Doctordarkspawn wrote: »Rohamad_Ali wrote: »Good . Tanks can cry all they like it was out of control . Good job Wrobel .
Out of control?
For who? PVP? Because if that's the case, these changes could be applied themselves to Cyro and nothing else.
If not...then I question your ability to speak on this.
For PvE we have adapted to the previous changes and do just fine. I expect that'll be the case here but the 3rd day is to early to tell.
I suggest you actually test things on the pts. Try different arrangements and see for yourself.
Like any other tanking change they have made in the past, this will just be a matter of adjusting. I did the new dungeons on the PTS with the exact setup I run on live, and while I did feel the difference, I had no major problems at all. The real question lies in the matter of enchants, as other enchants are now likely to contribute more to sustain, such as magicka recovery, or even potion speed on Argonians.
I'm just glad this ultra-dumb lightning staff thing is finally over. Thank God. I hated using this. Been using a frost staff on back bar lately anyway, as off-balance uptime with a couple of lightning blockade runners is barely, if at all affected by a tank pulling some stunts.
I don't think people should see this as a nerf necessarily, more as a change. There are other ways to get sustain as a tank, and you can still boost those with different enchants. I don't see a grim future, especially since slowly the ice staff starts finally making sense --that is without the passive that turns your block cost to magicka-- at least.
Im no PvE tank but i do PvP as a permablocking mDK. These block changes do nothing to stop PvP permablocking. Im actually looking forward to these changes going live because it will actually be a buff thanks to small adjustments in my build. So basically this update is screwing over PvE tanks.
The reason I permablock in PvP is because it's extremely effective in regards to avoiding CC as only a handful of skills drop block and also because it reduces damage by so much that the difference between me being in light and heavy perma blocking is minimal and hence why I run light. My solution to this problem is to change the way mitigation works for both armour and blocking.
TL;DR: Shift the power of damage mitigation to armour resistances rather than blocking
Let's say we raise the resistances hardcap to 43030. Knowing that currently 662 = 1% mitigation, this would give us a hardcap of 65% mitigation from resistances instead of the 50% we currently have. At the same time, you reduce the amount of damage mitigated by block from 50% to 25%. Similarly, you reduce the SnB passive that gives 20% damage mitigation to 10% damage mitigation.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances on live right now (ie. 50% mitigation from armour or 33k resistances) holding block with minor maim on their target and absorb magic is looking at 86% damage mitigation.
A light armoured DK PvP spec (similar to what i run) (with around 30% mitigation from armour or 20k resistances) is holding block and has minor maim on their target is looking at 78.6% mitigation. NOTE: No absorb magic with this spec for obvious reasons.
So the difference the armour makes is very small currently. However, let's look at my proposed changes.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances in the new system (ie. 65% mitigation from armour or 43k resistances) holding block with minor maim on their target and absorb magic is looking at 83.37% damage mitigation. Notice that the values are very close to what is on live (2.6% difference).
However, the same light armoured PvP DK with around 30% mitigation from armour or 20k resistances is holding block and has minor maim on their target is looking at 63.96% mitigation. That is a difference of 14.68%.
Furthermore, this change would allow PvE tanks to drop their block more often without fear of imploding from regular hits. A hardcapped tank on live with just minor maim on the target would mitigate 57.75% damage without blocking. In my proposed change, a hardcapped tank would mitigate 70.25% with just minor maim and no blocking. That's an extra 12.5% mitigation while not blocking.
Now, in order to get resistances to 43k, a PvE tank would most likely have to wear a resistances set, something like fortified brass, bloodspawn, lord warden etc and possibly get supported by a healer wearing something like meritorious service, idk just making stuff up off the top of my head. Possibly, resistance enchants on jewellery (increase physical/spell resistance by X) could be buffed as they now only provide 1k each. Maybe buff them to 2/2.5k).
Ultimately, this would take away some of the power of permablocking from pvp as you are now taking 15% more damage than before in a light armour build (which is mostly what 1vX permablock mDKs run atm). Further, this means that block cost can be increased from the value on live but maybe only by a small amount. Hopefully this solution appeases the PvE and PvP community at the same time.
Im no PvE tank but i do PvP as a permablocking mDK. These block changes do nothing to stop PvP permablocking. Im actually looking forward to these changes going live because it will actually be a buff thanks to small adjustments in my build. So basically this update is screwing over PvE tanks.
The reason I permablock in PvP is because it's extremely effective in regards to avoiding CC as only a handful of skills drop block and also because it reduces damage by so much that the difference between me being in light and heavy perma blocking is minimal and hence why I run light. My solution to this problem is to change the way mitigation works for both armour and blocking.
TL;DR: Shift the power of damage mitigation to armour resistances rather than blocking
Let's say we raise the resistances hardcap to 43030. Knowing that currently 662 = 1% mitigation, this would give us a hardcap of 65% mitigation from resistances instead of the 50% we currently have. At the same time, you reduce the amount of damage mitigated by block from 50% to 25%. Similarly, you reduce the SnB passive that gives 20% damage mitigation to 10% damage mitigation.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances on live right now (ie. 50% mitigation from armour or 33k resistances) holding block with minor maim on their target and absorb magic is looking at 86% damage mitigation.
A light armoured DK PvP spec (similar to what i run) (with around 30% mitigation from armour or 20k resistances) is holding block and has minor maim on their target is looking at 78.6% mitigation. NOTE: No absorb magic with this spec for obvious reasons.
So the difference the armour makes is very small currently. However, let's look at my proposed changes.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances in the new system (ie. 65% mitigation from armour or 43k resistances) holding block with minor maim on their target and absorb magic is looking at 83.37% damage mitigation. Notice that the values are very close to what is on live (2.6% difference).
However, the same light armoured PvP DK with around 30% mitigation from armour or 20k resistances is holding block and has minor maim on their target is looking at 63.96% mitigation. That is a difference of 14.68%.
Furthermore, this change would allow PvE tanks to drop their block more often without fear of imploding from regular hits. A hardcapped tank on live with just minor maim on the target would mitigate 57.75% damage without blocking. In my proposed change, a hardcapped tank would mitigate 70.25% with just minor maim and no blocking. That's an extra 12.5% mitigation while not blocking.
Now, in order to get resistances to 43k, a PvE tank would most likely have to wear a resistances set, something like fortified brass, bloodspawn, lord warden etc and possibly get supported by a healer wearing something like meritorious service, idk just making stuff up off the top of my head. Possibly, resistance enchants on jewellery (increase physical/spell resistance by X) could be buffed as they now only provide 1k each. Maybe buff them to 2/2.5k).
Ultimately, this would take away some of the power of permablocking from pvp as you are now taking 15% more damage than before in a light armour build (which is mostly what 1vX permablock mDKs run atm). Further, this means that block cost can be increased from the value on live but maybe only by a small amount. Hopefully this solution appeases the PvE and PvP community at the same time.
SirCritical wrote: »Like any other tanking change they have made in the past, this will just be a matter of adjusting. I did the new dungeons on the PTS with the exact setup I run on live, and while I did feel the difference, I had no major problems at all. The real question lies in the matter of enchants, as other enchants are now likely to contribute more to sustain, such as magicka recovery, or even potion speed on Argonians.
I'm just glad this ultra-dumb lightning staff thing is finally over. Thank God. I hated using this. Been using a frost staff on back bar lately anyway, as off-balance uptime with a couple of lightning blockade runners is barely, if at all affected by a tank pulling some stunts.
I don't think people should see this as a nerf necessarily, more as a change. There are other ways to get sustain as a tank, and you can still boost those with different enchants. I don't see a grim future, especially since slowly the ice staff starts finally making sense --that is without the passive that turns your block cost to magicka-- at least.
The problem is if you 'did feel the difference', other tanks might will have 'major problems'.
Im no PvE tank but i do PvP as a permablocking mDK. These block changes do nothing to stop PvP permablocking. Im actually looking forward to these changes going live because it will actually be a buff thanks to small adjustments in my build. So basically this update is screwing over PvE tanks.
The reason I permablock in PvP is because it's extremely effective in regards to avoiding CC as only a handful of skills drop block and also because it reduces damage by so much that the difference between me being in light and heavy perma blocking is minimal and hence why I run light. My solution to this problem is to change the way mitigation works for both armour and blocking.
TL;DR: Shift the power of damage mitigation to armour resistances rather than blocking
Let's say we raise the resistances hardcap to 43030. Knowing that currently 662 = 1% mitigation, this would give us a hardcap of 65% mitigation from resistances instead of the 50% we currently have. At the same time, you reduce the amount of damage mitigated by block from 50% to 25%. Similarly, you reduce the SnB passive that gives 20% damage mitigation to 10% damage mitigation.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances on live right now (ie. 50% mitigation from armour or 33k resistances) holding block with minor maim on their target and absorb magic is looking at 86% damage mitigation.
A light armoured DK PvP spec (similar to what i run) (with around 30% mitigation from armour or 20k resistances) is holding block and has minor maim on their target is looking at 78.6% mitigation. NOTE: No absorb magic with this spec for obvious reasons.
So the difference the armour makes is very small currently. However, let's look at my proposed changes.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances in the new system (ie. 65% mitigation from armour or 43k resistances) holding block with minor maim on their target and absorb magic is looking at 83.37% damage mitigation. Notice that the values are very close to what is on live (2.6% difference).
However, the same light armoured PvP DK with around 30% mitigation from armour or 20k resistances is holding block and has minor maim on their target is looking at 63.96% mitigation. That is a difference of 14.68%.
Furthermore, this change would allow PvE tanks to drop their block more often without fear of imploding from regular hits. A hardcapped tank on live with just minor maim on the target would mitigate 57.75% damage without blocking. In my proposed change, a hardcapped tank would mitigate 70.25% with just minor maim and no blocking. That's an extra 12.5% mitigation while not blocking.
Now, in order to get resistances to 43k, a PvE tank would most likely have to wear a resistances set, something like fortified brass, bloodspawn, lord warden etc and possibly get supported by a healer wearing something like meritorious service, idk just making stuff up off the top of my head. Possibly, resistance enchants on jewellery (increase physical/spell resistance by X) could be buffed as they now only provide 1k each. Maybe buff them to 2/2.5k).
Ultimately, this would take away some of the power of permablocking from pvp as you are now taking 15% more damage than before in a light armour build (which is mostly what 1vX permablock mDKs run atm). Further, this means that block cost can be increased from the value on live but maybe only by a small amount. Hopefully this solution appeases the PvE and PvP community at the same time.
SirCritical wrote: »Like any other tanking change they have made in the past, this will just be a matter of adjusting. I did the new dungeons on the PTS with the exact setup I run on live, and while I did feel the difference, I had no major problems at all. The real question lies in the matter of enchants, as other enchants are now likely to contribute more to sustain, such as magicka recovery, or even potion speed on Argonians.
I'm just glad this ultra-dumb lightning staff thing is finally over. Thank God. I hated using this. Been using a frost staff on back bar lately anyway, as off-balance uptime with a couple of lightning blockade runners is barely, if at all affected by a tank pulling some stunts.
I don't think people should see this as a nerf necessarily, more as a change. There are other ways to get sustain as a tank, and you can still boost those with different enchants. I don't see a grim future, especially since slowly the ice staff starts finally making sense --that is without the passive that turns your block cost to magicka-- at least.
The problem is if you 'did feel the difference', other tanks might will have 'major problems'.
You should read more than only the words you want to read. I said I did feel a difference WITHOUT changing anything in my build. Besides, why would I be a special case? Whatever I'm doing is nothing special.
SirCritical wrote: »Like any other tanking change they have made in the past, this will just be a matter of adjusting. I did the new dungeons on the PTS with the exact setup I run on live, and while I did feel the difference, I had no major problems at all. The real question lies in the matter of enchants, as other enchants are now likely to contribute more to sustain, such as magicka recovery, or even potion speed on Argonians.
I'm just glad this ultra-dumb lightning staff thing is finally over. Thank God. I hated using this. Been using a frost staff on back bar lately anyway, as off-balance uptime with a couple of lightning blockade runners is barely, if at all affected by a tank pulling some stunts.
I don't think people should see this as a nerf necessarily, more as a change. There are other ways to get sustain as a tank, and you can still boost those with different enchants. I don't see a grim future, especially since slowly the ice staff starts finally making sense --that is without the passive that turns your block cost to magicka-- at least.
The problem is if you 'did feel the difference', other tanks might will have 'major problems'.
You should read more than only the words you want to read. I said I did feel a difference WITHOUT changing anything in my build. Besides, why would I be a special case? Whatever I'm doing is nothing special.
Im no PvE tank but i do PvP as a permablocking mDK. These block changes do nothing to stop PvP permablocking. Im actually looking forward to these changes going live because it will actually be a buff thanks to small adjustments in my build. So basically this update is screwing over PvE tanks.
The reason I permablock in PvP is because it's extremely effective in regards to avoiding CC as only a handful of skills drop block and also because it reduces damage by so much that the difference between me being in light and heavy perma blocking is minimal and hence why I run light. My solution to this problem is to change the way mitigation works for both armour and blocking.
TL;DR: Shift the power of damage mitigation to armour resistances rather than blocking
Let's say we raise the resistances hardcap to 43030. Knowing that currently 662 = 1% mitigation, this would give us a hardcap of 65% mitigation from resistances instead of the 50% we currently have. At the same time, you reduce the amount of damage mitigated by block from 50% to 25%. Similarly, you reduce the SnB passive that gives 20% damage mitigation to 10% damage mitigation.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances on live right now (ie. 50% mitigation from armour or 33k resistances) holding block with minor maim on their target and absorb magic is looking at 86% damage mitigation.
A light armoured DK PvP spec (similar to what i run) (with around 30% mitigation from armour or 20k resistances) is holding block and has minor maim on their target is looking at 78.6% mitigation. NOTE: No absorb magic with this spec for obvious reasons.
So the difference the armour makes is very small currently. However, let's look at my proposed changes.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances in the new system (ie. 65% mitigation from armour or 43k resistances) holding block with minor maim on their target and absorb magic is looking at 83.37% damage mitigation. Notice that the values are very close to what is on live (2.6% difference).
However, the same light armoured PvP DK with around 30% mitigation from armour or 20k resistances is holding block and has minor maim on their target is looking at 63.96% mitigation. That is a difference of 14.68%.
Furthermore, this change would allow PvE tanks to drop their block more often without fear of imploding from regular hits. A hardcapped tank on live with just minor maim on the target would mitigate 57.75% damage without blocking. In my proposed change, a hardcapped tank would mitigate 70.25% with just minor maim and no blocking. That's an extra 12.5% mitigation while not blocking.
Now, in order to get resistances to 43k, a PvE tank would most likely have to wear a resistances set, something like fortified brass, bloodspawn, lord warden etc and possibly get supported by a healer wearing something like meritorious service, idk just making stuff up off the top of my head. Possibly, resistance enchants on jewellery (increase physical/spell resistance by X) could be buffed as they now only provide 1k each. Maybe buff them to 2/2.5k).
Ultimately, this would take away some of the power of permablocking from pvp as you are now taking 15% more damage than before in a light armour build (which is mostly what 1vX permablock mDKs run atm). Further, this means that block cost can be increased from the value on live but maybe only by a small amount. Hopefully this solution appeases the PvE and PvP community at the same time.
Zos just needs to realize that the permblockissue is related to the massive amounts of resources pll can recover (class passives etc).
Yes block mitigates too much dmg.
Will be sad to see that it won't change anything in pvp and not so much in pvp.
Zos just needs to realize that the permblockissue is related to the massive amounts of resources pll can recover (class passives etc).
Yes block mitigates too much dmg.
Will be sad to see that it won't change anything in pvp and not so much in pvp.
Permablocking is a mitigation problem not a resource problem. If it was a resource problem PvE tanks would´ve struggles as well, which they doesn´t seem to do. If you want to fix the "un-killable permablockers" you should look at mitigation and healing, not how much stamina/magicka blocking cost. Just search and read paulsimonps thread about how damage-mitigation works and you´ll realise how easy it is to reduce the damage you take (even without utilizing blocking)
And besides, battleroar + helping hands (resource returns) should be buffed, not nerfed.
I don't think permablocking should be a thing in PVE anyway. That's a very passive blocking. Tanks resists should be buffed somehow. So you can mitigate more damage without blocking and only block when it's really necessary or use a 'Oh crap' skill.
I don't think permablocking should be a thing in PVE anyway. That's a very passive blocking. Tanks resists should be buffed somehow. So you can mitigate more damage without blocking and only block when it's really necessary or use a 'Oh crap' skill.
See my suggestion on the previous page
Selene has a very long telegraph for the bear and that's oneshot anyway even to a blocking tank.
That attack barely tickles when I'm blocking. Though I am running with 33k armor and the vampire cloak set on my templar. Still, I can't imagine it 1-shooting anyone with over 20k armor and health when they are blocking. And if they have less than that, they shouldn't queue as tanks, because they aren't.
It used to be unblockable and a one shot...before they nerfed it, I want to say it went easy mode at HotR update? Maybe Morrowind
Doctordarkspawn wrote: »Zos just needs to realize that the permblockissue is related to the massive amounts of resources pll can recover (class passives etc).
Yes block mitigates too much dmg.
Will be sad to see that it won't change anything in pvp and not so much in pvp.
Permablocking is a mitigation problem not a resource problem. If it was a resource problem PvE tanks would´ve struggles as well, which they doesn´t seem to do. If you want to fix the "un-killable permablockers" you should look at mitigation and healing, not how much stamina/magicka blocking cost. Just search and read paulsimonps thread about how damage-mitigation works and you´ll realise how easy it is to reduce the damage you take (even without utilizing blocking)
And besides, battleroar + helping hands (resource returns) should be buffed, not nerfed.
Simple solution:
Add a mitigation halving to battle spirit, shift mitigation away from blocking. Give PVE more ways to up they're own healing and then you'll see the two seperate audiences slowly quiet down.
But if they dont do it this patch I doubt they're going to.
Doctordarkspawn wrote: »Zos just needs to realize that the permblockissue is related to the massive amounts of resources pll can recover (class passives etc).
Yes block mitigates too much dmg.
Will be sad to see that it won't change anything in pvp and not so much in pvp.
Permablocking is a mitigation problem not a resource problem. If it was a resource problem PvE tanks would´ve struggles as well, which they doesn´t seem to do. If you want to fix the "un-killable permablockers" you should look at mitigation and healing, not how much stamina/magicka blocking cost. Just search and read paulsimonps thread about how damage-mitigation works and you´ll realise how easy it is to reduce the damage you take (even without utilizing blocking)
And besides, battleroar + helping hands (resource returns) should be buffed, not nerfed.
Simple solution:
Add a mitigation halving to battle spirit, shift mitigation away from blocking. Give PVE more ways to up they're own healing and then you'll see the two seperate audiences slowly quiet down.
But if they dont do it this patch I doubt they're going to.
Not such an easy solution. You can halve everyones' resistances, but then you have to account for shields, yes their values are halved, but a shield doesn't care if you have zero resists or cap. In a land of halved resists shield builds become unkillable as they melt all the squishy HA users without shields to spam.
The heaviest hitters in PVE are Olms' infamous oops we forgot to telegraph that 40k through block hit, the warrior's channeled swipes, ra'kotu's spin (which they probably don't want us to be stationary and eat anyway), and the general's upper cut. If someone grabs tank buff on Rakkhat, he puts out some serious damage as well -- but the mechanic plays to the tank having that buff. So, I'd say instead of tearing apart mitigation across the game, instead its handled at the fight level, either adjusting bosses, or adding in new mechanic based buffs for the tanks. There are options.
And yeah, in my testing on PTS, you can feel it. It can be adapted to. I don't want to put new tanks through that steeper learning curve, but for the easier content it will be fine. By the time you get to vet trials you should be able to adapt. And yes I say this knowing full well, that tanking isn't popular, most of the tanks I've trained were already vet level dps and trying to fill for the lack of tanks, so are trying to do the hardest tier content in gain with very little actual tanking experience. Maybe the solution is to beef up normal trials as far as tanking goes? Maybe extend to a normal, vet, and a true hardmode that is an entire raid buffed similar to how the last boss only is, all bosses stronger, more mechanical, all trash stronger, harder? That leaves the mid level runs as the training ground that won't bore the more experienced DPS. And then the next step up for the top 30 or so raid guilds to really be challenged by.
Doctordarkspawn wrote: »Zos just needs to realize that the permblockissue is related to the massive amounts of resources pll can recover (class passives etc).
Yes block mitigates too much dmg.
Will be sad to see that it won't change anything in pvp and not so much in pvp.
Permablocking is a mitigation problem not a resource problem. If it was a resource problem PvE tanks would´ve struggles as well, which they doesn´t seem to do. If you want to fix the "un-killable permablockers" you should look at mitigation and healing, not how much stamina/magicka blocking cost. Just search and read paulsimonps thread about how damage-mitigation works and you´ll realise how easy it is to reduce the damage you take (even without utilizing blocking)
And besides, battleroar + helping hands (resource returns) should be buffed, not nerfed.
Simple solution:
Add a mitigation halving to battle spirit, shift mitigation away from blocking. Give PVE more ways to up they're own healing and then you'll see the two seperate audiences slowly quiet down.
But if they dont do it this patch I doubt they're going to.
Not such an easy solution. You can halve everyones' resistances, but then you have to account for shields, yes their values are halved, but a shield doesn't care if you have zero resists or cap. In a land of halved resists shield builds become unkillable as they melt all the squishy HA users without shields to spam.
The heaviest hitters in PVE are Olms' infamous oops we forgot to telegraph that 40k through block hit, the warrior's channeled swipes, ra'kotu's spin (which they probably don't want us to be stationary and eat anyway), and the general's upper cut. If someone grabs tank buff on Rakkhat, he puts out some serious damage as well -- but the mechanic plays to the tank having that buff. So, I'd say instead of tearing apart mitigation across the game, instead its handled at the fight level, either adjusting bosses, or adding in new mechanic based buffs for the tanks. There are options.
And yeah, in my testing on PTS, you can feel it. It can be adapted to. I don't want to put new tanks through that steeper learning curve, but for the easier content it will be fine. By the time you get to vet trials you should be able to adapt. And yes I say this knowing full well, that tanking isn't popular, most of the tanks I've trained were already vet level dps and trying to fill for the lack of tanks, so are trying to do the hardest tier content in gain with very little actual tanking experience. Maybe the solution is to beef up normal trials as far as tanking goes? Maybe extend to a normal, vet, and a true hardmode that is an entire raid buffed similar to how the last boss only is, all bosses stronger, more mechanical, all trash stronger, harder? That leaves the mid level runs as the training ground that won't bore the more experienced DPS. And then the next step up for the top 30 or so raid guilds to really be challenged by.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Zos just needs to realize that the permblockissue is related to the massive amounts of resources pll can recover (class passives etc).
Yes block mitigates too much dmg.
Will be sad to see that it won't change anything in pvp and not so much in pvp.
Permablocking is a mitigation problem not a resource problem. If it was a resource problem PvE tanks would´ve struggles as well, which they doesn´t seem to do. If you want to fix the "un-killable permablockers" you should look at mitigation and healing, not how much stamina/magicka blocking cost. Just search and read paulsimonps thread about how damage-mitigation works and you´ll realise how easy it is to reduce the damage you take (even without utilizing blocking)
And besides, battleroar + helping hands (resource returns) should be buffed, not nerfed.
Simple solution:
Add a mitigation halving to battle spirit, shift mitigation away from blocking. Give PVE more ways to up they're own healing and then you'll see the two seperate audiences slowly quiet down.
But if they dont do it this patch I doubt they're going to.
Not such an easy solution. You can halve everyones' resistances, but then you have to account for shields, yes their values are halved, but a shield doesn't care if you have zero resists or cap. In a land of halved resists shield builds become unkillable as they melt all the squishy HA users without shields to spam.
The heaviest hitters in PVE are Olms' infamous oops we forgot to telegraph that 40k through block hit, the warrior's channeled swipes, ra'kotu's spin (which they probably don't want us to be stationary and eat anyway), and the general's upper cut. If someone grabs tank buff on Rakkhat, he puts out some serious damage as well -- but the mechanic plays to the tank having that buff. So, I'd say instead of tearing apart mitigation across the game, instead its handled at the fight level, either adjusting bosses, or adding in new mechanic based buffs for the tanks. There are options.
And yeah, in my testing on PTS, you can feel it. It can be adapted to. I don't want to put new tanks through that steeper learning curve, but for the easier content it will be fine. By the time you get to vet trials you should be able to adapt. And yes I say this knowing full well, that tanking isn't popular, most of the tanks I've trained were already vet level dps and trying to fill for the lack of tanks, so are trying to do the hardest tier content in gain with very little actual tanking experience. Maybe the solution is to beef up normal trials as far as tanking goes? Maybe extend to a normal, vet, and a true hardmode that is an entire raid buffed similar to how the last boss only is, all bosses stronger, more mechanical, all trash stronger, harder? That leaves the mid level runs as the training ground that won't bore the more experienced DPS. And then the next step up for the top 30 or so raid guilds to really be challenged by.
Yeah, you'd have to re-design most of the trial fights, but lets be brutally honest. At the rate they keep nerfing tanks, eventually they will anyway, because what they're doing isn't sustainable.
As for adaption...Eh.
Yeah, it's adaptable, but quite frankly it'll just be frustraiting. And when something is frustraiting, it cant be fun. Hence why most newer tanks just dont bother. The problem isn't the roll. It's how ZOS keeps making the roll not fun. And no matter how many people like Woeler or anyone else goes 'just adapt' having long since re-wired they're brains to make it fun, it just wont be for people who are not invested enough in ESO to want to, and who have other options.
Hell. If I wasn't as entrenched as I am, I'd be on secret world legends right now.
Im no PvE tank but i do PvP as a permablocking mDK. These block changes do nothing to stop PvP permablocking. Im actually looking forward to these changes going live because it will actually be a buff thanks to small adjustments in my build. So basically this update is screwing over PvE tanks.
The reason I permablock in PvP is because it's extremely effective in regards to avoiding CC as only a handful of skills drop block and also because it reduces damage by so much that the difference between me being in light and heavy perma blocking is minimal and hence why I run light. My solution to this problem is to change the way mitigation works for both armour and blocking.
TL;DR: Shift the power of damage mitigation to armour resistances rather than blocking
Let's say we raise the resistances hardcap to 43030. Knowing that currently 662 = 1% mitigation, this would give us a hardcap of 65% mitigation from resistances instead of the 50% we currently have. At the same time, you reduce the amount of damage mitigated by block from 50% to 25%. Similarly, you reduce the SnB passive that gives 20% damage mitigation to 10% damage mitigation.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances on live right now (ie. 50% mitigation from armour or 33k resistances) holding block with minor maim on their target and absorb magic is looking at 86% damage mitigation.
A light armoured DK PvP spec (similar to what i run) (with around 30% mitigation from armour or 20k resistances) is holding block and has minor maim on their target is looking at 78.6% mitigation. NOTE: No absorb magic with this spec for obvious reasons.
So the difference the armour makes is very small currently. However, let's look at my proposed changes.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances in the new system (ie. 65% mitigation from armour or 43k resistances) holding block with minor maim on their target and absorb magic is looking at 83.37% damage mitigation. Notice that the values are very close to what is on live (2.6% difference).
However, the same light armoured PvP DK with around 30% mitigation from armour or 20k resistances is holding block and has minor maim on their target is looking at 63.96% mitigation. That is a difference of 14.68%.
Furthermore, this change would allow PvE tanks to drop their block more often without fear of imploding from regular hits. A hardcapped tank on live with just minor maim on the target would mitigate 57.75% damage without blocking. In my proposed change, a hardcapped tank would mitigate 70.25% with just minor maim and no blocking. That's an extra 12.5% mitigation while not blocking.
Now, in order to get resistances to 43k, a PvE tank would most likely have to wear a resistances set, something like fortified brass, bloodspawn, lord warden etc and possibly get supported by a healer wearing something like meritorious service, idk just making stuff up off the top of my head. Possibly, resistance enchants on jewellery (increase physical/spell resistance by X) could be buffed as they now only provide 1k each. Maybe buff them to 2/2.5k).
Ultimately, this would take away some of the power of permablocking from pvp as you are now taking 15% more damage than before in a light armour build (which is mostly what 1vX permablock mDKs run atm). Further, this means that block cost can be increased from the value on live but maybe only by a small amount. Hopefully this solution appeases the PvE and PvP community at the same time.
paulsimonps wrote: »Im no PvE tank but i do PvP as a permablocking mDK. These block changes do nothing to stop PvP permablocking. Im actually looking forward to these changes going live because it will actually be a buff thanks to small adjustments in my build. So basically this update is screwing over PvE tanks.
The reason I permablock in PvP is because it's extremely effective in regards to avoiding CC as only a handful of skills drop block and also because it reduces damage by so much that the difference between me being in light and heavy perma blocking is minimal and hence why I run light. My solution to this problem is to change the way mitigation works for both armour and blocking.
TL;DR: Shift the power of damage mitigation to armour resistances rather than blocking
Let's say we raise the resistances hardcap to 43030. Knowing that currently 662 = 1% mitigation, this would give us a hardcap of 65% mitigation from resistances instead of the 50% we currently have. At the same time, you reduce the amount of damage mitigated by block from 50% to 25%. Similarly, you reduce the SnB passive that gives 20% damage mitigation to 10% damage mitigation.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances on live right now (ie. 50% mitigation from armour or 33k resistances) holding block with minor maim on their target and absorb magic is looking at 86% damage mitigation.
A light armoured DK PvP spec (similar to what i run) (with around 30% mitigation from armour or 20k resistances) is holding block and has minor maim on their target is looking at 78.6% mitigation. NOTE: No absorb magic with this spec for obvious reasons.
So the difference the armour makes is very small currently. However, let's look at my proposed changes.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances in the new system (ie. 65% mitigation from armour or 43k resistances) holding block with minor maim on their target and absorb magic is looking at 83.37% damage mitigation. Notice that the values are very close to what is on live (2.6% difference).
However, the same light armoured PvP DK with around 30% mitigation from armour or 20k resistances is holding block and has minor maim on their target is looking at 63.96% mitigation. That is a difference of 14.68%.
Furthermore, this change would allow PvE tanks to drop their block more often without fear of imploding from regular hits. A hardcapped tank on live with just minor maim on the target would mitigate 57.75% damage without blocking. In my proposed change, a hardcapped tank would mitigate 70.25% with just minor maim and no blocking. That's an extra 12.5% mitigation while not blocking.
Now, in order to get resistances to 43k, a PvE tank would most likely have to wear a resistances set, something like fortified brass, bloodspawn, lord warden etc and possibly get supported by a healer wearing something like meritorious service, idk just making stuff up off the top of my head. Possibly, resistance enchants on jewellery (increase physical/spell resistance by X) could be buffed as they now only provide 1k each. Maybe buff them to 2/2.5k).
Ultimately, this would take away some of the power of permablocking from pvp as you are now taking 15% more damage than before in a light armour build (which is mostly what 1vX permablock mDKs run atm). Further, this means that block cost can be increased from the value on live but maybe only by a small amount. Hopefully this solution appeases the PvE and PvP community at the same time.
My current Mitigation for a standard Melee attack on my Tank:
100-100*0.92*0.85*0.81*0.89*0.8*0.9*0.5*0.61=87.62%
This includes the following sources: Blocking, Sword and Board Passive, Minor Maim, Absorb Magic, Iron Skin DK Passive, 11% into Hardy, 19% into Iron Clad and 25933 resistance.
Same set up with the block mitigation nerf would be
100-100*0.92*0.85*0.81*0.89*0.9*0.9*0.75*0.61=79.10%
On a lot of the big fights in Trials this would mean death, Olms, Warrior and other. You would force me to specifically put effort into getting resistance. Previously almost no Tank in end game would actively spend into Resistance, now we would have to and with the current block cost changes that would most likely mean using a set bonus to add resistance or other sources of mitigation. This would effectively remove our way of supporting with set bonuses in tough fights, since those fights normally require a lot more HP, many swap to Plague in such fights as well to adjust. Changes like this would force us to run a resistance or mitigation set on top of our HP set to be able to survive tanking bosses like that. Making us just meat shields when it comes to our gear, and our support roles would be limited a lot more.
However lowering the amount of resistance needed for the cap could bring it back into line, but it would make Heavy Armor in PvP even more valuable than it already is, though obviously this would make penetration a more valuable thing in PvP as well to counteract it. Actually even without changing the amount of resistance needed it would make resistance very powerful in PvP.
100-100*0.85*0.81*0.89*0.35=78.55%
That is 78.55% Mitigation with just CP, Hard Capped resistance as per your suggestion and Minor Maim. I would never have to block in PvP, just use some CC immunity potions or abilities and I would have really good mitigation with 1 good set up and some good traits on my armor, no need for Sturdy or Impen with non block mitigation like that.
Problem with making it easier to survive without blocking is that in PvE as well as PvP it will then make Blocking irrelevant. I have a build right now on my Templar that has around 85+% mitigation without blocking by mixing sets and other sources, buff this and I would be damn near unkillable, all without blocking. Not really ok with that.
I am on the fence when it comes to the block cost changes, I want blocking to be more reactive and fun but sadly that is not how the game is programmed nor animated, its gonna be a mess if they nerf us even more. And being an unsupportive meat shield that only builds for self survival and sustain enough to taunt such is gonna be a lot less fun than what we currently have. Tanking has always been known as the role with the most flexibility, this is getting to be less and less of a thing it seems.
I am not really worried about next update, won't really change anything for me but a few more heavy attacks, something I am doing more of anyway, but I am very curious and worried about the ZOS vision for Tanking.
paulsimonps wrote: »Im no PvE tank but i do PvP as a permablocking mDK. These block changes do nothing to stop PvP permablocking. Im actually looking forward to these changes going live because it will actually be a buff thanks to small adjustments in my build. So basically this update is screwing over PvE tanks.
The reason I permablock in PvP is because it's extremely effective in regards to avoiding CC as only a handful of skills drop block and also because it reduces damage by so much that the difference between me being in light and heavy perma blocking is minimal and hence why I run light. My solution to this problem is to change the way mitigation works for both armour and blocking.
TL;DR: Shift the power of damage mitigation to armour resistances rather than blocking
Let's say we raise the resistances hardcap to 43030. Knowing that currently 662 = 1% mitigation, this would give us a hardcap of 65% mitigation from resistances instead of the 50% we currently have. At the same time, you reduce the amount of damage mitigated by block from 50% to 25%. Similarly, you reduce the SnB passive that gives 20% damage mitigation to 10% damage mitigation.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances on live right now (ie. 50% mitigation from armour or 33k resistances) holding block with minor maim on their target and absorb magic is looking at 86% damage mitigation.
A light armoured DK PvP spec (similar to what i run) (with around 30% mitigation from armour or 20k resistances) is holding block and has minor maim on their target is looking at 78.6% mitigation. NOTE: No absorb magic with this spec for obvious reasons.
So the difference the armour makes is very small currently. However, let's look at my proposed changes.
Now, a heavy armoured DK PvE tank sitting at hardcapped resistances in the new system (ie. 65% mitigation from armour or 43k resistances) holding block with minor maim on their target and absorb magic is looking at 83.37% damage mitigation. Notice that the values are very close to what is on live (2.6% difference).
However, the same light armoured PvP DK with around 30% mitigation from armour or 20k resistances is holding block and has minor maim on their target is looking at 63.96% mitigation. That is a difference of 14.68%.
Furthermore, this change would allow PvE tanks to drop their block more often without fear of imploding from regular hits. A hardcapped tank on live with just minor maim on the target would mitigate 57.75% damage without blocking. In my proposed change, a hardcapped tank would mitigate 70.25% with just minor maim and no blocking. That's an extra 12.5% mitigation while not blocking.
Now, in order to get resistances to 43k, a PvE tank would most likely have to wear a resistances set, something like fortified brass, bloodspawn, lord warden etc and possibly get supported by a healer wearing something like meritorious service, idk just making stuff up off the top of my head. Possibly, resistance enchants on jewellery (increase physical/spell resistance by X) could be buffed as they now only provide 1k each. Maybe buff them to 2/2.5k).
Ultimately, this would take away some of the power of permablocking from pvp as you are now taking 15% more damage than before in a light armour build (which is mostly what 1vX permablock mDKs run atm). Further, this means that block cost can be increased from the value on live but maybe only by a small amount. Hopefully this solution appeases the PvE and PvP community at the same time.
My current Mitigation for a standard Melee attack on my Tank:
100-100*0.92*0.85*0.81*0.89*0.8*0.9*0.5*0.61=87.62%
This includes the following sources: Blocking, Sword and Board Passive, Minor Maim, Absorb Magic, Iron Skin DK Passive, 11% into Hardy, 19% into Iron Clad and 25933 resistance.
Same set up with the block mitigation nerf would be
100-100*0.92*0.85*0.81*0.89*0.9*0.9*0.75*0.61=79.10%
On a lot of the big fights in Trials this would mean death, Olms, Warrior and other. You would force me to specifically put effort into getting resistance. Previously almost no Tank in end game would actively spend into Resistance, now we would have to and with the current block cost changes that would most likely mean using a set bonus to add resistance or other sources of mitigation. This would effectively remove our way of supporting with set bonuses in tough fights, since those fights normally require a lot more HP, many swap to Plague in such fights as well to adjust. Changes like this would force us to run a resistance or mitigation set on top of our HP set to be able to survive tanking bosses like that. Making us just meat shields when it comes to our gear, and our support roles would be limited a lot more.
However lowering the amount of resistance needed for the cap could bring it back into line, but it would make Heavy Armor in PvP even more valuable than it already is, though obviously this would make penetration a more valuable thing in PvP as well to counteract it. Actually even without changing the amount of resistance needed it would make resistance very powerful in PvP.
100-100*0.85*0.81*0.89*0.35=78.55%
That is 78.55% Mitigation with just CP, Hard Capped resistance as per your suggestion and Minor Maim. I would never have to block in PvP, just use some CC immunity potions or abilities and I would have really good mitigation with 1 good set up and some good traits on my armor, no need for Sturdy or Impen with non block mitigation like that.
Problem with making it easier to survive without blocking is that in PvE as well as PvP it will then make Blocking irrelevant. I have a build right now on my Templar that has around 85+% mitigation without blocking by mixing sets and other sources, buff this and I would be damn near unkillable, all without blocking. Not really ok with that.
I am on the fence when it comes to the block cost changes, I want blocking to be more reactive and fun but sadly that is not how the game is programmed nor animated, its gonna be a mess if they nerf us even more. And being an unsupportive meat shield that only builds for self survival and sustain enough to taunt such is gonna be a lot less fun than what we currently have. Tanking has always been known as the role with the most flexibility, this is getting to be less and less of a thing it seems.
I am not really worried about next update, won't really change anything for me but a few more heavy attacks, something I am doing more of anyway, but I am very curious and worried about the ZOS vision for Tanking.
All valid concerns and the last thing i want is a huge mitigation non blocking templar or something but until power is taken away from blocking in terms of damage mitigation, permablocking will always be a go to spec in pvp. And raising block cost even more doesn't really seem like a viable option atm judging from what the community has stated.
"The changes to Block’s costs are meant to reduce the extreme differences between builds that specialize in blocking and ones that do not. We’ve lowered the base cost of Block to ensure that all builds can have an easier time blocking attacks without being completely drained of Stamina."
So, definitely not a vet trials Tank or anything, but I am currently making my way through the Vet Dungeon achievements, a bit slowly. But my central concern with this is, ZOS is changing the block cost, for... what, exactly? If tanking was too easy with PvE, then why is there such a shortage of tanks doing the content? My normal queues rarely are more than a second, often instant, and even Vet queues are quick for randoms. So, they are making changes for the sake of change? It seems odd to nerf a role that is already underrepresented, but moving on to the actual point:
A lot of newer tanks going into the harder difficulty use perma blocking as a crutch, helping to get used to mechanics and abilities in hard activities. Taking away the ability to lean on it is not the end of the word, people can adjust. But even many supporters do not seem overly happy at the changes, only that it is not the end of the world, which is completely true. But does anyone see this as actually increasing the number of tanks, or making it more accessible or cause people to pick it up? I would be happy if they change perma blocking, but I feel like there would need to be simultaneous changes in other regards to tanking to keep it fun and enjoyable. The increasing Resistances, mentioned above, could be a good way to help out, making it so that one or two missed blocks would not be so detrimental to newer tanks.
So, on the whole, not completely opposed to the changes, but I feel like there needs to be changes in other ways (Increased resistances, new abilities/sets) to keep it interesting, or the number of tanks will dwindle even more.
I don't think moving mitigation from block to armor is a good idea.
If the complaint is that people are unkillable in PvP, shifting defense from active to passive would seem like the opposite solution.
Block mitigates a lot of damage. And that's a good thing. It's clear from ZOS's repeated nerfs to block cost that their vision is for blocking is an active defense, and as such, it should be rewarding. Or as @ZOS_Wrobel might say, blocking should "feel awesome". If you pared back what block can do and make it so that people can defend passively, then what would be purpose of blocking be? The effectiveness and high mitigation of blocking is appropriate and necessary for an active, reactionary defense.
The problem is that people don't use blocking reactively. It often gets used almost like a passive defense, and then the effectiveness of block seems out of whack.
And let's be honest here: holding down the RMB isn't particularly interesting.
Anyway, ZOS's solution to this has been repeated nerfs. And honestly, the nerfs are fine. Even necessary (come on, sub-100 block cost was pretty ridiculous). The problem--and why PvE tanks complain loudly about the nerfs--is that they are not matched by adjustments in the content.
I've tanked every vet trial, every vet dungeon. And I hold down the RMB a lot. Why do I do this? It's not because I think holding down RMB is oh-so-much-fun. It's because we often need to.
- Content that require perma-blocking: The axes in vAA is a classic example. The more axes there are, the fewer opportunities there are to drop block. With enough axes up, there simply won't be any meaningful windows of opportunity to drop block. Also, with enough axes up, the amount of normal damage you take gets pretty high, too.
- Poor telegraphs, cues, and warnings: The best example of this would be the Warrior. I remember my first few times tanking this boss. All of his attacks look similar. There is no prior warning to the start of his Channeled Swipes. Even for people who have tanked this boss often, it's still a good idea to just keep block up almost all the time.
- Lag and responsiveness: On the Warrior fight, when the boss does the shield throw, the DPS can either move out or block it. The telegraph is pretty clear, and there is a good amount of warning. Should be a simple matter of jamming down the RMB when you see that rectangle on the ground, right? Most of the time, that works just fine. But now and then, I'll jam down the RMB, the shield throw would happen, and I'll get one-shot with the death recap showing that I took an unblocked hit. How many times have you heard someone say, "But I was blocking that!" It's the nature of an online game. Whether its due to client sluggishness, latency in the network, or the server being overwhelmed and slow to process, sometimes your actions don't register in a timely manner. If a DPS goes down, that's usually not a big deal. But it is when a tank goes down. But if the tank just holds down the RMB the whole time, they won't have to worry about this being a problem.
- CCs: Block is more than just damage mitigation. It also stops many harmful effects like CCs. If you're doing vAA HM and get hit by a meteor without block, it'll stun you. As a tank, that's pretty much a guaranteed death. So it's pretty punishing, and then add in the lag/responsiveness problem (as a DPS, I've had too many situations where I ate an unblocked meteor hit even though my finger was firmly pressed on the RMB), and most tanks will agree that it would be folly to not permablock vAA HM. Another egregious example is the Flesh Abomination boss in Imperial City Prison. Most of this boss's attacks will knock down and CC a non-blocking player, and these attacks happen very, very frequently. I've tried to not permablock this boss (usually when I'm off-tanking as a DPS and I can only afford to tactically block), and it just doesn't work.
- When the *** hits the fan: There are some fights that are just so busy that it's unreasonable for a tank to keep track of everything that's going on. A good example is the final boss of Falkreath, towards the end. It's really, really hard to see the main boss's heavy attack telegraph when you have oversized adds blocking your view and a million visual effects going on. Final boss of Mazzatun HM is similar, though not quite as bad.
On the bright side, though, it seems that newer content is better-designed. vHoF, for example, is almost perfectly designed for tactical blocking.
- There are sufficient windows between must-block attacks to allow me to drop block for meaningful amounts of time.
- The attacks that must be blocked are well-telegraphed.
- The attacks that must be blocked have long enough of warnings that lag/responsiveness is not an issue for me.
- The one area that still encourages permablocking in vHoF are the CCs. But at least they removed the health drain from Power Leech, which helped a bit.
On the whole, vHoF is pretty well-designed to support the vision of active blocking. And indeed, I block a lot less in vHoF than I do in other trials.
I've always said that block nerfs need to be accompanied by content adjustments. I'm not talking about toning down the damage of the content, but rather making sure that must-block attacks are well-spaced, well-telegraphed, and well-timed with latency/responsiveness taken into account. It's not enough to make sure that newer content supports the combat team's vision--older content needs to be adapted, too. Encounters like ICP's Flesh Abomination and vAA's axes could use some adjustment, for example.
Anyway, I think that blocking should be a strong, active defense. It's just that there is a lot of content that doesn't support that model of gameplay. And I'm also under no delusion that content adjustments will be forthcoming, which is why I'm wary of these nerfs. I agree with them in principle, but not in practice.