Why do people insist on being able to kill tanks?
You know that this passive already exists? Or do you want to buff it to do 20% additional damage against blocking targets?Another idea that I love (bias warning!) is to add 5/10% bonus damage to blocking targets in the Piercing Spear Templar passive (Aedric Spear). This fits the theme and makes logical sense.
lolo_01b16_ESO wrote: »You know that this passive already exists? Or do you want to buff it to do 20% additional damage against blocking targets?Another idea that I love (bias warning!) is to add 5/10% bonus damage to blocking targets in the Piercing Spear Templar passive (Aedric Spear). This fits the theme and makes logical sense.
Why do people insist on being able to kill tanks?
"My awesome rotation in prayforproc build won't work against blocking targets without 3 set instaproc, so make me OP cause i don't want to think how to counterpay blocking."So after the proc sets are brought under control, what do you guys think about adding some counters to block builds in PvP that are not hard CC?
The obvious idea that @Wrobel would probably go for is a 5pc bonus like this:
(5 items) Damage dealt to blocking targets is increased by 5%. Light and Heavy attacks against blocking targets weaken their defenses, causing their block to become 5% less effective for 5 seconds. Adds 149 weapon and spell damage.
Another idea is to make the CP star "Shattering Blows" more appealing by applying its bonus damage to shielded targets AND blocking targets (non-stacking).
Another idea that I love (bias warning!) is to add 5/10% bonus damage to blocking targets in the Piercing Spear Templar passive (Aedric Spear). This fits the theme and makes logical sense.
Any other ideas? For the record, I think block/tank PvP builds are awesome! I just also think there should be a some reasonable counters out there.
So, you don't know that every class DOES have CC which goes trough block?Every class needs a CC that goes through block as initially intended in a long gone patch and later gone back on. These should be single target like fossilize and not fear. You should at least have to know who you are CCing when you use an ability that goes through block and dodge.
Sugaroverdose wrote: »So after the proc sets are brought under control, what do you guys think about adding some counters to block builds in PvP that are not hard CC?
The obvious idea that @Wrobel would probably go for is a 5pc bonus like this:
(5 items) Damage dealt to blocking targets is increased by 5%. Light and Heavy attacks against blocking targets weaken their defenses, causing their block to become 5% less effective for 5 seconds. Adds 149 weapon and spell damage.
Another idea is to make the CP star "Shattering Blows" more appealing by applying its bonus damage to shielded targets AND blocking targets (non-stacking).
Another idea that I love (bias warning!) is to add 5/10% bonus damage to blocking targets in the Piercing Spear Templar passive (Aedric Spear). This fits the theme and makes logical sense.
Any other ideas? For the record, I think block/tank PvP builds are awesome! I just also think there should be a some reasonable counters out there.
"My awesome rotation in prayforproc build won't work against blocking targets without 3 set instaproc, so make me OP cause i don't want to think how to counterpay blocking."
Why do people insist on being able to kill tanks?
Hard CC is counterplay for blocking, if your build does not have it - it's your decision, not game issue.Sugaroverdose wrote: »So after the proc sets are brought under control, what do you guys think about adding some counters to block builds in PvP that are not hard CC?
The obvious idea that @Wrobel would probably go for is a 5pc bonus like this:
(5 items) Damage dealt to blocking targets is increased by 5%. Light and Heavy attacks against blocking targets weaken their defenses, causing their block to become 5% less effective for 5 seconds. Adds 149 weapon and spell damage.
Another idea is to make the CP star "Shattering Blows" more appealing by applying its bonus damage to shielded targets AND blocking targets (non-stacking).
Another idea that I love (bias warning!) is to add 5/10% bonus damage to blocking targets in the Piercing Spear Templar passive (Aedric Spear). This fits the theme and makes logical sense.
Any other ideas? For the record, I think block/tank PvP builds are awesome! I just also think there should be a some reasonable counters out there.
"My awesome rotation in prayforproc build won't work against blocking targets without 3 set instaproc, so make me OP cause i don't want to think how to counterpay blocking."
"I run amok on the forum spewing piles of vapid text that bear no relevance to the topic at hand"
I run BR/Bloodspawn/Agility on my main despite this proc meta and do just fine. I also run a health recovery tank build on my Nightblade and surf the zergs with ease.
This is not a complaint thread, this is a discussion of balance and counterplay. Currently block-tank builds lack reasonable counterplay. Proc damage sets are a toxic anomaly that needs to be addressed especially because they allow tank builds access to too much burst damage - everyone except Wrobel agrees that being able to stack 5 skills'worth of damage in one button press is ridiculous, but that is a separate discussion.
Sugaroverdose wrote: »"My awesome rotation in prayforproc build won't work against blocking targets without 3 set instaproc, so make me OP cause i don't want to think how to counterpay blocking."So after the proc sets are brought under control, what do you guys think about adding some counters to block builds in PvP that are not hard CC?
The obvious idea that @Wrobel would probably go for is a 5pc bonus like this:
(5 items) Damage dealt to blocking targets is increased by 5%. Light and Heavy attacks against blocking targets weaken their defenses, causing their block to become 5% less effective for 5 seconds. Adds 149 weapon and spell damage.
Another idea is to make the CP star "Shattering Blows" more appealing by applying its bonus damage to shielded targets AND blocking targets (non-stacking).
Another idea that I love (bias warning!) is to add 5/10% bonus damage to blocking targets in the Piercing Spear Templar passive (Aedric Spear). This fits the theme and makes logical sense.
Any other ideas? For the record, I think block/tank PvP builds are awesome! I just also think there should be a some reasonable counters out there.So, you don't know that every class DOES have CC which goes trough block?Every class needs a CC that goes through block as initially intended in a long gone patch and later gone back on. These should be single target like fossilize and not fear. You should at least have to know who you are CCing when you use an ability that goes through block and dodge.
Surprise:
Sorcerer: Rune Prison/Rune Cage
DK: Petrify/Fossilize/Shattering Rocks
Templar: Spear Shards/Luminous Shards
NB: Aspect Of Terror/Mass Hysteria/Agony/Prolonged Suffering/Malefic Wreath
You forgot something:Neat ideas:
- A skill that is very weak but does massive damage to a blocking target.
- A skill that inverts a players block mitigation for the hit (SnB block mitigation drops to restoration staff levels, a restoration staff block mitigation is as high as a typical SnB's)
- A skill that stops a player from blocking to create a brief moment where they are vulnerable while they release and again press the block button
- Reduce effectiveness of skills used while blocking.
- An attack that hits you in the back cannot be blocked (so to kill a tank you must surround him or get him to show you his back
Drummerx04 wrote: »Why do people insist on being able to kill tanks?
Because there are full raids of enemy players running around in balls with 70% or more tanky builds. Said tank balls can basically walk right up to an enemy keep, breech both layers of defense and capture both flags while absorbing absurd amounts of damage.
They lead to lengthy engagements which don't really accomplish much. I recall a 10+ minute engagement inside Brindle where AD just kitted around as a bunch of tanks and healers occasionally killing some DC who were too slow or lagged out to get out of the way while eating continuous siege fire, ults, etc. They didn't make a real push to take the keep, so they pretty much just floated around wasting everyone's time until they were dead. I'm not sure why anyone would consider that fun.
viper+tremorscale+reverb bash is a pretty broken combo. You can't readily burst down this tank, but if you are not really careful, he could pretty readily burst you down. So now we have a tank player to counter burst meta... while still using burst meta.
Essentially, 1-4 tanks isn't really a problem. They serve a good purpose of drawing fire, CCing, gathering a bunch of players up for a bomb... but when a large enemy group is primarily tanking builds, that's when it gets irritating.
Side note: The OP's suggestions were actually fairly balanced considering it was a 5 piece set ability and frankly probably wouldn't make much difference to a tank either way.