouldn´t have infected PvE as you are not ment to deal dmg as a tank but sponge it and supress it with cc effects.
themdogesbite wrote: »
You could be right that the carebears did not like that "unkillable" build.
But what a wrong analysis would it be to think that blocking was the issue !
Let's assume that Blocking has no Stamina Costs whatsoever (so not the base value 2160 Stamina per hit) and you would have your normal Stamina regeneration.
Blocking gives you roughly a Damage mitigation of 60-70%.
So... one player blocking would be able to handle three times more Damage than not blocking.
So with equal skilled players you lose when you have more than 3 enemies.
In the vid are not 3,4,5 enemies. There are much more, there is a multitude of enemies
So the inability to kill the blocking guy fast has nothing to do with blocking and everything with the skills of that horde of enemies.
Just a L2P issue, nothing else.
I think that the no Stamina regeneration was done to eliminate the combination of extreme mitigation with significant DPS/HPS or other mitigating ability output.
Just as I think that the current meta that combines high DPS with high self-HPS will be eliminated with the DB DLC or shortly thereafter.
And BTW, I agree with both actions.
they just increased those values for the builds lacking exactly this so i doubt we will see any HPS reduction in DB.
the video perfectly shows the problem of perma blocking (especially on DKs thanks to range immunity as long as scales doesent bugs out) the combination of insanely high dmg mitigation depending on the dmg type (ranged up to 95%dmg reduction) while still maintaining a mentionable dmgoutput including area denial as standart or batswarm(especially in those times with the old ulti generation)
sth like this is just nuts
especially when you recive 5k+ hits in return...
bowmanz607 wrote: »Forestd16b14_ESO wrote: »starkerealm wrote: »It was nerfed because DPS cried a river that they cannot burst and move away. That is how the mobility meta was born. Kill and reposition.
Nope. It was because tanks, in PvE would simply wander around dungeon boss fights permanently blocking everything. PvP balance isn't that important, and hasn't been for awhile.
Sorry no he's right it's cause DPS players in PvP were crying about tanks and how they couldn't kill them so they jsut cried over and over till ZOS had it and nerfed tanks.
Tanks are meant to take damage that is what a tank does DEAL WITH IT instead of crying over and over about tanks doing their jobs and especially stop crying cause you PvP DPS players can't one burst or one shot or what ever it is now.
The issue was not dps not being able to kill them. It was the fact that they couldn't kill at the same time that the supposed tank was putting out solid damage. It was best of both worlds. Today, there are a number of tanks that perma-block in pvp. There are number 9f tanks that eat crazy damage. (Just one example off 9f the top of my head is a tank that took a beating from king Richard and sypher and they had real trouble brining him down for a long period of time.) The difference 8s now thesee perma-blocking tanks have to spec more into doing that which means their damage is crap. Aka, balanced.
This illogical argument about dps whining has no foundation other than a subjective statment. Look at the objective facts.
- QQ from casual "PvPers", carebears, full DPS builds, gankers and scrubs in general.
- Bandaid fix for a much bigger issue -> CP and the sustain gained from it.
- Allegedly to make PvE tanking more engaging (see reddit thread from a while ago) Not that it changed much, tanking any PvE content, except MoL, is still incredibly easy if you have a few brain cells.
This and and the battlespirit debuff is what makes classes that don't have rolldodge, cloak or shields so bad. They have to invest so much into their defense (block) that they will lack any sort of significant damage.
1.6 magDK was solid, doing mediocre damage while having a high defense. My sorc and my stamblade could two shot people while also having massive defense. Never understood the constant qq about the permablock.
But well, ZOS will be ZOS.
https://www.youtube.com/watch?v=hNMPIHmlC2Ibowmanz607 wrote: »- QQ from casual "PvPers", carebears, full DPS builds, gankers and scrubs in general.
- Bandaid fix for a much bigger issue -> CP and the sustain gained from it.
- Allegedly to make PvE tanking more engaging (see reddit thread from a while ago) Not that it changed much, tanking any PvE content, except MoL, is still incredibly easy if you have a few brain cells.
This and and the battlespirit debuff is what makes classes that don't have rolldodge, cloak or shields so bad. They have to invest so much into their defense (block) that they will lack any sort of significant damage.
1.6 magDK was solid, doing mediocre damage while having a high defense. My sorc and my stamblade could two shot people while also having massive defense. Never understood the constant qq about the permablock.
But well, ZOS will be ZOS.
Wrong, currently you have to invest a lot to acheive. Before the change you invested very little to acheive while maintain solid damage. That was one 9f the big issues.
phreatophile wrote: »Bottom line, there are too many ways to not regenerate stamina.
No Regen while blocking, no regen while sneaking, no regen while sprinting. It's overkill.
I'd like to see magicka deal with no regen during 50% of the things they use magicka for.
They should go with reduced regen rather than no regen for all 3 of them.
phreatophile wrote: »Bottom line, there are too many ways to not regenerate stamina.
No Regen while blocking, no regen while sneaking, no regen while sprinting. It's overkill.
I'd like to see magicka deal with no regen during 50% of the things they use magicka for.
They should go with reduced regen rather than no regen for all 3 of them.
I hope that one day, they will remove it as they did for no magicka regen after streak and no magicka regen while blazing shield is active.
Forestd16b14_ESO wrote: »bowmanz607 wrote: »Forestd16b14_ESO wrote: »starkerealm wrote: »It was nerfed because DPS cried a river that they cannot burst and move away. That is how the mobility meta was born. Kill and reposition.
Nope. It was because tanks, in PvE would simply wander around dungeon boss fights permanently blocking everything. PvP balance isn't that important, and hasn't been for awhile.
Sorry no he's right it's cause DPS players in PvP were crying about tanks and how they couldn't kill them so they jsut cried over and over till ZOS had it and nerfed tanks.
Tanks are meant to take damage that is what a tank does DEAL WITH IT instead of crying over and over about tanks doing their jobs and especially stop crying cause you PvP DPS players can't one burst or one shot or what ever it is now.
The issue was not dps not being able to kill them. It was the fact that they couldn't kill at the same time that the supposed tank was putting out solid damage. It was best of both worlds. Today, there are a number of tanks that perma-block in pvp. There are number 9f tanks that eat crazy damage. (Just one example off 9f the top of my head is a tank that took a beating from king Richard and sypher and they had real trouble brining him down for a long period of time.) The difference 8s now thesee perma-blocking tanks have to spec more into doing that which means their damage is crap. Aka, balanced.
This illogical argument about dps whining has no foundation other than a subjective statment. Look at the objective facts.
Yes at PC launch tanks were OP but ZOS fixed it but DPS players didn't stop there they keeped whining and crying about tanks till they ware in the state they are in now and don't even say "bla bla beat this streamer cause they are tanks" streamers only care about what's good for them and will cry if they don't get their way and those perma-blockers were players who were juiced up with 1500+ CP.
Long story short tanks need buffed and DPS players need to stop crying jsut cause they can't kill some one who is meant to take damage and if they can deal damage too that's a bonus which raises the question. If a tank can take damage and deal a bit back then why can't a DPS player deal damage and take it too ? After all magicka users have the most OP defense in the game being damage shields and stamina DPS has dodging. Is it that trying to have a bit of real defense means taking away form your DPS ? Well guess it's just time to look at and re-spend some skills then to have both a offense and defense and not just a offense like how this game has been for almost a year now.
The time of this game of being nothing but a DPS contest is hopefully almost over.
Rune_Relic wrote: »ZOS was heavily influenced by DPS players and ignored the tanks.
In spite of saying this was not supposed to be an FPS like halo.
Smoke and mirrors or lip service really.
DPS - "give us 1vX...take away cap so we can hit everyone...make proxy det more powerful....give them vicious death set"
They want to kill as many people as possible as quick as possible and be as mobile as possible.
That's how they get their rocks off.
Tanks - "let us taunt as many players as possible....or root them for as long a possible...and soak up as much damage as possible from as many players as possible at once."
They are the literal anti-dps anti-mobility. THAT IS THEIR JOB with pve adds or pvp zergs!
That how they get their rocks off.
ZOS ..make heavy armour useless...make light and medium more powerful...make block unusable...add tools to kill more people quicker.
Make mitigation over time (temporary armour) with a damage shield the reserve of magicka builds.
Basically....kill stamina tanks....enhance magicka dps/tanks....enhance stamina dps (but kill regen without CP)...make armour comparatively useless.
If blocking was too cheap for everyone all they had to do was increase the block cost for those that didn't have heavy.
If specialist tanks were good at TANKING and soak up lots of damage...like DPS put out loads of damage....yeah....that's the whole point....because...TANK!
If armour sets made tanking too powerful.....rethink that armour set for minor buffing instead of required gear.
The Dark Side
Should tanks be unkillable ?
Should dps have guaranteed kills ?
Clearly the answer isn't "always" yes. With an emphasis on always.
Which means the guaranteed kill and the unkillable state should be temporary.
Specialist tanks should be spend more time in the unkillable phase and less time in the guaranteed kill phase as a balance.
Specialist dps should be spend more time in the guaranteed kill phase and less time in the unkillable phase as a balance.
Its that balance that was and is completely bulked.
If I go against a dps as a tank, I will do 25% of their damage but they will have 50% or more of my defense.
They game is deliberately biased to DPS build and Richard Lambert has stated such on the record.
Until that policy and mindset changes to one of balance rather than bias.....there will be no tanks.
You say you cant find tanks for group content......uhu.....because everyone really wants to be a tank now
People have voted on ZOS tanking ideas with their feet.
phreatophile wrote: »Bottom line, there are too many ways to not regenerate stamina.
No Regen while blocking, no regen while sneaking, no regen while sprinting. It's overkill.
I'd like to see magicka deal with no regen during 50% of the things they use magicka for.
They should go with reduced regen rather than no regen for all 3 of them.
I hope that one day, they will remove it as they did for no magicka regen after streak and no magicka regen while blazing shield is active.
Thing is, all of these nerfs are equally stupid.
The problem is the way regen scales too high due to cp.
Cp needs to be flat regen bonuses instead.
There is a reason why most people abandoned their magicka DK tank characters. I know a handful who sticked with it, and while those guys are performing good, it's only because they are amazing players. But that doesn't change the fact that their performance is simply limited by their class.