So the base block cost at the moment is 2160 . 20% reduction would make it 1728 . We already know that formula for block cost will be changed and Shield-Play enchantments will be calculated first . So , 3 of them makes 609 reduction .
1728 - 609 = 1119
If we calculate these passives as multiplicative ;
- 8 Sturdy , 32%
- Fortress , 36%
- Shadow Ward , 25%
- Defensive Posture , 8%
Block cost will be 336 (365 without Defensive Posture) Stamina . Right now , with these passives , your block cost will be 88 (95 without Defensive Posture) . Knowing most tanks do not use Defensive Posture , 365 - 95 = 270 Stamina . Correct me if I am wrong with my calculations btw . That is a huge difference . Not a gamebreaking difference but still big . Definitely going to make all PvP permablock tanks disappear and force PvE tanks to play smarter . Sounds good to be honest but I hope they make some changes to DKs and Templars because they highly depending on blocking to survive those nasty burst combos
Doctordarkspawn wrote: »So the base block cost at the moment is 2160 . 20% reduction would make it 1728 . We already know that formula for block cost will be changed and Shield-Play enchantments will be calculated first . So , 3 of them makes 609 reduction .
1728 - 609 = 1119
If we calculate these passives as multiplicative ;
- 8 Sturdy , 32%
- Fortress , 36%
- Shadow Ward , 25%
- Defensive Posture , 8%
Block cost will be 336 (365 without Defensive Posture) Stamina . Right now , with these passives , your block cost will be 88 (95 without Defensive Posture) . Knowing most tanks do not use Defensive Posture , 365 - 95 = 270 Stamina . Correct me if I am wrong with my calculations btw . That is a huge difference . Not a gamebreaking difference but still big . Definitely going to make all PvP permablock tanks disappear and force PvE tanks to play smarter . Sounds good to be honest but I hope they make some changes to DKs and Templars because they highly depending on blocking to survive those nasty burst combos
I *** called it.
Yep, gonna nerf PVE tanks for the sake of PVP, while designing fights that force tanks the block most of the time, thus creating a bottleneck that will eventually result in tanks not being able to keep up with the content.
WHEN WILL YOU LEARN THAT YOUR ACTIONS HAVE CONSEQUENCES?!
Spoiler alert: The changes to temps and DK's will be nerfs.
@ZOS_Wrobel
Are ANY of the Backlash (and both of it's morphs) bugs going to be addressed?
I can name off a few of the bugs I am aware of;
If you have two templars, using either of the morphs, they sometimes cancel the others damage.
Eg: Magplar casts purifying light, stamplar casts PotL,. 6 seconds later only Purifying Light deals damage, PotL explodes but deals no damage. This works with either morph. 2x PotL, 2x PL, or 1x PotL 1x PL.
Even if you DON'T have a second templar using a backlash morph, and you don't recast early, sometimes (more often than not) the damage STILL won't be applied. At first I thought this was a bug with combat metrics (telling me I casted 10 power of the lights but none of them dealing the explosion damage portion when I was the only templar in the group) but then I watched a video closely at .25x speed with the default in-game combat texts and you can clearly see Power of the light not dealing the damage it is supposed to.
https://youtube.com/watch?v=Me883c4Gdsk
If you watch this video on .25x speed you can clearly see Power of the light not dealing it's explosion damage 50% of the time, despite him being the only templar in the group casting a backlash ability and not recasting it early.
For examples, go to 0:31 on .25x speed and watch the Combat texts, his power of the light timer and animation itself.
You'll see his power of the light explodes, you see a 24,722 WHITE damage splat as it explodes. This is what it looks like when power of the light actually deals it's damage.
At 0:45 you see him cast his ult and power of the light explodes at the same time. You can see 23.*k in white text, and 25.*k in white text. That is his ult and power of the light both hitting.
Now for PotL doesn't explode, despite no reasons for it to not;
0:23 it explodes while he isn't dealing any damage really at all. This one is painfully obvious that it didn't deal damage. He didn't recast it early either.
1:06 if you look closely you see that PotL doesn't deal damage here.
1:21 it doesn't deal damage.
1:28 ^
1:34 ^ etc etc you get the idea.
GreenSoup2HoT wrote: »
Block Cost changes wont change anything. The whole no regen while blocking needs to be scrapped and make blocking for long periods of time scale harder and harder. Block casting shouldn't be a thing. People can weave heavy attacks and potions while being argonion and block forever..... regardless of the changes you make to blocking.
GreenSoup2HoT wrote: »
Block Cost changes wont change anything. The whole no regen while blocking needs to be scrapped and make blocking for long periods of time scale harder and harder. Block casting shouldn't be a thing. People can weave heavy attacks and potions while being argonion and block forever..... regardless of the changes you make to blocking.
Exactly this, you are meant to be blocking not casting. If I could change it, I'd try something like this: (that's what PTS is for right?)
- remove all block casting, only allow bash (optionally add in a skill you can cast whilst blocking in ice staff/1h& shield tree if required for balance)
- block more damage from heavy/special attacks OR remove any chance of getting a crit/status effect
- no mag/stam stat replenishment at all (regen or otherwise),
- no movement (meant to be hiding behind a shield)
- zero cost (This would balance the resource management around block across all classes)
would need some changes around interaction with GCD too
The whole idea of when to block needs to change and brought back in to the vison of fast combat, game needs to change to make it more appealing to not block unless absolutely required.
Right now DK & Warden are the only end game viable tanks, and whilst the whole perma-block thing is not the only reason, it certainly contributes a lot and puts them into 'easy mode' Other classes are suffering <in this role> because they are not as effective and a ton more complex which is not just down to block cost, but this is a thing.
GreenSoup2HoT wrote: »
Block Cost changes wont change anything. The whole no regen while blocking needs to be scrapped and make blocking for long periods of time scale harder and harder. Block casting shouldn't be a thing. People can weave heavy attacks and potions while being argonion and block forever..... regardless of the changes you make to blocking.
Exactly this, you are meant to be blocking not casting. If I could change it, I'd try something like this: (that's what PTS is for right?)
- remove all block casting, only allow bash (optionally add in a skill you can cast whilst blocking in ice staff/1h& shield tree if required for balance)
- block more damage from heavy/special attacks OR remove any chance of getting a crit/status effect
- no mag/stam stat replenishment at all (regen or otherwise),
- no movement (meant to be hiding behind a shield)
- zero cost (This would balance the resource management around block across all classes)
would need some changes around interaction with GCD too
The whole idea of when to block needs to change and brought back in to the vison of fast combat, game needs to change to make it more appealing to not block unless absolutely required.
Right now DK & Warden are the only end game viable tanks, and whilst the whole perma-block thing is not the only reason, it certainly contributes a lot and puts them into 'easy mode' Other classes are suffering <in this role> because they are not as effective and a ton more complex which is not just down to block cost, but this is a thing.
The reason why DK and warden are the only viable tanks in endgame is NOT their ressource-management but their group support...
GreenSoup2HoT wrote: »
Block Cost changes wont change anything. The whole no regen while blocking needs to be scrapped and make blocking for long periods of time scale harder and harder. Block casting shouldn't be a thing. People can weave heavy attacks and potions while being argonion and block forever..... regardless of the changes you make to blocking.
Exactly this, you are meant to be blocking not casting. If I could change it, I'd try something like this: (that's what PTS is for right?)
- remove all block casting, only allow bash (optionally add in a skill you can cast whilst blocking in ice staff/1h& shield tree if required for balance)
- block more damage from heavy/special attacks OR remove any chance of getting a crit/status effect
- no mag/stam stat replenishment at all (regen or otherwise),
- no movement (meant to be hiding behind a shield)
- zero cost (This would balance the resource management around block across all classes)
would need some changes around interaction with GCD too
The whole idea of when to block needs to change and brought back in to the vison of fast combat, game needs to change to make it more appealing to not block unless absolutely required.
Right now DK & Warden are the only end game viable tanks, and whilst the whole perma-block thing is not the only reason, it certainly contributes a lot and puts them into 'easy mode' Other classes are suffering <in this role> because they are not as effective and a ton more complex which is not just down to block cost, but this is a thing.
The reason why DK and warden are the only viable tanks in endgame is NOT their ressource-management but their group support...
I guess you glanced over my last sentence where I said it wasn't the only reason
GreenSoup2HoT wrote: »
Block Cost changes wont change anything. The whole no regen while blocking needs to be scrapped and make blocking for long periods of time scale harder and harder. Block casting shouldn't be a thing. People can weave heavy attacks and potions while being argonion and block forever..... regardless of the changes you make to blocking.
Exactly this, you are meant to be blocking not casting. If I could change it, I'd try something like this: (that's what PTS is for right?)
- remove all block casting, only allow bash (optionally add in a skill you can cast whilst blocking in ice staff/1h& shield tree if required for balance)
- block more damage from heavy/special attacks OR remove any chance of getting a crit/status effect
- no mag/stam stat replenishment at all (regen or otherwise),
- no movement (meant to be hiding behind a shield)
- zero cost (This would balance the resource management around block across all classes)
would need some changes around interaction with GCD too
The whole idea of when to block needs to change and brought back in to the vison of fast combat, game needs to change to make it more appealing to not block unless absolutely required.
Right now DK & Warden are the only end game viable tanks, and whilst the whole perma-block thing is not the only reason, it certainly contributes a lot and puts them into 'easy mode' Other classes are suffering <in this role> because they are not as effective and a ton more complex which is not just down to block cost, but this is a thing.
The reason why DK and warden are the only viable tanks in endgame is NOT their ressource-management but their group support...
I guess you glanced over my last sentence where I said it wasn't the only reason
That's true, but trust me...calling such things in combination with ressource issues ist just wrong. If you have ressource-issues as a tank it's just a l2p-issue...not a class issue...
GreenSoup2HoT wrote: »
Block Cost changes wont change anything. The whole no regen while blocking needs to be scrapped and make blocking for long periods of time scale harder and harder. Block casting shouldn't be a thing. People can weave heavy attacks and potions while being argonion and block forever..... regardless of the changes you make to blocking.
Exactly this, you are meant to be blocking not casting. If I could change it, I'd try something like this: (that's what PTS is for right?)
- remove all block casting, only allow bash (optionally add in a skill you can cast whilst blocking in ice staff/1h& shield tree if required for balance)
- block more damage from heavy/special attacks OR remove any chance of getting a crit/status effect
- no mag/stam stat replenishment at all (regen or otherwise),
- no movement (meant to be hiding behind a shield)
- zero cost (This would balance the resource management around block across all classes)
would need some changes around interaction with GCD too
The whole idea of when to block needs to change and brought back in to the vison of fast combat, game needs to change to make it more appealing to not block unless absolutely required.
Right now DK & Warden are the only end game viable tanks, and whilst the whole perma-block thing is not the only reason, it certainly contributes a lot and puts them into 'easy mode' Other classes are suffering <in this role> because they are not as effective and a ton more complex which is not just down to block cost, but this is a thing.
Waffennacht wrote: »No one else worries about being locked out of abilities?
I mean abilities like dark flare are already weak because of the cast time.
NBs, DKs, Wardens and Sorcs all have means to essentially by pass a GCD for burst instantly
Waffennacht wrote: »No one else worries about being locked out of abilities?
I mean abilities like dark flare are already weak because of the cast time.
NBs, DKs, Wardens and Sorcs all have means to essentially by pass a GCD for burst instantly
The whole idea of when to block needs to change and brought back in to the vison of fast combat, game needs to change to make it more appealing to not block unless absolutely required.
Waffennacht wrote: »No one else worries about being locked out of abilities?
I mean abilities like dark flare are already weak because of the cast time.
NBs, DKs, Wardens and Sorcs all have means to essentially by pass a GCD for burst instantly
POTL?
Expected upcoming balances:
General:
-Lethal Arrow: Must be unblockable and undodgable,
Nightblade:
-Incapacitating Strike: Reduce the ultimate cost of this ability to 30 from 70 and now it also grants major berserk to caster and allies nearby for 12 seconds,
Dragonknight:
-Take Flight: Increased the ultimate cost of this ability to 250 from 110 and stun CC effect of this ability removed,
-Igneous Shield: Increased the magicka cost of this ability to 9.050 from 4.050 and it's Major Mending bonus removed.
-Mountain's Blessing(Passive): Removed the minor brutality bonus of this ability.
-Helping Hands(Passive): Removed stamina return bonus of this ability now it applies nothing(yes nothing but empty passive).
Waffennacht wrote: »No one else worries about being locked out of abilities?
I mean abilities like dark flare are already weak because of the cast time.
NBs, DKs, Wardens and Sorcs all have means to essentially by pass a GCD for burst instantly
ZOS_GinaBruno wrote: »
Waffennacht wrote: »Expected upcoming balances:
General:
-Lethal Arrow: Must be unblockable and undodgable,
Nightblade:
-Incapacitating Strike: Reduce the ultimate cost of this ability to 30 from 70 and now it also grants major berserk to caster and allies nearby for 12 seconds,
Dragonknight:
-Take Flight: Increased the ultimate cost of this ability to 250 from 110 and stun CC effect of this ability removed,
-Igneous Shield: Increased the magicka cost of this ability to 9.050 from 4.050 and it's Major Mending bonus removed.
-Mountain's Blessing(Passive): Removed the minor brutality bonus of this ability.
-Helping Hands(Passive): Removed stamina return bonus of this ability now it applies nothing(yes nothing but empty passive).
Lol, r u an upset DK?