andreasranasen wrote: »When you've invested time and money into a company, you have the right to be upset over changes that will negatively affect your experience and gameplay.
I'm kind of agree with everything, but block suggestion.
In no-CP pvp, block eats tons of stam. And as for a healers, this change would just kill small scale to the end.
How about something like blocking fatigue where if you block five attacks within 3 seconds from another player, blocking cost doubles for 3 seconds. This way it only happens when blocking player attacks and it acts kind of like roll dodge fatigue.
Blocking is still really really potent for heavy armour builds stacking Sturdy. And with the new CP spreading some CP into Shadow Ward isnt very costly anymore either.
The only thing thats changed is they made block very very VERY punishing for non-heavy builds that don't build for prolonged blocking. Get Soul Assaulted on a medium armour build and then come back and tell me block needs further blanket nerfs.
Agree with everything except the block change.
While perma blocking is still a thing, its more a function of available item sets than anything else (e.g. Impreg). In noCP it's not really an issue since you can't grab >20% from CP.
I would like to suggest a #6 for your list:
6) Continuous and detailed review of PvP skill balance in mind with open discussion in the community and test time on the PTS.
PeaNutShotz wrote: »Here is an idea stop asking for things or asking for nerfs. The more you ask for things or nerfszos does the opposite and messes things up 10x as bad as before. It's easy to counter the proc sets. I have no issue using them or having them used on me.
Agree with everything except the block change.
While perma blocking is still a thing, its more a function of available item sets than anything else (e.g. Impreg). In noCP it's not really an issue since you can't grab >20% from CP.
I would like to suggest a #6 for your list:
6) Continuous and detailed review of PvP skill balance in mind with open discussion in the community and test time on the PTS.
I agree impreg is a big factor in that. but at the same time so is how cheap s&b ult is but then adjusting that you hurt pve too much. Changing block would have to be done the same time as proc sets though because if you kept one the same then things would be too outa wack.
Joy_Division wrote: »I think there is too great of a prejudice against block on these forums. The vast majority of players run DPS oriented builds. It has been nerfed time and again to the point where it is prohibitively expensive for people who do not abuse block.
As it is right now there are indeed still "perma-blockers," but I do not find these builds offensively threatening because block builds must invest some of their damage potential to do this.
What I would rather do is for ZoS to actually return the class defensive features that were taken away from us such as Cinderstorm, Blinding Flashes, etc. That discourages block without nerfing it.
It's actually much harder trying to fight a stamblade that can burst you instantly at any time while having immunity to snares/dodging most of your attacks over some magicka DK/templar who has no other way of mitigating damage.
The actual issue with the game atm though is resto ult and shield ult. They're far too effective for their cost because they have the side effect of providing resource sustain. You can use them close to on cooldown if you want, and you can pretty much forget about your defense during them. This provides magicka and a lot of stamina sustain. Not to mention they both in certain ways boost your damage. IMO they both should be 130-150 cost.
Blocking is still really really potent for heavy armour builds stacking Sturdy. And with the new CP spreading some CP into Shadow Ward isnt very costly anymore either.
The only thing thats changed is they made block very very VERY punishing for non-heavy builds that don't build for prolonged blocking. Get Soul Assaulted on a medium armour build and then come back and tell me block needs further blanket nerfs.
Joy_Division wrote: »I think there is too great of a prejudice against block on these forums. The vast majority of players run DPS oriented builds. It has been nerfed time and again to the point where it is prohibitively expensive for people who do not abuse block.
As it is right now there are indeed still "perma-blockers," but I do not find these builds offensively threatening because block builds must invest some of their damage potential to do this.
What I would rather do is for ZoS to actually return the class defensive features that were taken away from us such as Cinderstorm, Blinding Flashes, etc. That discourages block without nerfing it.
The issue is the lack of counterplay, not enough skills go through it. Unless you want to stack oblivion damage enchants and knight slayer...
@ZOS_BrianWheeler and @Wrobel
Proc Sets
- Make Proc sets do damage over time (Viper, Red mountain, Velidrath, Selenes can be changed to a bleed from the bear swipe, etc). Damage proc sets are just too strong and you are pretty much forced to use them if you want to wear down shields or blocking. But with the above change that wont be so much of an issue now.
This change solves nothing to nerf zergs because zerg blockers can get heals from somewhere else. However, this change nerfs solo players who use block because they can't outsource their heals. How is this what people want? I mean, unless people think magplars and magdks are top tier for solo play (and if you think that then you are wrong), I can't see why block needs to be nerfed more.
Blocking
- Add a disease [t]o blocking that after 3 seconds on consistent block being held that for every additional second your healing done is reduced by 10% so in theory after 10 seconds of blocking you would do 0% healing done but still be able to receive healing. Perma blocking is still an issue in pvp.