Personofsecrets wrote: »lets nerf tanks again, good idea.
Personofsecrets wrote: »lets nerf tanks again, good idea.
Personofsecrets wrote: »lets nerf tanks again, good idea.
Tanks aren't getting nerfed, lol. People who think that obviously have no clue what they are doing.
Given it only reflects a single projectile I think a longer duration than scales is appropriate.
It serves an entirely different function to scales, which re to be timed and used in the midst of the heat of battle. Defensive posture is basically an anti-gank ability such as defensive rune from the sorc lines... .longer duration... single use.
Take it down to 6 seconds and the whole purpose of the skill is gone.
And its not a shield at all so shouldn't be classed as such for the 6 seconds rule.
AhPook_Is_Here wrote: »Maybe it is time to bring this ability in line with other spell immunity/reflect abilities and lower it's duration to 6 seconds. This is most certainly a type of shield and active defense. Right now on my DK I always have it up, 100% of the time and usually on top of scale (who's bug I am glad you are addressing). However in the spirit of reactive game-play and skill timing, 30 seconds is just way too long, even 6 seconds is a bit long but a nice normalization for defensive barriers. [/quote]
You're joking right?
AhPook_Is_Here wrote: »It is a damage shield though. It has a 100% chance to reduce one projectile spell ability to 0 damage and depending on the morphs to either absorb and heal you for a value or reflect the full damage back in addition to a stun. I wouldn't discount the value of this ability against an 18k critting frag or a 4k sp/wp overload light attack, in the case of absorbing that attack it is the BEST damage shield in the game. The stun is great CC, the healing morph is somewhat useless, the bock damage reduction passive is amazing, and makes it a must have on one bar for any tank.
With a 6 second duration I see much more challenging, interesting, and immersive game play. Instead of just having it up 100% of the time, one would actually use the ability actively when seeing a bad sorc hard casting a frag or a dungeon mob powering up some DD spell.
Understand too that if this isn't changed to 6 seconds it is going to sit on top of every bone shield and every annulment and every sorc ward as a mainstay of CC and mitigation. I know I will fully exploit this mechanic to my advantage, and will still be able to turn out crazy damage in cyrodiil with a S/b build.
By your logic, Shuffle is a damage shield too. It reduces damage taken from some attacks to 0 in a similar manner.
I agree, reduce the duration of Shuffle to 6s.
Hadan_of_Rift wrote: »Personofsecrets wrote: »lets nerf tanks again, good idea.
Tanks aren't getting nerfed, lol. People who think that obviously have no clue what they are doing.
You are the very first person I have seen that doesn't think tanks are getting nerfed. However, there is a ton of math and people that clearly show tanks are getting nerfed, so many it's more your understanding of math rather than a lot other people's understanding of what they are doing?
Well, using similar logic, you could also make the argument that reflective scales should only reflect 1 attack.
By your logic, Shuffle is a damage shield too. It reduces damage taken from some attacks to 0 in a similar manner.
I agree, reduce the duration of Shuffle to 6s.
@Saturn
Uh, did you look at Asayre's graphs? Because they don't support Wrobel's rosy outlook and instead show that in more typical situations--not extreme 7H + max-reduction scenarios--there is a greater tradeoff. This is what we would expect since cost reductions have diminishing returns, so on the extreme end of the scale, the marginal loss is less, which makes Wrobel's math look favorable. But in more typical builds, the marginal difference is greater and thus the changes are not favorable.
Second, the CP changes are horrible for people who swap between tanking and DPS. Yes, it gives us more red points to be tankier. Yippee? The amount of mitigation that we currently have is already enough. Why do I want more mitigation if I'm already surviving? When I die, it's not because I have too little mitigation. It's when I run out of stam to block or to roll out of Vashai's negate. When I fail as a tank, it's when I run out of resources. Why in bloody blazes do I want more mitigation when I already have enough and when the bottleneck to tanking is resources? Yes, Constitution's buff is nice, but what is the point of having that buff when all of it is expended to compensate for all the resource nerfs elsewhere (and in some important scenarios, it's not even enough to compensate).
At best, tanking is going to stay around the same place, after some expensive and annoying adjustments. At worst, it's getting nerfed. So tell me again, why shouldn't our bitterness at this change be warranted?
AhPook_Is_Here wrote: »As a DK tank you can refresh as many as 3 skills on 20 second timers, of course you don't need to for most of the content in this game, but if you were running optimally for survival and nothing else you would keep those 3 buffs up always, excluding defensive posture. That leaves you about 15 seconds per rotation to use taunts, posture, weave attacks, interrupts, synergies and so on.
I'm not a huge fan of chasing buffs either but I really think posture should be a reactive skill the same way scale is. Of course scale is better in some ways, and was really OP when you could tie its reflections to the stun from posture, it lasts 4 seconds, compared to posture which should be 6 seconds, and has no stun.
I don't think it's really a nerf so much as a style change, it doesn't seem right to me that someone can toss this up and run around for 30 seconds not even thinking about it.
Maybe I missed something, but didn't his post say you get more block cost reduction with DB than in TG?
Maybe I missed something, but didn't his post say you get more block cost reduction with DB than in TG?
Only under very specific--and frankly, unrealistic--circumstances.
You see all that purple and orange? If you're wearing 5p heavy, the only place where DB comes out ahead (and only barely) is when you are running all block-cost jewelry enchants with almost all points into CP block cost reduction. And even then, only if you're taking just one hit per second.
Of course, you can add Sturdy pieces to balance that out, but for more typical tank builds (not 7H/max-permablock Wrobel builds)--you know, the kind of tank builds that Wrobel's elimination of regen was supposed to encourage--you need something like 3p of Sturdy to make things come out about the same.
But that means recrafting, refarming, re-upgrading gear, sacrificing the bonuses of the traits that we used to have. Just to get back to the same place that we were before. And for what? Some extra red points to give us mitigation that we neither need nor asked for? Plus expensive CP respecs for people who swap roles? Yea, how about "No thanks"?
The irony is that Wrobel's math comes out in favor of the DB changes only if you built your tank to be a permablocker: maxed block cost reduction in everything. The whole point of Wrobel nerfing stam regen was to penalize permablocking: if you want to permablock, then you've got to make sacrifices, and your ability to provide group utility would be hampered somewhat. Well, that's exactly the kind of build that does fine in this latest update. Whereas builds that revolve more skillful play are the ones that are getting shafted by this update.