@Thogard @Onefrkncrzypope is having less than 100 block cost vital to PvE? I was under the impression having that low of block cost isn't needed since a lot of cases you won't be getting the 4x per second triggered. If I'm wrong then this can just go into battle spirit or something.
Onefrkncrzypope wrote: »@Thogard @Onefrkncrzypope is having less than 100 block cost vital to PvE? I was under the impression having that low of block cost isn't needed since a lot of cases you won't be getting the 4x per second triggered. If I'm wrong then this can just go into battle spirit or something.
Nerfs of block and sustain during Morrowind made block cost important in any case. Locking block at 100 and taking my builds 19k Stam. This is controlled not include helping hands taunts and orbs. It would be 190 seconds of just blocking. This isn't enough time to kill any boss from group content( pug DPS average of 15k). Yes there are sustain skills but there is also Stam drains in taunts. Battle spirit modifiers would be beneficial to PvP but nonissue in pve. They should do this with most PvP balancing honestly.
@Thogard @Onefrkncrzypope is having less than 100 block cost vital to PvE? I was under the impression having that low of block cost isn't needed since a lot of cases you won't be getting the 4x per second triggered. If I'm wrong then this can just go into battle spirit or something.
@Thogard @Onefrkncrzypope is having less than 100 block cost vital to PvE? I was under the impression having that low of block cost isn't needed since a lot of cases you won't be getting the 4x per second triggered. If I'm wrong then this can just go into battle spirit or something.
Morrowind shortened the cool down between block Stam consumptionOnefrkncrzypope wrote: »@Thogard @Onefrkncrzypope is having less than 100 block cost vital to PvE? I was under the impression having that low of block cost isn't needed since a lot of cases you won't be getting the 4x per second triggered. If I'm wrong then this can just go into battle spirit or something.
Nerfs of block and sustain during Morrowind made block cost important in any case. Locking block at 100 and taking my builds 19k Stam. This is controlled not include helping hands taunts and orbs. It would be 190 seconds of just blocking. This isn't enough time to kill any boss from group content( pug DPS average of 15k). Yes there are sustain skills but there is also Stam drains in taunts. Battle spirit modifiers would be beneficial to PvP but nonissue in pve. They should do this with most PvP balancing honestly.
Forgive me if I am lost here, but I did not see any changes to block cost in any of the patch notes for this PTS.
It is fine on live as it is. Yes, we adjusted and moved on.
Also, it is a waste to put a full 100 points into Shadow Ward. That last 25 points gives so little.
Onefrkncrzypope wrote: »Morrowind shortened the cool down between block Stam consumptionOnefrkncrzypope wrote: »@Thogard @Onefrkncrzypope is having less than 100 block cost vital to PvE? I was under the impression having that low of block cost isn't needed since a lot of cases you won't be getting the 4x per second triggered. If I'm wrong then this can just go into battle spirit or something.
Nerfs of block and sustain during Morrowind made block cost important in any case. Locking block at 100 and taking my builds 19k Stam. This is controlled not include helping hands taunts and orbs. It would be 190 seconds of just blocking. This isn't enough time to kill any boss from group content( pug DPS average of 15k). Yes there are sustain skills but there is also Stam drains in taunts. Battle spirit modifiers would be beneficial to PvP but nonissue in pve. They should do this with most PvP balancing honestly.
Forgive me if I am lost here, but I did not see any changes to block cost in any of the patch notes for this PTS.
It is fine on live as it is. Yes, we adjusted and moved on.
Also, it is a waste to put a full 100 points into Shadow Ward. That last 25 points gives so little.
Preaching to a choir. I'm hoping wrobel does a u turn and in true Halloween spirit the patch notes read trick or treat and they reverse all the bad changes, fixes all the unworking/bad abilities, changes the formulas and adds smart/dynamic combat via ult+abilities and we all are happy.
@ZOS_Wrobel
Say it is so?
Wait so you´re telling me every flat modificator for skillcost is calculated before % but for blocking it´s % before flat?
Wow.
coplannb16_ESO wrote: »There are so many variants to approach this. All could make the game better and more interesting.
- introduce collision detection.
- make block only work for damage from the frontal arc (say 150 degrees for shields, 120 degrees for weapons, flanking should be a thing).
- block should also never work against ground targeted damage sources like Wall of Elements (or are you gonna stand on your shield?)
- prevent animation canceling and block casting
- then however reduce or even remove the block cost and rebalance all PvE encounters, esp. Vet Dungeons and trials, also vMA
SnowTheMadDog wrote: »So mdk can just f....ck themselves? Do you realize guys that you are all complaining about permablocking wich isn't a problem. a permablocker have to invest a lot into that and often dont do any dmg. Block/casting is the only option for mDK. I dont see anyone complaining about let's say...sorc defensive option? wich is spaming shields and stacking them at will. Wich is, imo equally powerfull as permablocking
SnowTheMadDog wrote: »So mdk can just f....ck themselves? Do you realize guys that you are all complaining about permablocking wich isn't a problem. a permablocker have to invest a lot into that and often dont do any dmg. Block/casting is the only option for mDK. I dont see anyone complaining about let's say...sorc defensive option? wich is spaming shields and stacking them at will. Wich is, imo equally powerfull as permablocking
There plenty of complaints towards shieldstacking aswell.
Both need to be adressed. Imo blocking makes for even worse gameplay. You can kill a sorc relatively fast with 2 or 3 ppl. Block builds - not so much.
Block does nothing for ground sourced AoE's, the only potential exception coming from the bow line (as they are ground targetted, but projectile based).coplannb16_ESO wrote: »- block should also never work against ground targeted damage sources like Wall of Elements (or are you gonna stand on your shield?)
It really depends who you fight. I can tanks 15 randoms for more than 2 minutes and at the same time i die for 10 seconds when 3 good sorcs focus me. 3 timed cursed with mage wrath and it is buy buy.
SnowTheMadDog wrote: »So mdk can just f....ck themselves? Do you realize guys that you are all complaining about permablocking wich isn't a problem. a permablocker have to invest a lot into that and often dont do any dmg. Block/casting is the only option for mDK. I dont see anyone complaining about let's say...sorc defensive option? wich is spaming shields and stacking them at will. Wich is, imo equally powerfull as permablocking
There plenty of complaints towards shieldstacking aswell.
Both need to be adressed. Imo blocking makes for even worse gameplay. You can kill a sorc relatively fast with 2 or 3 ppl. Block builds - not so much.
coplannb16_ESO wrote: »the whole blocking mechanic is crap imho. In other games shields (beside increasing your armor value, e.g. passive damage reduction) granted a more or less fixed percentage to block (and thus completely negate) 1 direct attack. Also it only worked in front of you in between 180 to 120 degrees in front that is (thus flanking and surprise attacks from behind were a thing). Also in this game the shield does not really add any decent utility (like the Guard skill, which was usually tied to the shield).
DAoC:
- frontal arc block chance depending on shield skill (up to 25%), dexterity and shield size. Shield skill would grant Guard and Intercept ability, also shield bashing attacks that could stun. No charge like abilities.
- in addition there was a parry skill (which did not grant you skills, but increased your parry chance by up to 25%)
- and there was a passive evade trait (granting 5-35% evade chance dependant on class / armor, e.g. assassins had the highest evasion)
- Also weapon types were more efficient versus different defences (2H, Dual Wield, 1H/S <-> Evasion, Parry, Block)
- also weaponskill could reduce the effective block chance
- if you were focusing on defense (say high Dexterity, Parry and Block) you would not be able to get a high weapon skill
Warhammer Online:
- shield only worked from the front, did only add a passive block chance and increased your armor
- you had guard and a very cool shield wall ability (which would reduce the damage of allies behind you as well as yourself, it had a cooldown and slowed you down a bit).
- in addition though you had collision detection. A tank could block enemies from getting past him, for instance in a keeps stairways.
WoW is pretty similar, but I think DAoC had a lot more depth in its combat system than ESO has in many aspects.
Basically block-casting should never have been allowed (animation canceling being part of the problem). If you have to actively block it should prevent you from using a skill or attack until you released the block. Additionally you should not be able to raise the block again before that attacks animation is complete (and also not be able to switch bars or cancel otherwise). The whole combat/animation system is flawed in this regard. Yes abusing it is a must at the moment for DPS, but it removes so many tactical choices from what could be a really interesting combat system.
Then the amount of damage block currently absorbs is too high. It beats every other form of mitigation, especially heavy armor.
There are so many variants to approach this. All could make the game better and more interesting.
- introduce collision detection.
- make block only work for damage from the frontal arc (say 150 degrees for shields, 120 degrees for weapons, flanking should be a thing).
- block should also never work against ground targeted damage sources like Wall of Elements (or are you gonna stand on your shield?)
- prevent animation canceling and block casting
- then however reduce or even remove the block cost and rebalance all PvE encounters, esp. Vet Dungeons and trials, also vMA
Optionally:
- separate shield from 1-hand/shield skill line. We should have:
Shield (usuable with Shield, includes Bash, Guard, a new Shield Wall skill a taunt, but not charge. shield wall gives immunity versus knockback and allows to slowly push enemy players backwards), Duelist (1-handed stamina weapon usuable with Shield and Dual Wield), Dual Wield (usable with Off-Hand Weapon) , 2-Handed, Bow, Destro Staff, Restro Staff, Wand (1-H offensive magic weapon, could contain a magicka taunt), Tome/Orb (defensive magic weapon, this removes/replaces frost-staff tanking, make frost focused on crowd control and debuffs). 2-Handed should be the only weapon line with a charge / gap closer.
This game could be so much better... *sigh*
It really depends who you fight. I can tanks 15 randoms for more than 2 minutes and at the same time i die for 10 seconds when 3 good sorcs focus me. 3 timed cursed with mage wrath and it is buy buy.
This . I played one of those annoying builds (7th/werewolf/malubeth) a while ago . I could tank lots of potatos infinitely but few good people who does have a brain could kill me in 10-20 seconds . Especially whoever has an unblockable stun , especially fear . Because I don't have any Impen gear (have to use Sturdy) , when block is down , permablock builds are complete garbage . Just takes a Nightblade (or any class with unblockable CC) to kill these builds .
More importantly , only way I could kill people with that build is targeting the most potato player from my enemies . Get ulti for Leap , make sure 7th proc is on , put claw and ransack for debuffs and DoT , reverb , swap , leap , reverse slice , done . Everyone should know how these builds are working . You can clearly see it is gonna do a combo on you . Again , these builds work only against potatos . I was on my mDK with mNB friend , we were killing every permablock build we saw in Cyrodiil (CP campaign) in 10 seconds . Just takes 2 people who has brains to take them down .
SnowTheMadDog wrote: »SnowTheMadDog wrote: »So mdk can just f....ck themselves? Do you realize guys that you are all complaining about permablocking wich isn't a problem. a permablocker have to invest a lot into that and often dont do any dmg. Block/casting is the only option for mDK. I dont see anyone complaining about let's say...sorc defensive option? wich is spaming shields and stacking them at will. Wich is, imo equally powerfull as permablocking
There plenty of complaints towards shieldstacking aswell.
Both need to be adressed. Imo blocking makes for even worse gameplay. You can kill a sorc relatively fast with 2 or 3 ppl. Block builds - not so much.
Except that the stamdk that build on permablock cant kill u if u are a decent player
SnowTheMadDog wrote: »SnowTheMadDog wrote: »So mdk can just f....ck themselves? Do you realize guys that you are all complaining about permablocking wich isn't a problem. a permablocker have to invest a lot into that and often dont do any dmg. Block/casting is the only option for mDK. I dont see anyone complaining about let's say...sorc defensive option? wich is spaming shields and stacking them at will. Wich is, imo equally powerfull as permablocking
There plenty of complaints towards shieldstacking aswell.
Both need to be adressed. Imo blocking makes for even worse gameplay. You can kill a sorc relatively fast with 2 or 3 ppl. Block builds - not so much.
Except that the stamdk that build on permablock cant kill u if u are a decent player
A sorc thats not a petbuild can´t kill you aswell though...