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About permablocking......

Qbiken
Qbiken
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Lately I´ve seen a lot of posts regarding how people want to fix permablocking builds in PvP. Many of these people make it looks like there´s an easy fix to it, and I simply disagree.
My view on "permablocking" is that it can´t be resolved with an easy quick-fix since there´re so many mechanics affecting this kind of playstyle. A few weeks ago me and a friend tried to figure out what makes these builds possible (aka, the "secret" behind permablocking, that also does damage). We aren´t hardcore PvP-players but we like the theorycrafting part of the game. Our conclusion on some of the topics:

(Some of the stuff will seem obvious, but for learning purpose I´ll take most things we found out)

* Dragonknights are the best class for the playstyle
No-brainer really. Can be done on other classes, but dragonknights will come out on top. Dragonknights offers the best passives for tanking.
- Can block 10% more damage
- Increased healing received by 12% while a Draconic Power Skill is active
- 3,3k Extra spellresistance
- Battleroar: The bread and butter for resource management
- Helping Hands: Helps with stamina sustain.
- Mountain´s Blessing: Helps with ultimate regen which is very important for Dragonknights (Quicker ultimate --> More usage of the battleroar passive)

Championpoints has a very big impact on these builds
It´s possible to permablock in no-cp, but you´ll be doing significantly less damage. The CP-allocations that have the most impact IMO
- Reduced blockcost from Shadow Ward allocation
- Increased healing received/done: Quick Recovery and Blessed
- Master at Arms (When having at least 30 points to get the Riposte passive): If you´re a Redguard, the Riposte passive will proc Adrenaline Rush, which will give you around 800 stamina back. Riposte can also proc sets like Ravager (if you decide to tank in that set), bloodthorn or any other set that can proc on melee damage.
- There´re also some important passives from the Red tree, but won´t go in dept of all those, or the post will be longer than needed.

One-hand and shield Skilline:
This skilline is very strong. It offers both offensive and defensive options. All skills in that tree benefits a permablocking build. But the prominent ones imo are:
- Defensive posture: Reduced blockcost by 8% while slotted
- Herioic Slash: Give you minor heroism and applies minor maim on your enemy.
- Fortress: Reduce blockcost by 36% (That´s a huge amount)
- Sword and board: 5% more Weapondamage + increase damage we can block by 20%
- Deflect Bolts: Increase the damage we can block from range attacks by 15%
- Shieldwall ultimate (Spellwall): The bread and butter of permablockers. While this one is up you often want to do some heavy attacks to regain as much stamina as possible.

Heavy armor /gear isn´t the maincomponent that make this playstyle work, but some HA sets will help you a lot.
The sets that are common on these setups are: (Monster sets not included here, but Bloodspawn, Trollking, malubeth are common sets being used)
- 7th Legion: This set has no cooldown and at the moment the healing part of this set ignores battlespirit (which needs to be fixed ASAP). In outnumbered situations you´ll have close to 100% uptime.
- Werewolf hide: The faster you can get your ultimates up the better. This set helps with that.
- Fury: Fully procced this set will offer you the most weapon damage in the game.
- Ravager: Good set if you want to be more aggressive in your playstyle, wait for this to proc and time it with Ferosious Leap.
- There´re probably other setups being used as well that performs much better, but those named above are in need of a tweak since they offer a lot of offensive utility.
- Now add the Passives from heavy armor skilline. The extra 8% healing received is very strong. And the extra resistance HA gives you let you mitigate more damage (Up to 33k, where the cap is and you mitigate 50% of the damage. You also mitigate even more damage while blocking)

Poisons and potions play a big role as well
There´re a lot of different poisons out there. The ones that are strong for a permablocker are those who gives you resources/stamina back, and those who increases your healing received.
When it comes to potions, Lingering Health potions are incredibly strong, even with the recent nerfs to HP-regen by letting it being affected by defile debuffs.

Healing received and stacking many sources of healing helps you stay alive
There´re many sources of healing for a DK, and many sources to buff that healing:
- Forward Momentum: Rally gives more heal, but forward momentum is almost needed due to the amount of snares.
- Vigor: Very expensive heal, but good heal when running low on HP
- Lingering HP pots: 1k HP/second is very strong
- Igneous shield: Gives you major mending for a short duration. Can Vigor + Igneous and you´ll get a big burst heal.
- 7th Legion heal (If used. Also the heal gets buffed by CP)
- Minor Vitality + Major Vitality + Blessed + Draconic Power Passive + Quick Recovery + (Argonian Passive, if you´re an argonian ofc) + Major Mending + Major Fortitude (HP-recovery).........Probably some stuff I´ve missed but there´re so many sources of buffing your healing and HP-recovery.

Traits and enchants, big impact as well
The sturdy trait in combination with blockcost enchants on the jewels are big keycomponents to the build. Without the enchants on the jewels, permablocking becomes incredible difficult, if not impossible. The amount of sturdy pieces can differ from build to build (depending on how many impenetrable pieces you need)

When putting all these things together, you start realizing how strong you can actually make a build.

Here are some example and buildvideos regarding these kind of builds

https://www.youtube.com/watch?v=PVZYb2aosVE


https://www.youtube.com/watch?v=45YLm720oKo&t=89s

The last but most important part (aka the secret) of achieving "immortality" as a permablocker
Bad players

As I said in my earlier, I´ve probably missed a few things (and If I´ve got some stuff wrong, please feel free to enlighten me, better to be wrong once than forever :) ). My point is to show you how many things that needs to be taken into consideration when suggesting changes and understanding this playstyle. It´s a very complex problem that can´t be fixed with a simple bandaid/quick fix

Thx for Reading :)
Edited by Qbiken on October 11, 2017 7:22PM
  • Publius_Scipio
    Publius_Scipio
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    There is a quick fix. Players should stop playing this playstyle.
  • Peekachu99
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    3+ ppl NOT spamming light attacks, and instead bottoming out their mana/ stam pool while trying to burst the perma-blocker down are the issue (poisons and CP will expedite this process). Perma blockers are the easiest thing in the world to get rid of, just no one bothers beyond the “burn it till it’s dead” strat.

    And if it’s a 1V1 encounter in Cyro, just wave and walk away—no sense wasting your time.
    Edited by Peekachu99 on October 11, 2017 7:44PM
  • Mikuelray
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    I agree. This is cancer and needs to be cut out. Cyro is full of heavy armor and s and b. Premablock is the tumor that will kill this game pvp i mean. I think in Cryo make block 180 degree block instead of 360 around the board. Plus it will be more realistic too. Plus people wouldn't just block mindlessly if they knew that thier back isn't blocking. Combat might actually be alittle more fast pace and all the builds that take 15 people to kill would die down and maybe have some different builds instead of s and b and heavy armor and taping the block down on thier controller or keyboard.
  • SanTii.92
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    There is a quick fix. Players should stop playing this playstyle.
    Even faster fix. Quit complaining and get good. Well maybe not really.
    Edited by SanTii.92 on October 11, 2017 8:50PM
    When the snows fall and the white winds blow,
    the lone wolf dies, but the pack survives.

    Arg | Pc Na | Factionless Mag Warden.
  • SASQUATCH0
    SASQUATCH0
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    While I agree, I also feel forced to play this style on my magdk in cyrodiil.
  • Defilted
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    I do not think this play style is an issue. You just have to learn how to prioritize these type of players in a group battle.

    I do not think it is right that people that do not like this type of style get to dictate to the people that do and say, you cant play it because feelings, followed by reasons.

    You have to adapt to all kinds of play styles. It can be hard to do that with just one character.
    XBOX NA
    XBOX Series X

    #NightmareBear
  • ssewallb14_ESO
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    Defile and disorient/fear counters these builds. Everyone just goes for a big stat sheet in this game though, rather than building around mechanics that counter other mechanics, and this kind of build counters damage stacking. Heal debuffs are borderline OP if you build for them, and these builds are more about healing than blocking.

    There's also a set that probably isn't working as intended in the second video, a lot of people have figured out what it is and how to take advantage of it. Fix that set and a lot of this goes away on it's own.
  • SanTii.92
    SanTii.92
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    Also, this is a fine analysis Qbiken but fury and seventh legion builds are not unkillable at all. Not even close.
    When the snows fall and the white winds blow,
    the lone wolf dies, but the pack survives.

    Arg | Pc Na | Factionless Mag Warden.
  • WaltherCarraway
    WaltherCarraway
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    Can’t fear a DK?

    Learn your class...
    Back from my last hiatus. 2021 a new start.
  • Shardaxx
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    It's really simple, holding block and activating a skill or jumping should cancel the block while the skill fires. You shouldn't be able to block while healing, while attacking, or while doing any other active ability. Obvious, really.
    PS4 - Europe - Shardaxx - Wood Elf Nightblade - Aldmeri Dominion
  • GreenhaloX
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    Qbiken wrote: »

    Here are some example and buildvideos regarding these kind of builds

    https://www.youtube.com/watch?v=PVZYb2aosVE


    https://www.youtube.com/watch?v=45YLm720oKo&t=89s

    Impressive that it may look, I have to call b-u-l-l-s-h-i-t, though. I run DK and DK tanks, hell, a few of them, and there is no ffing way, legitimately, one toon, I don't care what toon you are, can take on mass amount of opponents at the same time like that. Ok, Lance Armstrong.. there're some b-u-l-l-s-h-i-t going on with your build. Either that or PvP is that messed up.
  • Ladislao
    Ladislao
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    Permablockers? Didn't see any permablockers in non-champ :)
    Everything is viable
  • GeorgeBlack
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    Resource managment combat, no skills CD, damage boost from attributes, the byproduct of bad combat design that is AC, are all the reasons why there are fotm strong builds, everytime zos buffs/nerfs skills, cp, gear and people are forced to play certain builds.

    Tera Online had the best combat that I have played (2011-2013)
    Zos offers so many skill lines that should provide endless builds and playstyles yet because of the game features that I mentioned above people have to either become an AoE blob that spams EotS/heal/purge or pick a fotm for small scale.
    Why would you use a channeling ability when at the same time you know that you have access to spammables in which you can add light atk/bash, roll dodge/block twice. You won't.
    Why as a stamina player would you slot a utility magika skill (that would make your game play so much more engaging and reactive) when you know that you cannot afford to sacrifice your max stamina for max magika?
    There is no reaction and decision making when it comes to using abilities.
    The builds with the rotations that go from burst(offense) to sustain(defence) the easiest will win. The easiest abilities win. You know that you have a CC coming. You don't have to react. You act pre emptively. You know that your opponents CC immunity goes down, all you have to do is CC. Same effect across aaaaaall builds
    -> Your opponent will have to spent a split of a second to break free and waste stamina.
    Again Tera online had blocking and dodging that would cancel whatever you were doing in order to keep you out of harms way. But it would cancell not only the animation of whatever you were doing. It would cancel the damage output as well. That is reactive.


    Tldr game features promote min maxing. Not variety and reactive combat.
    Unless Zos overhauls these features, which they are not obligated to do so or have any profit in doing so, cancer builds are here to remain.

    We either enjoy PvE and questing, running blobs for mass PvP, or fotm/cancer builds for small scale, and have fun.
    Or we find a game that suits us better. I'm waiting for the next big thing.
    Edited by GeorgeBlack on October 12, 2017 12:45AM
  • Hurika
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    I've said it a long time.... block = 360 in pve, 180 in pve. At least up the skill level of perma blockers so they have to learn to actually turn.
  • ecru
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    the reason some of these "builds" aren't published and buffs are hidden during videos is because they're exploiting unintended set interactions/buffs. hopefully there will be fixes for some of these things soon.

    this isn't directed at alcast's build of course, in case anyone thought that's what i was suggesting.
    Gryphon Heart
    Godslayer
    Dawnbringer
  • Chronicburn
    Chronicburn
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    Qbiken wrote: »
    Lately I´ve seen a lot of posts regarding how people want to fix permablocking builds in PvP. Many of these people make it looks like there´s an easy fix to it, and I simply disagree.
    My view on "permablocking" is that it can´t be resolved with an easy quick-fix since there´re so many mechanics affecting this kind of playstyle. A few weeks ago me and a friend tried to figure out what makes these builds possible (aka, the "secret" behind permablocking, that also does damage). We aren´t hardcore PvP-players but we like the theorycrafting part of the game. Our conclusion on some of the topics:

    (Some of the stuff will seem obvious, but for learning purpose I´ll take most things we found out)

    * Dragonknights are the best class for the playstyle
    No-brainer really. Can be done on other classes, but dragonknights will come out on top. Dragonknights offers the best passives for tanking.
    - Can block 10% more damage
    - Increased healing received by 12% while a Draconic Power Skill is active
    - 3,3k Extra spellresistance
    - Battleroar: The bread and butter for resource management
    - Helping Hands: Helps with stamina sustain.
    - Mountain´s Blessing: Helps with ultimate regen which is very important for Dragonknights (Quicker ultimate --> More usage of the battleroar passive)

    Championpoints has a very big impact on these builds
    It´s possible to permablock in no-cp, but you´ll be doing significantly less damage. The CP-allocations that have the most impact IMO
    - Reduced blockcost from Shadow Ward allocation
    - Increased healing received/done: Quick Recovery and Blessed
    - Master at Arms (When having at least 30 points to get the Riposte passive): If you´re a Redguard, the Riposte passive will proc Adrenaline Rush, which will give you around 800 stamina back. Riposte can also proc sets like Ravager (if you decide to tank in that set), bloodthorn or any other set that can proc on melee damage.
    - There´re also some important passives from the Red tree, but won´t go in dept of all those, or the post will be longer than needed.

    One-hand and shield Skilline:
    This skilline is very strong. It offers both offensive and defensive options. All skills in that tree benefits a permablocking build. But the prominent ones imo are:
    - Defensive posture: Reduced blockcost by 8% while slotted
    - Herioic Slash: Give you minor heroism and applies minor maim on your enemy.
    - Fortress: Reduce blockcost by 36% (That´s a huge amount)
    - Sword and board: 5% more Weapondamage + increase damage we can block by 20%
    - Deflect Bolts: Increase the damage we can block from range attacks by 15%
    - Shieldwall ultimate (Spellwall): The bread and butter of permablockers. While this one is up you often want to do some heavy attacks to regain as much stamina as possible.

    Heavy armor /gear isn´t the maincomponent that make this playstyle work, but some HA sets will help you a lot.
    The sets that are common on these setups are: (Monster sets not included here, but Bloodspawn, Trollking, malubeth are common sets being used)
    - 7th Legion: This set has no cooldown and at the moment the healing part of this set ignores battlespirit (which needs to be fixed ASAP). In outnumbered situations you´ll have close to 100% uptime.
    - Werewolf hide: The faster you can get your ultimates up the better. This set helps with that.
    - Fury: Fully procced this set will offer you the most weapon damage in the game.
    - Ravager: Good set if you want to be more aggressive in your playstyle, wait for this to proc and time it with Ferosious Leap.
    - There´re probably other setups being used as well that performs much better, but those named above are in need of a tweak since they offer a lot of offensive utility.
    - Now add the Passives from heavy armor skilline. The extra 8% healing received is very strong. And the extra resistance HA gives you let you mitigate more damage (Up to 33k, where the cap is and you mitigate 50% of the damage. You also mitigate even more damage while blocking)

    Poisons and potions play a big role as well
    There´re a lot of different poisons out there. The ones that are strong for a permablocker are those who gives you resources/stamina back, and those who increases your healing received.
    When it comes to potions, Lingering Health potions are incredibly strong, even with the recent nerfs to HP-regen by letting it being affected by defile debuffs.

    Healing received and stacking many sources of healing helps you stay alive
    There´re many sources of healing for a DK, and many sources to buff that healing:
    - Forward Momentum: Rally gives more heal, but forward momentum is almost needed due to the amount of snares.
    - Vigor: Very expensive heal, but good heal when running low on HP
    - Lingering HP pots: 1k HP/second is very strong
    - Igneous shield: Gives you major mending for a short duration. Can Vigor + Igneous and you´ll get a big burst heal.
    - 7th Legion heal (If used. Also the heal gets buffed by CP)
    - Minor Vitality + Major Vitality + Blessed + Draconic Power Passive + Quick Recovery + (Argonian Passive, if you´re an argonian ofc) + Major Mending + Major Fortitude (HP-recovery).........Probably some stuff I´ve missed but there´re so many sources of buffing your healing and HP-recovery.

    Traits and enchants, big impact as well
    The sturdy trait in combination with blockcost enchants on the jewels are big keycomponents to the build. Without the enchants on the jewels, permablocking becomes incredible difficult, if not impossible. The amount of sturdy pieces can differ from build to build (depending on how many impenetrable pieces you need)

    When putting all these things together, you start realizing how strong you can actually make a build.

    Here are some example and buildvideos regarding these kind of builds

    https://www.youtube.com/watch?v=PVZYb2aosVE


    https://www.youtube.com/watch?v=45YLm720oKo&t=89s

    The last but most important part (aka the secret) of achieving "immortality" as a permablocker
    Bad players

    As I said in my earlier, I´ve probably missed a few things (and If I´ve got some stuff wrong, please feel free to enlighten me, better to be wrong once than forever :) ). My point is to show you how many things that needs to be taken into consideration when suggesting changes and understanding this playstyle. It´s a very complex problem that can´t be fixed with a simple bandaid/quick fix

    Thx for Reading :)

    Every time I see a wall of text like this I'm afraid a decent will read it and nerf something:(
  • Wing
    Wing
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    why not cut the effect of blocking in half like everything else with battlespirit?

    its base damage reduction is 50%, cut it to 25%
    ESO player since beta.
    previously full time subscriber, beta-2024, now off and on, game got too disappointing.
    PC NA
    ( ^_^ )

    You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods You shall be as gods -Xenogears
    DK one trick
  • Qbiken
    Qbiken
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    SanTii.92 wrote: »
    Also, this is a fine analysis Qbiken but fury and seventh legion builds are not unkillable at all. Not even close.

    @SanTii.92
    You´re absolutely right, no build in Cyrodil is unkillable. Purpose of the post is to get people to realise how many things that actually matters to make these builds "successful", and I´m quite sure that you can do a similar analyse regarding many other "meta-setups" in the game. I´m of the opinion that most skills/gear/classes etc are fairly balanced in this game (not perfectly balanced, but "fairly"). The things that makes certain setups very strong is the synergy between different mechanics (that´s what I wanted to show with this post), and to many people often fail to see that when suggesting changes and/or nerfs.

    On topic. In my opinion what needs to be tweaked are some armor-sets and maybe the way block-cost is calculated. Also, the healing is a very strong component that might need to be looked at as well. The only thing that shouldn´t be touched is the DK-class itself. More nerfs to that class and there won´t be many more reasons to play DK.
    Edited by Qbiken on October 12, 2017 6:20AM
  • Publius_Scipio
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    How about make block have a conal area extending from the front of the character. Or something like block extending 180 degrees to the sides of the character and in front. Players hold block and they are magically shielded 360 degrees, even though the shield is in front of their face. Let block allow some or more damage if hit from the back side.

    I’ll be quite honest, with all the gear sets, passives, potions, CP, and whatever else, doesn’t seem like it takes that much effort to be a super tank in ESO. Surely not as much effort required as playing a NB where everything must be timed correctly in order to accomplish much of anything in PvP these days.
  • Publius_Scipio
    Publius_Scipio
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    Qbiken wrote: »
    SanTii.92 wrote: »
    Also, this is a fine analysis Qbiken but fury and seventh legion builds are not unkillable at all. Not even close.

    "SanTii.92"
    You´re absolutely right, no build in Cyrodil is unkillable. Purpose of the post is to get people to realise how many things that actually matters to make these builds "successful", and I´m quite sure that you can do a similar analyse regarding many other "meta-setups" in the game. I´m of the opinion that most skills/gear/classes etc are fairly balanced in this game (not perfectly balanced, but "fairly"). The things that makes certain setups very strong is the synergy between different mechanics (that´s what I wanted to show with this post), and to many people often fail to see that when suggesting changes and/or nerfs.

    On topic. In my opinion what needs to be tweaked are some armor-sets and maybe the way block-cost is calculated. Also, thealing is a very strong component that might need to be looked at as well. The only thing that shouldn´t be touched is the DK-class itself. More nerfs to that class and there won´t be many more reasons to play DK.

    Healing I agree continues to need some fine tuning in the upper end of the spectrum. ZOS has even publicly stated as much going back to the Morrowind update, that they are looking at toning it down and giving players more options against builds with over the top heals.
  • Qbiken
    Qbiken
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    How about make block have a conal area extending from the front of the character. Or something like block extending 180 degrees to the sides of the character and in front. Players hold block and they are magically shielded 360 degrees, even though the shield is in front of their face. Let block allow some or more damage if hit from the back side.

    I’ll be quite honest, with all the gear sets, passives, potions, CP, and whatever else, doesn’t seem like it takes that much effort to be a super tank in ESO. Surely not as much effort required as playing a NB where everything must be timed correctly in order to accomplish much of anything in PvP these days.

    Both yes and no. You need to know how things synergies with each other, that´s the "difficult" part. Only permablocking without doing damage isn´t much of a trouble (and to be fair, I don´t think players see them as a threat). If you want to cause damage as well, it gets slightly more difficult. The "key" to be able to do damage is to time the procs of your armorabilites together with potions/poisons, and preferably on an enemy with low HP that´s low on resources. That timing takes some practice to execute.

    Regarding the conal block area. I think this can be a good idea, at least it sounds interesting :)
    In PvE the tanks will face the stuff they tank anyway, so it won´t affect them by much, and in PvP it would open up for more awareness of your surroundings and "strategic tanking". It would be worth a shoot to test at least in a future PTS-patch.
  • Sixty5
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    Shield wall has really enabled a lot of permablock builds.
    It gives the ability to freely recover resources or go on offense all without dropping block.

    One change I'd like to see is only allowing Shield wall to be active while a sword and shield is equipped, limiting the ability for the ultimate to be used offensively.

    Apart from that, maybe add in reduced cooldown on block stamina cost to battle spirit, meaning that 2-3 people can bring a perma-blocker down a bit more easily
    Lord and Savior of the Association of Serious S***posters.

    I play a character called "Gives Me Wood Elf" because I am a mature and sensible person.
    Stam Sorc main in Battlegrounds
  • Qbiken
    Qbiken
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    Sixty5 wrote: »
    Shield wall has really enabled a lot of permablock builds.
    It gives the ability to freely recover resources or go on offense all without dropping block.

    One change I'd like to see is only allowing Shield wall to be active while a sword and shield is equipped, limiting the ability for the ultimate to be used offensively.

    Apart from that, maybe add in reduced cooldown on block stamina cost to battle spirit, meaning that 2-3 people can bring a perma-blocker down a bit more easily

    Changes that effects how fast stamina is drained from blocking will mostly hurt those who doesn´t play permablocking builds, at least that´s what happened with the latest changes (When ZOS changed so that stamina drains every 0.25 second instead of every 0.5 second). That was supposed to address permablocking builds, but hurt the "non-blockers" the most.

    A change I would like to see to the shield-wall ultimate (Correct me if I´m wrong here): While you block in general, you can´t recover stamina from "regen" (it´s down at 0). When shield-wall activates the ultimate will block for you, so during that duration you´ll recover stamina from the "regen-part". I would like to see the passive stamina regen being disabled while the shield-wall ultimate is up as well. You can still recover stamina with heavy attacks.

    I don´t think letting ultimates being tied to the bar with the weapon is a good idea, would hurt PvE way to much.
  • Enslaved
    Enslaved
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    Shardaxx wrote: »
    It's really simple, holding block and activating a skill or jumping should cancel the block while the skill fires. You shouldn't be able to block while healing, while attacking, or while doing any other active ability. Obvious, really.

    This is so unrealistic. If we just think about irl shields, most techniques while using one would not left you vulnerable as if you had no shield at all. So using skills like puncture/low slash and their morphs are completely realistic while holding block. Also, jumping while holding block is quite possible. It is not like you block with both arms holding the shield, really. Speaking about that, some skills that require one hand to cast are also realistic, if we follow this logic.
  • Asmael
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    How about make block have a conal area extending from the front of the character. Or something like block extending 180 degrees to the sides of the character and in front. Players hold block and they are magically shielded 360 degrees, even though the shield is in front of their face. Let block allow some or more damage if hit from the back side.

    I’ll be quite honest, with all the gear sets, passives, potions, CP, and whatever else, doesn’t seem like it takes that much effort to be a super tank in ESO. Surely not as much effort required as playing a NB where everything must be timed correctly in order to accomplish much of anything in PvP these days.

    How about make cloak have a conal area extending from the front of the character. Or something like cloak extending 180 degrees to the sides of the character and in front. Players pop cloak and they are magically invisible 360 degrees, even though their face is away from the ones they are trying to cloak away from. Let cloakers be visible if they do not face their targets.

    I’ll be quite honest, with all the gear sets, passives, potions, CP, and whatever else, doesn’t seem like it takes that much effort to be a ganker in ESO. Surely not as much effort required as playing a DK whose only way to be even remotely competitive nowadays is permablocking.

    - Signed, someone who actually played both
    PC EU - Zahraji of the Void, aka "Kitty", the fluffiest salmon genocider in town.
    Poke @AsmaeI (last letter is uppercase "i") on PC EU or Asmael#9325 on Discord and receive a meow today.
  • m12d12_ESO
    m12d12_ESO
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    I never tire, well not true, i do tire of the endless calls for nerfing this or nerfing that. If you don't like perma-blockers ignore them. S&B isn't op at all. if anything is op in this game its 2 hand Stamina builds....without doubt.
    If a S&B perma-blocking tank can kill you - you are doing something wrong.
    Accts
    mdzone5 cp 1051
    fragtaster cp 684
    lilly65 cp 652
    Almalexia 212
  • FloppyTouch
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    The issue is ppl build for burst damage in pvp tanks in pvp can soak up burst damage and recover. You bring a pve build with ground AoEs and a snare or hard cc these perma blockers melt fast.

    Issue is they build to counter the meta of burst and ppl cry there is a counter to these guys but who the hell is going to bring a pve dot build to take care of a tank? A smart player that knows there is a lot of these guys.
    Edited by FloppyTouch on October 12, 2017 7:23AM
  • Qbiken
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    ecru wrote: »
    the reason some of these "builds" aren't published and buffs are hidden during videos is because they're exploiting unintended set interactions/buffs. hopefully there will be fixes for some of these things soon.

    this isn't directed at alcast's build of course, in case anyone thought that's what i was suggesting.

    As far as I know this playstyle became a thing after "One Tamriel". The builds back then utilized so many exploits and broken mechanics it´s ridiculous. What makes it even funnier is how the people who "created" and played them back then promoted it as legit builds. While me and my friend analysed this playstyle we even figured how some of the exploits were made, luckily almost all of them resolved, and those who aren´t I´ve reported to ZOS.
    Edited by Qbiken on October 12, 2017 7:32AM
  • eso_nya
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    Stam drain at 0,25 would only be a prob in pvp if ppl would attack that fast. I'd say u need 2 ppl attacking u with flurry and a bunch of dots to get there.

    Conal blocking would make tanking trash in pve insanely difficult.

    2nd vid, 1st fight: if those 7 ppl would spam light attacks w/ oblivion dmg enchants he'd be down in ~10 secs. Add infused and torugs and that fight wouldnt be seen in a vid. Imo the cool thing bout unresistable dmg: running it alone doesnt do anything, can easily outheal it, run it in a group and it becomes lethal. Hardcounter to blazeplar, shieldstacking sorc, permablocking dk. Basically the hardcounter for X to beat the 1 in a 1vX.

    leap -> heavy -> execute: Javs into the leap -> bye.
    leap went thru? -> bol when the heavy hits -> wont kill.
    heavy attack from s&b to restore stam -> block it, will stun, needs to break free and instead of regaining stam, couple thousand more is lost.

    That playstyle is designed to take out small to medium sized groups of unorganised, unexperienced players. It doesnt stand a chance against an organised group of 4 experienced players. Either they can counter it or retreat unharmed.
  • Qbiken
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    Defile and disorient/fear counters these builds. Everyone just goes for a big stat sheet in this game though, rather than building around mechanics that counter other mechanics, and this kind of build counters damage stacking. Heal debuffs are borderline OP if you build for them, and these builds are more about healing than blocking.

    There's also a set that probably isn't working as intended in the second video, a lot of people have figured out what it is and how to take advantage of it. Fix that set and a lot of this goes away on it's own.

    @ssewallb14_ESO
    This is also a major problem, people find out that a set isn´t working as it should, doesn´t report it and take advantage of it (not meant directly to you, just generally speaking). The secondary effects of this kind of behaviour is that players QQ about how OP the playstyle/gear/class etc is and something that was working as it should or was balanced, receives a nerf instead.
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