Please be very cautious here. You have two classes which rely heavily on block in pvp for lack of other mitigation options -- particularly mag DKs, but also stam DK and magplars. And PVE tanks have been hit really hard with collateral damage from past block changes and really don't need to be nerfed.
Adding a CP star which reduces the effectiveness of blocking is a step in the right direction (because it won't affect PVE tanks), but also increases the strength of the zerg versus the outnumbered AGAIN. DK and Templar have no way to proactively disengage from an incoming bad situation -- no expedition and no snare removal or reduction.
In short: it will be very easy to nerf blocking (again) in a way that hurts non-permablocks build more than block builds, and forces classes who must rely on block to dig in deeper.
ZOS_GinaBruno wrote: »
Goal: Improve Interrupt
- Add a stun to interrupts – if a player gets interrupted, they get stunned (and therefore get CC immunity when they break it)
- Add a short cooldown to an interrupted ability to add interesting gameplay to interrupts
- Add interrupt telegraphs to cast time abilities when players are not CC immune
Goal: Investigating Perma-blocking
- Adjust the block calculations so that cost reduction happens first (might have to reduce the block cost slightly as a result)
- Investigate adding something to Champion passives, or an item set to increase the block cost
Goal: Improving Off Balance + Heavy Attacks
- Test the following changes, with the end goal to have Off Balance be more useful for everyone:
- Effect is only consumed if the target is knocked down from a Heavy Attack
- Attacking an Off Balance enemy with a Heavy Attack restores 2x resources
- After Off Balance ends, the target is immune for a period of time
- Test making the following changes to make Heavy Attacks feel better:
- Shorten the Heavy Attack cooldown to approximately 300ms from 700ms
- Shorten the global cast speed penalty of Heavy Attacks to 50% from 75%
ZOS_GinaBruno wrote: »Goal: Improving Off Balance + Heavy Attacks
- Test making the following changes to make Heavy Attacks feel better:
- Shorten the Heavy Attack cooldown to approximately 300ms from 700ms
- Shorten the global cast speed penalty of Heavy Attacks to 50% from 75%
Please be very cautious here. You have two classes which rely heavily on block in pvp for lack of other mitigation options -- particularly mag DKs, but also stam DK and magplars. And PVE tanks have been hit really hard with collateral damage from past block changes and really don't need to be nerfed.
Adding a CP star which reduces the effectiveness of blocking is a step in the right direction (because it won't affect PVE tanks), but also increases the strength of the zerg versus the outnumbered AGAIN. DK and Templar have no way to proactively disengage from an incoming bad situation -- no expedition and no snare removal or reduction.
In short: it will be very easy to nerf blocking (again) in a way that hurts non-permablocks build more than block builds, and forces classes who must rely on block to dig in deeper.
i think i know why you'd be so concerned with this point
but in all seriousness, make Shattering Blows do additional dmg to blocking opponents as well as shielded opponents. hee hee!
Wait, so does this mean Mag DKs are viable again? Will their whips no longer consume off balance?
Thank you for the communication.
As to block cost, please add the changes to battle spirit.
ZOS_GinaBruno wrote: »These are amazing . I love them . And you will be doing this every month ?! I am so happy . I really am .
*sheds a tear*
Yep, the plan is to do a general combat-related update each month. Next month, you can likely expect to see updates on what we talked about here, if anything has changed or pivoted, if we're looking at anything different, etc. And thanks for the constructive feedback so far - the team is reading, and we appreciate you all chiming in with your thoughts!
Wait, so does this mean Mag DKs are viable again? Will their whips no longer consume off balance?
Let's hope so. If this could be fixed, along with having shorter staff heavy attack cast times, and maybe buff the dmg to flame lash procs a bit more, and I think magDK could be in a really good spot again.