Rugz_Maulgoth wrote: »Hey gang,
Just trying to play Devil's Advocate and lay out reasons why the most recent change might work.
Pros in the Red Tree:
- Almost every PvE Tank will have access to Unchained, significantly increasing overall Stamina management of tanks and maybe even making caltopsand/or Ring of Preservation a thing we can take.
- PvE Tanks have greater access to Elusive, if desired. Not a huge bonus...but there is an actual reason someone might spec into this now. I don't know anyone that did before.
- Bastion is now fully available to PvE tanks.
What we're losing:
- Easy access to Shield Expert.....that's like like 1000+ mitigation. That sucks. I feel it should be moved either down the tree or to another tree.
- Ain't nobody going to use Reinforced. But they weren't really now anyway.
Overall, we are getting more damage reduction than we're losing, its not huge...but we're getting it.
Stamina builds will be somewhat pigeonholed into The Lady for that juicy Unchained hotness, which will help with Stamina management.
Bastion looks like it might be a go-to for Magicka based tanks. As a templar, when I'm taking AoE damage I'll spam Blazing Shield over the choice to block to save stamina. This change will allow shielding in AoE to be more effective for all classes. We'll also save some mana from not casting shields as much or as often because we'll have bigger shields. Not great...but it's something. I'm trying to be positive here.
Pros in the Green Tree:
- BETTER DROPS.
- I don't know...easier access to that Heavy Attack Invisibility thing?
- Slower Gathering Times for the RP.
Realistically, I have never used regen stats as a tank, except maybe experimenting with the odd health regen build, but that's out the window now. A typical tank set up will likely look like:
50-75 in Block Cost Reduction
30 ish into Break Free Reduction
15 into Tenacity (which is actually pretty great now)
30+ into Ability Cost Reduction
What we're losing:
- Ability Cost Reduction in two different trees.
- Greater Ability Cost Reduction in one tree.
- Did anybody use Bash Reduction?
- Health Recovery (not really used in PvE anyway)
- Magicka Recovery (negligible considering the buffs to constitution)
Umm....I feel like this could really homogenize tank set ups now...It doesn't seem like that huge of a nerf and we get some defensive boons out of it...but...it feels really weird.
If sturdy were buffed at least 1% more and was additive with Fortress I could maybe support it.
The biggest pain will be switching set ups for PvE and PvP. If sturdy were enough to offset the necessity for Block Cost Reduction it would be more a matter of switching gear than switching CP which would be preferable.
Lucius_Aelius wrote: »
I can if i know why it was done and why its a buff
Red is an extremely good line..with a lot of things you have to split between.
Hardy/Thickened Skin/Elemental/Block Cost Reduction/Resistant are all top tier...and you have some other decent ones as well that no one has points to put in.
They basically took Block Cost reduction out of that line..Freeing all those points you had to drop in it...To be put in either Spell Resist or Resistant for the Shield Passive and you can move any remaining point over to the other really good CP passives. For Example..I have 50 in Block Cost Reduction and 50 in Crit damage Reduction on my DK, I'm now able to put 75 in Crit Reduction and move the remaining points over to the other good passives.
Over in the Green Tree I basically had Stamina Cost Reduction/Bash Cost Reduction/Stamina Recovery/Dodge Roll Cost reduction (and Break Free)....heavy armor generally has *** for stamina recovery..So putting points in that was always a filler to me...So I generally max put a lot in Stamina Cost reduction and bash cost reduction...Now i'll be able to do Stamina Cost Reduction/Bash Cost Reduction/Block Cost Reduction.
In other words...My defense is going to go up because of this change.
Lucius_Aelius wrote: »
I can if i know why it was done and why its a buff
Red is an extremely good line..with a lot of things you have to split between.
Hardy/Thickened Skin/Elemental/Block Cost Reduction/Resistant are all top tier...and you have some other decent ones as well that no one has points to put in.
They basically took Block Cost reduction out of that line..Freeing all those points you had to drop in it...To be put in either Spell Resist or Resistant for the Shield Passive and you can move any remaining point over to the other really good CP passives. For Example..I have 50 in Block Cost Reduction and 50 in Crit damage Reduction on my DK, I'm now able to put 75 in Crit Reduction and move the remaining points over to the other good passives.
Over in the Green Tree I basically had Stamina Cost Reduction/Bash Cost Reduction/Stamina Recovery/Dodge Roll Cost reduction (and Break Free)....heavy armor generally has *** for stamina recovery..So putting points in that was always a filler to me...So I generally max put a lot in Stamina Cost reduction and bash cost reduction...Now i'll be able to do Stamina Cost Reduction/Bash Cost Reduction/Block Cost Reduction.
In other words...My defense is going to go up because of this change.
This is right. How is zenimax supposed to get better at balancing their game if we complain about solid design changes. They put cost reduction in the green tree where it belongs. You now have a healthier red tree point spread and a point spread in the green tree that makes sense to a tank. Give the devil his due, good job on this one Wroebel.
Rugz_Maulgoth wrote: »Hey gang,
Just trying to play Devil's Advocate and lay out reasons why the most recent change might work.
Pros in the Red Tree:
- Almost every PvE Tank will have access to Unchained, significantly increasing overall Stamina management of tanks and maybe even making caltopsand/or Ring of Preservation a thing we can take.
- PvE Tanks have greater access to Elusive, if desired. Not a huge bonus...but there is an actual reason someone might spec into this now. I don't know anyone that did before.
- Bastion is now fully available to PvE tanks.
What we're losing:
- Easy access to Shield Expert.....that's like like 1000+ mitigation. That sucks. I feel it should be moved either down the tree or to another tree.
- Ain't nobody going to use Reinforced. But they weren't really now anyway.
Overall, we are getting more damage reduction than we're losing, its not huge...but we're getting it.
Stamina builds will be somewhat pigeonholed into The Lady for that juicy Unchained hotness, which will help with Stamina management.
Bastion looks like it might be a go-to for Magicka based tanks. As a templar, when I'm taking AoE damage I'll spam Blazing Shield over the choice to block to save stamina. This change will allow shielding in AoE to be more effective for all classes. We'll also save some mana from not casting shields as much or as often because we'll have bigger shields. Not great...but it's something. I'm trying to be positive here.
Pros in the Green Tree:
- BETTER DROPS.
- I don't know...easier access to that Heavy Attack Invisibility thing?
- Slower Gathering Times for the RP.
Realistically, I have never used regen stats as a tank, except maybe experimenting with the odd health regen build, but that's out the window now. A typical tank set up will likely look like:
50-75 in Block Cost Reduction
30 ish into Break Free Reduction
15 into Tenacity (which is actually pretty great now)
30+ into Ability Cost Reduction
What we're losing:
- Ability Cost Reduction in two different trees.
- Greater Ability Cost Reduction in one tree.
- Did anybody use Bash Reduction?
- Health Recovery (not really used in PvE anyway)
- Magicka Recovery (negligible considering the buffs to constitution)
Umm....I feel like this could really homogenize tank set ups now...It doesn't seem like that huge of a nerf and we get some defensive boons out of it...but...it feels really weird.
If sturdy were buffed at least 1% more and was additive with Fortress I could maybe support it.
The biggest pain will be switching set ups for PvE and PvP. If sturdy were enough to offset the necessity for Block Cost Reduction it would be more a matter of switching gear than switching CP which would be preferable.
Lucius_Aelius wrote: »
I can if i know why it was done and why its a buff
Red is an extremely good line..with a lot of things you have to split between.
Hardy/Thickened Skin/Elemental/Block Cost Reduction/Resistant are all top tier...and you have some other decent ones as well that no one has points to put in.
They basically took Block Cost reduction out of that line..Freeing all those points you had to drop in it...To be put in either Spell Resist or Resistant for the Shield Passive and you can move any remaining point over to the other really good CP passives. For Example..I have 50 in Block Cost Reduction and 50 in Crit damage Reduction on my DK, I'm now able to put 75 in Crit Reduction and move the remaining points over to the other good passives.
Over in the Green Tree I basically had Stamina Cost Reduction/Bash Cost Reduction/Stamina Recovery/Dodge Roll Cost reduction (and Break Free)....heavy armor generally has *** for stamina recovery..So putting points in that was always a filler to me...So I generally max put a lot in Stamina Cost reduction and bash cost reduction...Now i'll be able to do Stamina Cost Reduction/Bash Cost Reduction/Block Cost Reduction.
In other words...My defense is going to go up because of this change.
This is right. How is zenimax supposed to get better at balancing their game if we complain about solid design changes. They put cost reduction in the green tree where it belongs. You now have a healthier red tree point spread and a point spread in the green tree that makes sense to a tank. Give the devil his due, good job on this one Wroebel.
This is right. How is zenimax supposed to get better at balancing their game if we complain about solid design changes. They put cost reduction in the green tree where it belongs. You now have a healthier red tree point spread and a point spread in the green tree that makes sense to a tank. Give the devil his due, good job on this one Wroebel.
Its like dealing with a demon, you want something, ok you get it. But in exchange u need to give up something. Nothing is free
GoodOlPinkly wrote: »GoodOlPinkly wrote: »Lucius_Aelius wrote: »
I can if i know why it was done and why its a buff
Red is an extremely good line..with a lot of things you have to split between.
Hardy/Thickened Skin/Elemental/Block Cost Reduction/Resistant are all top tier...and you have some other decent ones as well that no one has points to put in.
They basically took Block Cost reduction out of that line..Freeing all those points you had to drop in it...To be put in either Spell Resist or Resistant for the Shield Passive and you can move any remaining point over to the other really good CP passives. For Example..I have 50 in Block Cost Reduction and 50 in Crit damage Reduction on my DK, I'm now able to put 75 in Crit Reduction and move the remaining points over to the other good passives.
Over in the Green Tree I basically had Stamina Cost Reduction/Bash Cost Reduction/Stamina Recovery/Dodge Roll Cost reduction (and Break Free)....heavy armor generally has *** for stamina recovery..So putting points in that was always a filler to me...So I generally max put a lot in Stamina Cost reduction and bash cost reduction...Now i'll be able to do Stamina Cost Reduction/Bash Cost Reduction/Block Cost Reduction.
In other words...My defense is going to go up because of this change.
Ok let's see where heavy armor started before PTS with bracing
20% block reduction
Just to get that back you need to give up resource management either way, by taking CP out of mag reduction, and mag regen to put them into block reduction.... Or re craft all armor in sturdy and give up (PVE Divines which usually takes away mag regen) or (PVP Impen which forces you to put more into Impen anyways not because you choose to, and that being said will still net you a loss in crit resist).
Zos did all this so you can have 200 more spell/ wep damage.
If you completely ignore the fact they also gave you a crap ton more Magicka/Stamina recovery when wearing heavy armor...Which more then makes up for anything you would get from PVE Divines, More Health and More Healing Received.
To go a long with that 200 more Spellpower/weapon damage.
You can get 35% cost reduction from armor now, and you gained an extra 6% cost reduction from 1hd/shield as well.
So not only do you get all those things I listed, you're probably (based on how the Cost reduction works for armor) gained about 10% more cost reduction then Live.
Your not thinking about the fact that the regen from the armor does not factor in with your actual regen stat which in turn makes CP regen % base weaker, also Divines was an example. You loose reinforced, infused, nirnhoned, but for me the biggest is Impen, (This change alone less Impen makes you less tanky in pvp) really less tanky in heavy armor.
Lucius_Aelius wrote: »Its like dealing with a demon, you want something, ok you get it. But in exchange u need to give up something. Nothing is free
What's that even supposed to mean? There was nothing wrong with the Champion Points, no one was complaining and there was nothing there to be fixed. All this did was break a whole bunch of things, and for absolutely no good reason at all.
Tanks are definitely in need of a buff, but this isn't even a buff, for most Tank Builds this is a straight-up nerf pure and simple. No one asked for this, no one wanted it, and the handful of people who say they like it or are okay with it are dwarfed by the multitudes of people who despise this change and whose Builds will be harmed or ruined if it is allowed to go live.
SirSilverMask wrote: »PvE tanks that know what they are doing don't need to break free that often so unchained really doesn't help much, that is more on the PvP side. Same applies to elusive.
Really what this does is makes it more practical for a MA wearer to have the same armor as a HA wearer without losing much. It is easy for a HA wearer to max out spell mitigation. Now a MA wearer can increase their physical and spell resistances while getting the bonus of increasing shield resistance by 75%. A PvE HA wearer doesn't have anything really useful in the steed tree anymore for any build.
Lucius_Aelius wrote: »I disagree almost entirely with your assessment as a whole, mainly for the fact that you don't seem to value resource management properly, which is a grave error. Maybe you're fine without it, but we're not supposed to be all carbon copies of each other. People like using a wide variety of builds and this change will utterly slaughter the diversity of viable Tank Builds, especially Hybrid Tanks like mine which are designed to do some decent Damage as well, and that requires resources which we already lack by wearing Heavy Armor.
The Thief is too important for resource management for most people to think about using it for anything else, that's what the whole Thief constellation is about, and throwing in Block Cost Reduction will prevent me from being able to use Block Cost reduction, and without Bracing either that's a huge blow. On top of that the Armor increase for Shields in the Steed is too important not to have, but without Block Cost reduction there's little of value for a Tank in the Steed besides the passives. For me that stuff isn't useless and I already use some Spell Resistance and Crit Resistance as well as Blocking, but without Bracing I was expecting to need to go all in on Block reduction in order to compensate, and now I can't even do that.
Sturdy being the only way to get decent Block Cost reduction is ridiculous and excessively limiting, destroying any diversity in Gear Traits and forcing anyone who wants to tank to use only one Trait, and that is just bad design. This is not a good thing for Tanks at all, and at a time when Tanks are already hurting and severely lacking in relation to Damage Dealers. If this change goes live even less people will bother trying to Tank, and the Group Finder will become even more useless for Damage Dealers with preposterously long Queue times.
Playing Tanks is already hard enough when all solo content requires the ability to deal damage to some degree, and Tanks are rare because of it. You can't take away our resource management, which is required to deal damage effectively, and expect things to do anything but get worse. The Thief needs to stay as is and the Steed as well, no changes were asked for and none were necessary.
Lucius_Aelius wrote: »Its like dealing with a demon, you want something, ok you get it. But in exchange u need to give up something. Nothing is free
What's that even supposed to mean? There was nothing wrong with the Champion Points, no one was complaining and there was nothing there to be fixed. All this did was break a whole bunch of things, and for absolutely no good reason at all.
Tanks are definitely in need of a buff, but this isn't even a buff, for most Tank Builds this is a straight-up nerf pure and simple. No one asked for this, no one wanted it, and the handful of people who say they like it or are okay with it are dwarfed by the multitudes of people who despise this change and whose Builds will be harmed or ruined if it is allowed to go live.
What i meant is, you guys were complaining about bracing change then they finally give u all solution by buffing sword and board passive and sturdy but it doesnt come free, now you must give up block expertise in ur CP build
Rugz_Maulgoth wrote: »SirSilverMask wrote: »PvE tanks that know what they are doing don't need to break free that often so unchained really doesn't help much, that is more on the PvP side. Same applies to elusive.
Really what this does is makes it more practical for a MA wearer to have the same armor as a HA wearer without losing much. It is easy for a HA wearer to max out spell mitigation. Now a MA wearer can increase their physical and spell resistances while getting the bonus of increasing shield resistance by 75%. A PvE HA wearer doesn't have anything really useful in the steed tree anymore for any build.
I agree and disagree. My current vICP set up is fairly damage oriented and has only 10 points in Block Cost Reduction...I block probably less than once a second...As a result, on live I do actually use break free because I do get cc'd some and use unchained to help me recover and cast spells. As a PvE tank I know that there is more than one way to skin a cat. I also use the above set up so I can easily switch to PvP mode without feeling like I have to respec/am missing out on anything. I can still complete the content with ease and like taking newbies through vICP.
In regards to your assessment on The Steed I do agree and I think they should either move the Heavy Armor CP to The Steed, MA to the Lord, and LA to the Lady or Shield Bearer should be moved to The Shadow.Lucius_Aelius wrote: »I disagree almost entirely with your assessment as a whole, mainly for the fact that you don't seem to value resource management properly, which is a grave error. Maybe you're fine without it, but we're not supposed to be all carbon copies of each other. People like using a wide variety of builds and this change will utterly slaughter the diversity of viable Tank Builds, especially Hybrid Tanks like mine which are designed to do some decent Damage as well, and that requires resources which we already lack by wearing Heavy Armor.
The Thief is too important for resource management for most people to think about using it for anything else, that's what the whole Thief constellation is about, and throwing in Block Cost Reduction will prevent me from being able to use Block Cost reduction, and without Bracing either that's a huge blow. On top of that the Armor increase for Shields in the Steed is too important not to have, but without Block Cost reduction there's little of value for a Tank in the Steed besides the passives. For me that stuff isn't useless and I already use some Spell Resistance and Crit Resistance as well as Blocking, but without Bracing I was expecting to need to go all in on Block reduction in order to compensate, and now I can't even do that.
Sturdy being the only way to get decent Block Cost reduction is ridiculous and excessively limiting, destroying any diversity in Gear Traits and forcing anyone who wants to tank to use only one Trait, and that is just bad design. This is not a good thing for Tanks at all, and at a time when Tanks are already hurting and severely lacking in relation to Damage Dealers. If this change goes live even less people will bother trying to Tank, and the Group Finder will become even more useless for Damage Dealers with preposterously long Queue times.
Playing Tanks is already hard enough when all solo content requires the ability to deal damage to some degree, and Tanks are rare because of it. You can't take away our resource management, which is required to deal damage effectively, and expect things to do anything but get worse. The Thief needs to stay as is and the Steed as well, no changes were asked for and none were necessary.
I would say that I don't inherently devalue resource management but I seem to do if differently than other tanks. I heavy attack like a mad man and try to only block when I have to. In most situations you don't have to block all the time. I think the buffs to constitution are easily the justification for these changes due to the significant resources it pumps out but I do think Sturdy needs a little more tweaking.
My current build on live is probably what you'd consider a hybrid tank as I deal roughly 6-8k single target dps. It's not crazy by any means but I do that while tanking the content effectively.
I am concerned that endgame PvE will pigeon hole tanks into very specific gear set ups and I think that endgame PvE should be balanced around the average tank taking 2-4 sturdy traits for the reasons you mentioned. That way you can add more if you want or use less if you have some other set up. Realistically...Block Cost CP should be the thing that lets you take less Sturdy so you can take more other traits, but right now it looks like Sturdy is balanced around having 5 of them, which is excessively limiting.
Lucius_Aelius wrote: »I'd rather everything they changed about Heavy Armor and Tanking be completely undone and left as it is on Live than allow these changes to go through, we need an actual Buff to HA and Tanking but in leiu of that I'll settle for not being nerfed.
Lucius_Aelius wrote: »I'm also concerned about PvP, I play all Hybrids and need to be able to kill people and things, and without resource management you can't do that (in PvE it would just drag out fights, but in PvP you simply cannot win a fight without proper resource management). I also heavy attack a lot and don't Block constantly either, but in PvP that's still not enough unless I can have some buffs to my resources, and with Heavy Armor and Weapon Damage enchantments on my gear my options for that are limited to Champion Points and the Engine Guardian set.
And the Engine Guardian is all well and good, but it's too fickle to be relied upon solely, you need some cost reduction and regeneration bonuses (which I get with Drinks as well or else I wouldn't have nearly enough) in order to be properly effective and competitive.
@Wrobel Please revert this change.
Nobody asked for it. Nobody wants it.
Tanking in this game is a resource-management game. We have lower resource pools to start with because we need health and we need to split between magicka and stamina. We don't have the kind of gear cost reduction that DDs and healers have.
Take, for example, one of the many large pulls in vICP. There are several important targets that I need to taunt. Some ranged enemies that I need to pull in. And then lock into place with talons. And then I throw in Deep Breaths here and there to interrupt the Harvester's special attack and/or the Invoker's shielding ability.
These are all things that I, as a good tank, should be doing. And doing all of these things quickly depletes my magicka pool. You want me to sacrifice my magicka regen and cost reduction CP stars so that I could maintain my current block costs?! Tanks aren't about just soaking up damage--that's what a bad tank does. A good tank needs to provide utility, and this change would seriously hamper that.
mzapkeneb18_ESO wrote: »Increase the cp cap
No, its that *** cp system and its insane powercreep which bought us into the situation. Yes, we more experience people will struggle for a while and adapt like after every nerf, but i have no idea how new people are supposed to keep up with this madness.
Those hourly queues in the dung finder shows perfectly how messed up the trininty is in the game.
Rugz_Maulgoth wrote: »Lucius_Aelius wrote: »I'm also concerned about PvP, I play all Hybrids and need to be able to kill people and things, and without resource management you can't do that (in PvE it would just drag out fights, but in PvP you simply cannot win a fight without proper resource management). I also heavy attack a lot and don't Block constantly either, but in PvP that's still not enough unless I can have some buffs to my resources, and with Heavy Armor and Weapon Damage enchantments on my gear my options for that are limited to Champion Points and the Engine Guardian set.
And the Engine Guardian is all well and good, but it's too fickle to be relied upon solely, you need some cost reduction and regeneration bonuses (which I get with Drinks as well or else I wouldn't have nearly enough) in order to be properly effective and competitive.
Personally, I think the suite of changes to HA have alleviated most of the resource management issues we were having in regards to PvP. I personally wasn't using Block Cost CP or Sturdy Traits on PTS and found I was much more able to win duels than before. Obviously the open world will be different but I think we'll be okay.
I also use Black Rose for extra sustain rather than Engine Guardian. I think the balance point is that if you aren't using one of those sets, you are using some form of Sturdy and/or Block Cost to help you win the day.
In PvP there are also poisons to consider, which will run everybody including HA users dry of resources faster but HA users will be uniquely better at replenishing resources thanks to the significant bonus to Heavy Attack Restore we got. It bears testing once the values are correct but I do think HA will fine and in some cases desired for PvP next update.