Personofsecrets wrote: »I know that so many of you have different ideas about tanking, but let me still ask the following question. Do tanks really need to get nerfed more?
zerosingularity wrote: »Now that I have given it more thought, I can imagine a scenario.
I drain more stamina, but thanks to constitution, I regain more magicka. Now I can swap a mag recovery glyph for more block cost reduction.
Will this be balanced? Probably not, but hopefully it helps.
*In before Engine Guardian, that set should NOT be required to tank.
Personofsecrets wrote: »@ZOS_RichLambert @ZOS_Finn
Bracing is the currently, in my opinion, the best heavy armor passive. I consider it the best passive because it adds a stat that is normally inefficient to add to in an efficient way.
We also have a direct nerf in the form of increased block cost.
In exchange for this, with respect to resources, you have offered an armor trait that lowers the cost of blocking, made a minor change to constitution, and made a minor change to heavy attacks.
I predict that these changes will skew fights even more toward the resource insufficiency of the tanking skill lines.
In the future, suppose that I am attacked once every 1.5 seconds. That is a normal number of times to be attacked by a single enemy. Over 4 seconds I will generate about 700 stamina via constitution. I will also lose about 4300 stamina assuming only that the new and increased block cost is 2300/hit and that I only am receiving block cost mitigation via sword and shield.
Currently, given those same circumstances, but with the current constitution value, current bracing, and current block cost, I'll gain about 250 stamina over 4 seconds and lose about 2900 stamina.
The difference between the circumstances is that, in the future, I will be at a 3600 stamina deficit after 4 seconds and currently I will be at a 2650 stamina deficit after 4 seconds. After 4 seconds, in the future I will have 1000 less stamina than I currently have. Additionally, this disparity is based on a conservative calculation. It is based on a single target fight. Because of losing the best passive ability of heavy armor in exchange for nothing, fights with multiple enemies attacking will cause stamina in the future to suffer at even greater disparity rate than the one that I just calculated based on a single target fight. Things aren't looking pretty.
And let's say that the sturdy trait helps. But at what cost is that help? Well I personally would lose magic regeneration in order to gain block cost mitigation. Let's say that the increase in stamina generated via heavy attacks helps. But at what cost is that help. Less blocking is equal to more dying. We suffer these consequences all for some weapon and spell damage that will ultimately be inconsequential to tanking.
Let's further make the same error that has been made before about tanking being made more easy due to champion points and is therefore needing to be nerfed to remain challenging. Perhaps tanking would be more easy with a grand 50 champion points added (17 of which will be practically useless), but how exactly do tanks become more powerful with champion points when, every time we get champion points, we are drastically nerfed?
You know, I thought that after the official thread dedicated to making tanking better the development team would get it through their thick skulls that tanks are dead tired of micro-managing their stamina. Did anyone ask for you to nerf bracing? To the contrary I've been saying it is the best passive skill for tanks. It is the premier reason to wear heavy armor.
Pardon my brashness, but what the hell are you thinking?
P.S. Nobody wants to do fully charged heavy attacks. Nobody. They aren't fun. Nobody. Normally companies cater to what their base wants. For some reason you didn't get the news letter on that key business practice when it comes to fully charged heavy attacks.
P.P.S. My proposed solution to this new problem that you have created is just to leave bracing alone. I will swallow the increased block cost if you just leave our best passive ability as it is rather than making it amount to a hill of beans.
What this means for my light armour mDK though is that i can now do a full perma block light armour build and not see a difference between that and heavy. So in essence, you have really just buffed light/medium armour builds and nerfed HA.
Personofsecrets wrote: »zerosingularity wrote: »Now that I have given it more thought, I can imagine a scenario.
I drain more stamina, but thanks to constitution, I regain more magicka. Now I can swap a mag recovery glyph for more block cost reduction.
Will this be balanced? Probably not, but hopefully it helps.
*In before Engine Guardian, that set should NOT be required to tank.
3000 magic, on a toon with 20k stam (maybe the average?) is equal to 1000 stamina for a dk. In a way the magic given by Constitution will be worth (for me) around 750 stamina plus 250 stamina via the magic conversion. The math still isn't going to add up to be equal that way on a single target fight. The math will still get much worse when taking attacks from more than 1 enemy.
Pirhana7_ESO wrote: »Personofsecrets wrote: »@ZOS_RichLambert @ZOS_Finn
Bracing is the currently, in my opinion, the best heavy armor passive. I consider it the best passive because it adds a stat that is normally inefficient to add to in an efficient way.
We also have a direct nerf in the form of increased block cost.
In exchange for this, with respect to resources, you have offered an armor trait that lowers the cost of blocking, made a minor change to constitution, and made a minor change to heavy attacks.
I predict that these changes will skew fights even more toward the resource insufficiency of the tanking skill lines.
In the future, suppose that I am attacked once every 1.5 seconds. That is a normal number of times to be attacked by a single enemy. Over 4 seconds I will generate about 700 stamina via constitution. I will also lose about 4300 stamina assuming only that the new and increased block cost is 2300/hit and that I only am receiving block cost mitigation via sword and shield.
Currently, given those same circumstances, but with the current constitution value, current bracing, and current block cost, I'll gain about 250 stamina over 4 seconds and lose about 2900 stamina.
The difference between the circumstances is that, in the future, I will be at a 3600 stamina deficit after 4 seconds and currently I will be at a 2650 stamina deficit after 4 seconds. After 4 seconds, in the future I will have 1000 less stamina than I currently have. Additionally, this disparity is based on a conservative calculation. It is based on a single target fight. Because of losing the best passive ability of heavy armor in exchange for nothing, fights with multiple enemies attacking will cause stamina in the future to suffer at even greater disparity rate than the one that I just calculated based on a single target fight. Things aren't looking pretty.
And let's say that the sturdy trait helps. But at what cost is that help? Well I personally would lose magic regeneration in order to gain block cost mitigation. Let's say that the increase in stamina generated via heavy attacks helps. But at what cost is that help. Less blocking is equal to more dying. We suffer these consequences all for some weapon and spell damage that will ultimately be inconsequential to tanking.
Let's further make the same error that has been made before about tanking being made more easy due to champion points and is therefore needing to be nerfed to remain challenging. Perhaps tanking would be more easy with a grand 50 champion points added (17 of which will be practically useless), but how exactly do tanks become more powerful with champion points when, every time we get champion points, we are drastically nerfed?
You know, I thought that after the official thread dedicated to making tanking better the development team would get it through their thick skulls that tanks are dead tired of micro-managing their stamina. Did anyone ask for you to nerf bracing? To the contrary I've been saying it is the best passive skill for tanks. It is the premier reason to wear heavy armor.
Pardon my brashness, but what the hell are you thinking?
P.S. Nobody wants to do fully charged heavy attacks. Nobody. They aren't fun. Nobody. Normally companies cater to what their base wants. For some reason you didn't get the news letter on that key business practice when it comes to fully charged heavy attacks.
P.P.S. My proposed solution to this new problem that you have created is just to leave bracing alone. I will swallow the increased block cost if you just leave our best passive ability as it is rather than making it amount to a hill of beans.
Have you even gone onto the PTS and tested it yet?????? I dont think you realize how effective the changes are they made.
The passive regain trait when you get hit gives you more stamina back every 4 seconds than you were losing from blocking before. You are also getting a big boost of magika on top of that.
I have yet to try the blocking reduction buff but someone already said you only need to put it on 2 pieces to make up the loss. This can be on the 2 small items like your belt and gloves with minimal "rienforce" trait loss. Now if you combine that with the passive from above you get a major buff to blocking.
OP, you need to get onto PTS and test the new changes. The improvement to Constitution is really, really good. Black Rose is now a ridiculously good set. The bonus damage from being hit is good, and 8% healing is excellent.
(PVP Perspective) On one hand, the 200 SD/WD when taking damage means that the DPS loss you get in HA is mitigated somewhat BUT on the other hand, without the ability to block and the fact that resistances mean fairly little, you need to change all your armour enchants now to sturdy and this just opens you up to get slaughtered by a ganker/any crit burst.
What this means for my light armour mDK though is that i can now do a full perma block light armour build and not see a difference between that and heavy. So in essence, you have really just buffed light/medium armour builds and nerfed HA.
zerosingularity wrote: »Personofsecrets wrote: »zerosingularity wrote: »Now that I have given it more thought, I can imagine a scenario.
I drain more stamina, but thanks to constitution, I regain more magicka. Now I can swap a mag recovery glyph for more block cost reduction.
Will this be balanced? Probably not, but hopefully it helps.
*In before Engine Guardian, that set should NOT be required to tank.
3000 magic, on a toon with 20k stam (maybe the average?) is equal to 1000 stamina for a dk. In a way the magic given by Constitution will be worth (for me) around 750 stamina plus 250 stamina via the magic conversion. The math still isn't going to add up to be equal that way on a single target fight. The math will still get much worse when taking attacks from more than 1 enemy.
Agreed that is just gets much worse in a mob.
You know why the bracing was nerfed right? It's because the remaining tanks are too good.
OP, you need to get onto PTS and test the new changes. The improvement to Constitution is really, really good. Black Rose is now a ridiculously good set. The bonus damage from being hit is good, and 8% healing is excellent.
WolfingHour wrote: »OP, you need to get onto PTS and test the new changes. The improvement to Constitution is really, really good. Black Rose is now a ridiculously good set. The bonus damage from being hit is good, and 8% healing is excellent.
Skewing builds towards a single set is never a good thing in my book.
GeertKarel wrote: »Next week when it comes on PTS for eu I will test it on my own char. like woeler said before the 20% might not be 20% actually but 20% from the remaining block cost after reduction of block cost rings. We will see what happens.
btw the sturdy trait is now:
base 1% block cost reduction, then 1.5, 2, 2.5, and finally 3% per location at gold armor
a full set of sturdy armor and shield all gold is 24% block cost reduction.
its moved out of heavy armor and into a trait.
that could be cool for med armor tanks too.
Personofsecrets wrote: »OP, you need to get onto PTS and test the new changes. The improvement to Constitution is really, really good. Black Rose is now a ridiculously good set. The bonus damage from being hit is good, and 8% healing is excellent.
No, we don't have to test crappy things to know that they are crappy. If you want to post indisputable proof that we aren't being nerfed, then make a comparison video.
Personofsecrets wrote: »OP, you need to get onto PTS and test the new changes. The improvement to Constitution is really, really good. Black Rose is now a ridiculously good set. The bonus damage from being hit is good, and 8% healing is excellent.
No, we don't have to test crappy things to know that they are crappy. If you want to post indisputable proof that we aren't being nerfed, then make a comparison video.
You can't make claims on things you have not tested and then tell those who question you that they need to provide proof without theoretically having any proof yourself. Such arguments are called a "shift of the burden of proof" and fall in the category of logical fallacies.
I'm happy to have constructive discussions about what ZOS did, but not by just "assuming" stuff.