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.
...
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.
Blocking
Proc Sets
Dynamic Ult Gen (Reformed)
Counter Play
Cost Increase Poisons
Joy_Division wrote: »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...
There are two ways to solve this issue that bothers you and others:
- You can continue the pattern of the past two years and nerf everything and anything you find objectionable or unsatitfying
- You can offer people alternatives to those play-styles that you find so bothersome.
I personally feel option #2 is the way to go and anyone who advocates #1 acts hypocritically when they complain about ZoS's nerfs.
LeifErickson wrote: »How are magplars and magdks supposed to mitigate damage without blocking? They can't roll dodge effectively like medium armor builds can, they have no where near enough hots to rely on those, they can't use shields anywhere near as effective as sorcs can. (And I think people don't realize that the reason these shields are so good on sorcs is because they also have mobility too. A shield can't hold up against multiple attackers so they use mobility to even the odds.) Burst heals (lol they don't even heal for that much though) are all these two specs have. You cannot be effective with just burst heals alone because burst heals don't give you a chance to go on the offensive.
So what is so wrong with the way block is right now? If you build for blocking, then you will have less damage. Are you guys saying that you are losing to block tanks 1v1? The only reason I can think of that would make you want to nerf block MORE is that you are xv1ing these block builds. All the proposed change will do is making blocking better in zergs and worse in solo play. I didn't realize that this is what the community wanted, to nerf even more the people who are outnumbered in a fight.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.
So the only logical reason for nerfing block would be that it is performing too well in an xvx fight. I, however, have yet to see this be true. Either it's a l2p issue on the people who think block is too strong or I have been blessed with not witnessing the strength of these perma block builds.
And to the point of that block doesn't have many counters, I disagree. For one, block has been made necessary by everyone because of soul assault among other things, but block has plenty of counters. I'm just going to list off the things that kill me the most when I am playing on a "block" build: fear, curse, implosion, oblivion enchant (this especially hurts in mist form), fear, dots and especially bleeds and especially especially ground dots and follow the caster dots (I typically see about 3 different poison injections for 7k+ on my recaps not to mention all the other dots on me), fear, defiles, power of the light and purifying light, roots kinda suck, did I mention fear?
But like I said, I would like to know more about why and when these perma blockers are so over the top. The only thing I can think of is heal bots. However, heal bots are broken for a completely different reason (and I don't even think they perma block either). Come to think of it, basically nothing perma blocks except full block tanks which are completely worthless.
Blanket nerfing things like block doesn't ever solve the problem, it only makes the non problem builds trash (such as the proc set change). If block continues to get nerfed, then the average mdk and magplar that do nothing wrong will get hit the hardest.
But yes, I think shield ult and resto ult are overpowered. Those should definitely be adjusted.
Joy_Division wrote: »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...
There are two ways to solve this issue that bothers you and others:
- You can continue the pattern of the past two years and nerf everything and anything you find objectionable or unsatitfying
- You can offer people alternatives to those play-styles that you find so bothersome.
I personally feel option #2 is the way to go and anyone who advocates #1 acts hypocritically when they complain about ZoS's nerfs.
I'm not for nerfing block mitigation at all, just the cost needs to be looked at. If it costs a sorc 10K Magicka for a shield stack that gets vaporized in one combo from stealth, how much does is cost someone else to block nearly all of the damage from the same opener?
Roll dodge and streak both have a progressively increasing cost every time they're used. What does it cost to scotch-tape down your right mouse button? Educate me here, because I haven't tried a block-heavy armor-sturdy-impregnable build since Morrowind dropped. I've been meaning to, but no time.
Lastly... I'm perfectly okay with a block defense being a direct counter to my high DPS burst build, but should they be able to stand in active siege circles while tanking 8 different DPS players? It's a LITTLE over the top. Come on guys... shouldn't that like, cost too much to pull off?
Joy_Division wrote: »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...
There are two ways to solve this issue that bothers you and others:
- You can continue the pattern of the past two years and nerf everything and anything you find objectionable or unsatitfying
- You can offer people alternatives to those play-styles that you find so bothersome.
I personally feel option #2 is the way to go and anyone who advocates #1 acts hypocritically when they complain about ZoS's nerfs.
I'm not for nerfing block mitigation at all, just the cost needs to be looked at. If it costs a sorc 10K Magicka for a shield stack that gets vaporized in one combo from stealth, how much does is cost someone else to block nearly all of the damage from the same opener?
Roll dodge and streak both have a progressively increasing cost every time they're used. What does it cost to scotch-tape down your right mouse button? Educate me here, because I haven't tried a block-heavy armor-sturdy-impregnable build since Morrowind dropped. I've been meaning to, but no time.
Lastly... I'm perfectly okay with a block defense being a direct counter to my high DPS burst build, but should they be able to stand in active siege circles while tanking 8 different DPS players? It's a LITTLE over the top. Come on guys... shouldn't that like, cost too much to pull off?
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.
I addressed both of your concerns in my OP. SA needs to be bashable, and holding block for 3 seconds with what i proposed is basically major defile and it will go away once you let go of block. it wouldnt be a persistent debuff.
I play mag and stam in light medium and heavy on all classes. I understand what is strong and what isnt. But currently with having reduced cost gone you can just take those extra free points and stack into block cost reduction cp along with some sturdy and you are blocking like last patch. nothing really changed. It only changed for light armor users for the most part who block an attack or two too avoid being CC.
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.
I addressed both of your concerns in my OP. SA needs to be bashable, and holding block for 3 seconds with what i proposed is basically major defile and it will go away once you let go of block. it wouldnt be a persistent debuff.
I play mag and stam in light medium and heavy on all classes. I understand what is strong and what isnt. But currently with having reduced cost gone you can just take those extra free points and stack into block cost reduction cp along with some sturdy and you are blocking like last patch. nothing really changed. It only changed for light armor users for the most part who block an attack or two too avoid being CC.
I just dont see the point. Block isn't overtuned on light and medium armour builds at all, so why blanket nerf it for everyone?
More appropriate way of going forward would be something like addressing the huge synergy between block and the Consitution heavy armour passive.
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.
...
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.
This forum is anti-mitigation in general. Anti-healing, anti-block, anti-dodge, anti-shields, anti-cloak. Then the forum will complain about proc sets, destro ult and permafrost while insisting they have to use it because of all those nasty healers and defensive builds... and are perplexed when more people put on heavy armor in response.
Joy_Division wrote: »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...
There are two ways to solve this issue that bothers you and others:
- You can continue the pattern of the past two years and nerf everything and anything you find objectionable or unsatitfying
- You can offer people alternatives to those play-styles that you find so bothersome.
I personally feel option #2 is the way to go and anyone who advocates #1 acts hypocritically when they complain about ZoS's nerfs.
I'm not for nerfing block mitigation at all, just the cost needs to be looked at. If it costs a sorc 10K Magicka for a shield stack that gets vaporized in one combo from stealth, how much does is cost someone else to block nearly all of the damage from the same opener?
Anne_Firehawk wrote: »Joy_Division wrote: »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...
There are two ways to solve this issue that bothers you and others:
- You can continue the pattern of the past two years and nerf everything and anything you find objectionable or unsatitfying
- You can offer people alternatives to those play-styles that you find so bothersome.
I personally feel option #2 is the way to go and anyone who advocates #1 acts hypocritically when they complain about ZoS's nerfs.
I'm not for nerfing block mitigation at all, just the cost needs to be looked at. If it costs a sorc 10K Magicka for a shield stack that gets vaporized in one combo from stealth, how much does is cost someone else to block nearly all of the damage from the same opener?
And how *** much does it cost to get through those shields for a freaking magDK, magplar or even a magblade? Seriously stop crying.
Blocking
- Add a disease do 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 a total of 13 seconds of blocking you would do 0% healing done but still be able to receive healing. Perma blocking is still an issue in pvp.
Joy_Division wrote: »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...
There are two ways to solve this issue that bothers you and others:
- You can continue the pattern of the past two years and nerf everything and anything you find objectionable or unsatitfying
- You can offer people alternatives to those play-styles that you find so bothersome.
I personally feel option #2 is the way to go and anyone who advocates #1 acts hypocritically when they complain about ZoS's nerfs.
I'm not for nerfing block mitigation at all, just the cost needs to be looked at. If it costs a sorc 10K Magicka for a shield stack that gets vaporized in one combo from stealth, how much does is cost someone else to block nearly all of the damage from the same opener?
Roll dodge and streak both have a progressively increasing cost every time they're used. What does it cost to scotch-tape down your right mouse button? Educate me here, because I haven't tried a block-heavy armor-sturdy-impregnable build since Morrowind dropped. I've been meaning to, but no time.
Lastly... I'm perfectly okay with a block defense being a direct counter to my high DPS burst build, but should they be able to stand in active siege circles while tanking 8 different DPS players? It's a LITTLE over the top. Come on guys... shouldn't that like, cost too much to pull off?
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.
I addressed both of your concerns in my OP. SA needs to be bashable, and holding block for 3 seconds with what i proposed is basically major defile and it will go away once you let go of block. it wouldnt be a persistent debuff.
I play mag and stam in light medium and heavy on all classes. I understand what is strong and what isnt. But currently with having reduced cost gone you can just take those extra free points and stack into block cost reduction cp along with some sturdy and you are blocking like last patch. nothing really changed. It only changed for light armor users for the most part who block an attack or two too avoid being CC.
I just dont see the point. Block isn't overtuned on light and medium armour builds at all, so why blanket nerf it for everyone?
More appropriate way of going forward would be something like addressing the huge synergy between block and the Consitution heavy armour passive.
It wouldn't be a blanket nerf for everyone. It wouldn't have to be an instant debuff. Couldn't be after X seconds it would slowly start to debuff. Going S&B has no negatives. You have tons of mitigation, great ult, lots of damage, stun, heal debuff.
But the other damage weapons have none of that. S&B is the strongest of the weapon skill lines if you remove destro ult from the equation.
Reduce the need for block and buff the less mobile classes to not be forced into a constant blocking playstyle.
I may not have fully worded the original post but it's balanced if you adjust the less mobile classes.
Can we take a moment to understand why dodgeroll and streak scale in cost?
They're one press, one use skills. Dodgeroll in particular is nearly a second of damage mitigation, snare immunity, repositioning, and a speed boost for most players using it a lot. Disregarding how good that is, because of the way the skills are used there's the potential to have high enough regen to cast them non-stop. This is broken. Everyone who played 1.6 remembers the infinite dodge builds, and a while before that the infinite streak builds. You don't run into the same issue with block because it's already been nerfed to disable stam regen and now it chunks your stamina every .25 seconds as opposed to .5 seconds last patch and 1 second at launch. I can't believe we're in a thread saying block doesn't cost enough when dodge roll got a buff and block effectively costs twice as much as the previous patch.
I can't be the only one who sees the difference between the skills and the fact that you can't have purely reactive defenses in a game with mostly instant cast abilities with no cooldown other than the 1sec global cd? Especially a defense that doesn't even stop you from taking damage, but simply lowers the incoming damage.
Can we take a moment to understand why dodgeroll and streak scale in cost?
They're one press, one use skills. Dodgeroll in particular is nearly a second of damage mitigation, snare immunity, repositioning, and a speed boost for most players using it a lot. Disregarding how good that is, because of the way the skills are used there's the potential to have high enough regen to cast them non-stop. This is broken. Everyone who played 1.6 remembers the infinite dodge builds, and a while before that the infinite streak builds. You don't run into the same issue with block because it's already been nerfed to disable stam regen and now it chunks your stamina every .25 seconds as opposed to .5 seconds last patch and 1 second at launch. I can't believe we're in a thread saying block doesn't cost enough when dodge roll got a buff and block effectively costs twice as much as the previous patch.
I can't be the only one who sees the difference between the skills and the fact that you can't have purely reactive defenses in a game with mostly instant cast abilities with no cooldown other than the 1sec global cd? Especially a defense that doesn't even stop you from taking damage, but simply lowers the incoming damage.
Nobody is saying that block should have the same cost scaling as dodgeroll, but it should function similarly. Block should have a lower base cost than current but each subsequent block within the window should cost X% more, ramping up until it is no longer possible to maintain full block.
Developer comments:This will be a buff if you block reactively and a nerf if you try to blocktard your way through a whole fight.
Can we take a moment to understand why dodgeroll and streak scale in cost?
They're one press, one use skills. Dodgeroll in particular is nearly a second of damage mitigation, snare immunity, repositioning, and a speed boost for most players using it a lot. Disregarding how good that is, because of the way the skills are used there's the potential to have high enough regen to cast them non-stop. This is broken. Everyone who played 1.6 remembers the infinite dodge builds, and a while before that the infinite streak builds. You don't run into the same issue with block because it's already been nerfed to disable stam regen and now it chunks your stamina every .25 seconds as opposed to .5 seconds last patch and 1 second at launch. I can't believe we're in a thread saying block doesn't cost enough when dodge roll got a buff and block effectively costs twice as much as the previous patch.
I can't be the only one who sees the difference between the skills and the fact that you can't have purely reactive defenses in a game with mostly instant cast abilities with no cooldown other than the 1sec global cd? Especially a defense that doesn't even stop you from taking damage, but simply lowers the incoming damage.
Nobody is saying that block should have the same cost scaling as dodgeroll, but it should function similarly. Block should have a lower base cost than current but each subsequent block within the window should cost X% more, ramping up until it is no longer possible to maintain full block.
Developer comments:This will be a buff if you block reactively and a nerf if you try to blocktard your way through a whole fight.
that'd be a good change ya
Healing done wouldn't stop pve tanks from tanking because most fights they can drop block. And they have healers healing them. I agree it would affect pve which I'm against but you can't nerf one aspect and it not affect the other.
Can we take a moment to understand why dodgeroll and streak scale in cost?
They're one press, one use skills. Dodgeroll in particular is nearly a second of damage mitigation, snare immunity, repositioning, and a speed boost for most players using it a lot. Disregarding how good that is, because of the way the skills are used there's the potential to have high enough regen to cast them non-stop. This is broken. Everyone who played 1.6 remembers the infinite dodge builds, and a while before that the infinite streak builds. You don't run into the same issue with block because it's already been nerfed to disable stam regen and now it chunks your stamina every .25 seconds as opposed to .5 seconds last patch and 1 second at launch. I can't believe we're in a thread saying block doesn't cost enough when dodge roll got a buff and block effectively costs twice as much as the previous patch.
I can't be the only one who sees the difference between the skills and the fact that you can't have purely reactive defenses in a game with mostly instant cast abilities with no cooldown other than the 1sec global cd? Especially a defense that doesn't even stop you from taking damage, but simply lowers the incoming damage.
Nobody is saying that block should have the same cost scaling as dodgeroll, but it should function similarly. Block should have a lower base cost than current but each subsequent block within the window should cost X% more, ramping up until it is no longer possible to maintain full block.
Developer comments:This will be a buff if you block reactively and a nerf if you try to blocktard your way through a whole fight.
RinaldoGandolphi wrote: »Block and in this game is stupid as it functions.
The key to fixing block is just like all the other TES games, a power attack will Break block and stagger the target setting the target off balance. Off balance targets can not block.
So if you get set off balance for 3 seconds you can't block for 3 seconds. It makes no sense someone who is off balance about to fall down can block
The issue with block has never been resource related it's always been the lack of viable block breakers in the game. Fear is the only viable one now...fossilize, Rune cage, those skills just suck for breaking block, fear due to its buggy nature atleast keeps block down long enough to land 1-2 good shots, the others are broken out of instantly and back to permablocking
I miss the days of Streak being a disorient ( ignored block and didn't give cc immunity) old Streak a perms block DK when I had a Frag proc and fit it in before they could block and knock them on their prissy little rusher....those days are gone though...Templars don't even have a block breaker anymore since they took the disorient away from Luminious Shards