Let's just remove tanking from the game while we're at it!
Personofsecrets wrote: »@DDuke
Tanking got nerfed. Players lost 2 enchants of block cost for 1.5 situational enchant worth of damage. That is an overall power loss and especially so because of how efficient the bracing passive is and how inefficient it is for most tanks to add damage to their build. Stop derailing the thread with semantics.
This is for you too @Wrobel . You are not helping tanks.
I have multiple clips of me tanking 5-10 people for minutes without permablock, I'll make sure to add a few of those to the build video
Even once had 5 people spending half an hour trying to kill me (I know that, because Shadowplay with 20min recording limit only caught half of it) - all without any kind of permablocking (or much blocking in general).
You obviously play against scrubs or dont get affected by the broken CC much. Blocking stops ALL CC (except fear). You also have your templar set up to heal more than mine - im a pure tank (with off heals). Yes, I could change my set up to fit in with the changes to become more of a healer, but then, why should I?
Its a nerf to pure tanking and you know it.
There's no such thing as "pure tanking". There's just tanking - how you do it doesn't matter (whether you hold block or mitigate & outheal damage).
When you have atleast 28k health, 50%++ spell resistance, 40% physical resistance, 28.3% critical resistance & 18/14% reduced physical & spell damage from CPs, you can take CCs & sit for the whole duration of them without dying and then heal up with one or two button clicks. Of course there are times when you get CC'd at low health and you die, but such is life
Tanking is about mitigating damage & surviving it, not necessarily about taping down the right mouse button & being an useless sponge in the battlefield.
dodgehopper_ESO wrote: »I have multiple clips of me tanking 5-10 people for minutes without permablock, I'll make sure to add a few of those to the build video
Even once had 5 people spending half an hour trying to kill me (I know that, because Shadowplay with 20min recording limit only caught half of it) - all without any kind of permablocking (or much blocking in general).
You obviously play against scrubs or dont get affected by the broken CC much. Blocking stops ALL CC (except fear). You also have your templar set up to heal more than mine - im a pure tank (with off heals). Yes, I could change my set up to fit in with the changes to become more of a healer, but then, why should I?
Its a nerf to pure tanking and you know it.
There's no such thing as "pure tanking". There's just tanking - how you do it doesn't matter (whether you hold block or mitigate & outheal damage).
When you have atleast 28k health, 50%++ spell resistance, 40% physical resistance, 28.3% critical resistance & 18/14% reduced physical & spell damage from CPs, you can take CCs & sit for the whole duration of them without dying and then heal up with one or two button clicks. Of course there are times when you get CC'd at low health and you die, but such is life
Tanking is about mitigating damage & surviving it, not necessarily about taping down the right mouse button & being an useless sponge in the battlefield.
In fairness here, you're suggesting that the Magplar build is better. In that respect I agree with you, but I understand his sentiment that it is unfortunate that the 'Warrior' spec gets its teeth kicked in here. I see where he's coming from and I mirror his concerns, although to be honest I was planning to switch over to a build design similar to what you are using, in large part because I know it works. The only reason I haven't switched in the last few months is that I'm enjoying the TG content, and trying to mop up the last couple of achievements I need, and to do that well a big stamina pool is more effective. I'm also having fun with my Stamplar even though I feel my Stamblade is better at the role. You are right though, that vale tudo applies here 'Whatever works'. Currently the heal oriented build is what works best in this scenario.
Personofsecrets wrote: »@DDuke
Tanking got nerfed. Players lost 2 enchants of block cost for 1.5 situational enchant worth of damage. That is an overall power loss and especially so because of how efficient the bracing passive is and how inefficient it is for most tanks to add damage to their build. Stop derailing the thread with semantics.
This is for you too @Wrobel . You are not helping tanks.
I've never required any block cost reduction jewelry on either of my two V16 tanks. Maybe re-evaluate your build to require less RMB?
Sweeps as a templar tank, Inhale as DK or Sap as NB work to give you some examples on how to survive trash pulls for instance.
Where tanks excel is mitigation (and that is what is getting buffed), use that to your advantage.
dodgehopper_ESO wrote: »One other point I think that is worth considering is that it would seem they are trying to increase the value of the armor itself and devalue the shield. On top end content though as people are saying things could get a bit dicey still. I do believe that the notion of better armor, weaker shield was what people were asking for, though the approach of the devs is to give it to us in a way different than was asked. It is quite possible they will downgrade the spikes of damage you receive, and in fact I do recall reading a post on that very topic in recent days by the developers. It makes sense the tank is better at handling a concerted barrage of attacks, with or without his shield up. I do believe it is there intend to avoid the commonality of players getting 'spiked' because the only way of surviving is holding your shield up at all times. To that end I think it would be a good change for the game, because honestly that is stupid.
Personofsecrets wrote: »Personofsecrets wrote: »@DDuke
Tanking got nerfed. Players lost 2 enchants of block cost for 1.5 situational enchant worth of damage. That is an overall power loss and especially so because of how efficient the bracing passive is and how inefficient it is for most tanks to add damage to their build. Stop derailing the thread with semantics.
This is for you too @Wrobel . You are not helping tanks.
I've never required any block cost reduction jewelry on either of my two V16 tanks. Maybe re-evaluate your build to require less RMB?
Sweeps as a templar tank, Inhale as DK or Sap as NB work to give you some examples on how to survive trash pulls for instance.
Where tanks excel is mitigation (and that is what is getting buffed), use that to your advantage.
Don't straw man. I've not said anything that I require and you therefore can't know what I use or don't use. You make this type of argument all of the time and it is dishonest of you.
Nobody cares about trash pulls. Why are you talking about trash pulls?
How is damage mitigation being buffed by the removal of bracing? There are many ways that such a change will cause future tanks to take more damage.
Juggernaut: Increased the amount of maximum health this passive grants per piece of Heavy Armor to 1/2% at Ranks I/II from 0.5/1%.
Rapid Mending: Increased the healing taken bonus to 4/8%
Personofsecrets wrote: »@DDuke
Tanking got nerfed. Players lost 2 enchants of block cost for 1.5 situational enchant worth of damage. That is an overall power loss and especially so because of how efficient the bracing passive is and how inefficient it is for most tanks to add damage to their build. Stop derailing the thread with semantics.
This is for you too @Wrobel . You are not helping tanks.
I've never required any block cost reduction jewelry on either of my two V16 tanks. Maybe re-evaluate your build to require less RMB?
Sweeps as a templar tank, Inhale as DK or Sap as NB work to give you some examples on how to survive trash pulls for instance.
Where tanks excel is mitigation (and that is what is getting buffed), use that to your advantage.
SirSilverMask wrote: »Personofsecrets wrote: »@DDuke
Tanking got nerfed. Players lost 2 enchants of block cost for 1.5 situational enchant worth of damage. That is an overall power loss and especially so because of how efficient the bracing passive is and how inefficient it is for most tanks to add damage to their build. Stop derailing the thread with semantics.
This is for you too @Wrobel . You are not helping tanks.
I've never required any block cost reduction jewelry on either of my two V16 tanks. Maybe re-evaluate your build to require less RMB?
Sweeps as a templar tank, Inhale as DK or Sap as NB work to give you some examples on how to survive trash pulls for instance.
Where tanks excel is mitigation (and that is what is getting buffed), use that to your advantage.
You already admitted that you don't tank trials, and that is where the nerf is being felt most, so it doesn't matter what you require or don't require, because you have never done it. It is a nerf and it is making it harder for tanks to manage larger groups of adds in trials. Yes current tanks will adapt, but it makes it harder to bring in new players and weakens the overall game. Don't use your pvp and the current weak 4 man dungeons to say that tanking is in a fine spot, because it is being nerfed and unless changes happen will continue to turn the game more and more into a plain dps race with all content only needing damage dealers.
dodgehopper_ESO wrote: »One other point I think that is worth considering is that it would seem they are trying to increase the value of the armor itself and devalue the shield. On top end content though as people are saying things could get a bit dicey still. I do believe that the notion of better armor, weaker shield was what people were asking for, though the approach of the devs is to give it to us in a way different than was asked. It is quite possible they will downgrade the spikes of damage you receive, and in fact I do recall reading a post on that very topic in recent days by the developers. It makes sense the tank is better at handling a concerted barrage of attacks, with or without his shield up. I do believe it is there intend to avoid the commonality of players getting 'spiked' because the only way of surviving is holding your shield up at all times. To that end I think it would be a good change for the game, because honestly that is stupid.
Yes, totally agreed.Personofsecrets wrote: »Personofsecrets wrote: »@DDuke
Tanking got nerfed. Players lost 2 enchants of block cost for 1.5 situational enchant worth of damage. That is an overall power loss and especially so because of how efficient the bracing passive is and how inefficient it is for most tanks to add damage to their build. Stop derailing the thread with semantics.
This is for you too @Wrobel . You are not helping tanks.
I've never required any block cost reduction jewelry on either of my two V16 tanks. Maybe re-evaluate your build to require less RMB?
Sweeps as a templar tank, Inhale as DK or Sap as NB work to give you some examples on how to survive trash pulls for instance.
Where tanks excel is mitigation (and that is what is getting buffed), use that to your advantage.
Don't straw man. I've not said anything that I require and you therefore can't know what I use or don't use. You make this type of argument all of the time and it is dishonest of you.
Nobody cares about trash pulls. Why are you talking about trash pulls?
How is damage mitigation being buffed by the removal of bracing? There are many ways that such a change will cause future tanks to take more damage.
Alright, no need to get defensive - just trying to help
I was talking about trash pulls, because that's the only place where you'll really notice the blocks taking 20% more stamina. Well, trash pulls & maybe gatling gun from Rakkhat in vMoL.
More health=less blocking requiredJuggernaut: Increased the amount of maximum health this passive grants per piece of Heavy Armor to 1/2% at Ranks I/II from 0.5/1%.
More healing received=less blocking requiredRapid Mending: Increased the healing taken bonus to 4/8%
Defending trait also got buffed significantly, now granting around 2% more mitigation.
Buffed nirnhoned armor trait also gives more mitigation now (haven't calculated how much you get in total yet).
SienneYviete wrote: »Initial seat of the pants feeling for me is on solo boss fights like mantikora the serpent or warrior i'm getting more stam back than what is getting used even while perma blocking. Yet to try vmol on pts but I would say that on the trash i'm going to be watching my stam bar more than ever. No biggie though some gear and cp adjustments and I will be good to go.
But saying that "tanking is getting nerfed" is disingenuous at best, since the statement only applies to fraction of the content (elsewhere it's getting buffed instead).
Personofsecrets wrote: »But saying that "tanking is getting nerfed" is disingenuous at best, since the statement only applies to fraction of the content (elsewhere it's getting buffed instead).
I can understand that perspective, but may disagree about the size of the fraction of the content that tanking is nerfed with respect to.
Eric Wrobel wrote:Heavy Armor needs to be useful for tanking, but also effective at dealing damage.
I also would put blame on the champion system. as a lot of the power of blocking has shifted to the flat resistances you can get up to 25%
THATS! why blocking is so nerfed.
if you could perma block. 50% mitigation from armor cap, 25% mitigation from CP, 50% (base) from blocking
note that does not = 125% as most things in gaming or not additive.
now I may not like it, I may want the return of stam regen while blocking (its still stupid, increase block cost fine but let us keep our regen) but this is just how the game is shaping up to be so we have to roll with it. . .but not dodge roll because that costs more now too.