Joy_Division wrote: »I am saying through ESO's history there have been a lot Chicken Little pronouncements how tanking is dead, when only the means have changed.
rustic_potato wrote: »rustic_potato wrote: »autumnsongbird wrote: »Calling it now. The new meta will be no block builds. Or minimal block builds. God mode self heals, uber high health. God like resistances.
Plays straight to wardens. They are built for this. They can get away with a lot. DK too but I think warden with very fast heal ult regen can prob outlast it.
Also there goes smart playing. Smart blocking. Just don't bother except for the really big hits.
New tank meta rotation:
heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack
Lol I see 2 problems with this. You will get rekt by one shots and also I dont think you will build a leap that quickly. Apart from that why not?
Nah, just leap before the big hits you'll be fine.
Nice! I would expect nothing less from the tank who executed HM rakkhat before it was cool.
rustic_potato wrote: »autumnsongbird wrote: »Calling it now. The new meta will be no block builds. Or minimal block builds. God mode self heals, uber high health. God like resistances.
Plays straight to wardens. They are built for this. They can get away with a lot. DK too but I think warden with very fast heal ult regen can prob outlast it.
Also there goes smart playing. Smart blocking. Just don't bother except for the really big hits.
New tank meta rotation:
heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack
Lol I see 2 problems with this. You will get rekt by one shots and also I dont think you will build a leap that quickly. Apart from that why not?
Nah, just leap before the big hits you'll be fine.
rustic_potato wrote: »rustic_potato wrote: »autumnsongbird wrote: »Calling it now. The new meta will be no block builds. Or minimal block builds. God mode self heals, uber high health. God like resistances.
Plays straight to wardens. They are built for this. They can get away with a lot. DK too but I think warden with very fast heal ult regen can prob outlast it.
Also there goes smart playing. Smart blocking. Just don't bother except for the really big hits.
New tank meta rotation:
heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack dragon leap heavy attack bone shield heavy attack igneous shield heavy attack bone shield heavy attack bone shield heavy attack
Lol I see 2 problems with this. You will get rekt by one shots and also I dont think you will build a leap that quickly. Apart from that why not?
Nah, just leap before the big hits you'll be fine.
Nice! I would expect nothing less from the tank who executed HM rakkhat before it was cool.
Seriously though, I am really annoyed with the formula change. Its difficult enough already to play how I want in a completely cookie-cutter community, especially after the changes in Morrowind.
rustic_potato wrote: »rustic_potato wrote: »If block only stops secondary effects like stun, snares, knockbacks and oneshots instead of the insane damage mitigation it would solve the problem. That promotes "you block only when you need to" mindset and keep tanking interesting.
This would be decent for PvP but destroy PvE . There are boss attacks that can deal 20k+ damage even while blocking . Here is an example , Assembly General . The famous punch . Can't dodge it , have to block . If you don't block , guaranteed death ^^
@Liofa I agree. The mitigation has to be built into tanking in another way. There are multiple possibilities
Reduce the damage done by bosses.
Add more mitigation to the sword and board skill line.
The minor and major aegis effects could be reworked to add mitigation without disrupting PVP.
A combination of this can be done to achieve the result.
Also your example is one of the attacks that should be blocked similar to the warrior swipes, rakkhat gun and other boss heavy attacks. By removing damage mitigation from blocking we remove the need to block for every attack.
ZOS wants tanks to tactically block. Removing damage mitigation from block is the only way to achieve that without discouraging the prospect of tanking.
Joy_Division wrote: »I am saying through ESO's history there have been a lot Chicken Little pronouncements how tanking is dead, when only the means have changed.
I have no doubt that I'll be fine after this nerf.
I know that I'll be fine because I have not min-maxed my block cost this patch, so the nerf doesn't hit me nearly as hard as it would hit others. I never bothered refarming/recrafting my gear to all-Sturdy after the Morrowind nerfs, so my current block costs sit around 300. If I min-maxed block costs next patch by trait-changing all my gear to Sturdy and putting more CP into block cost reduction than I have now, then I'll be seeing something like a 10-20% increase in my costs next patch, which is perfectly manageable.
Tanking won't go away, I'll adapt, whatever.
- I'd hate to be someone who's looking to start tanking. Beginners won't have the CP. They won't experience in the role or in the content and they'll make mistakes that will cost them resources to correct. They won't have ideal gear nor the crystals to trait-change that gear.
- Eating away at the margins like this and "trimming the fat" so to speak just promotes min-maxing and optimization. I didn't min-max the last three patches (mostly out of laziness) because there were enough margins that an less-than-ideal setup would still get the job done. Those margins are disappearing. Again, this makes it harder for newer tanks who didn't have those margins to start with.
- Tanking diversity has taken a hit with every nerf. No-stam-regen really shoehorned everything to the DK because they had the best tools to manage stamina without regen. Whatever happened to the other classes? I started tanking in ESO in 2015 on a Nightblade. I haven't tanked on a Nightblade in well over a year now. Each nerf just tightens the screws even more. With my non-min-maxed setup last patch, I can definitely feel the difference between tanking on my dedicated tank (Argonian) and tanking on my magDK (Dunmer) when wearing the exact same gear, using the same CP, etc. Now that there are smaller margins, things like race will start to matter more, too. Diversity? Not in tanking!
Whether or not we can adapt (of course we can) is not the same question as whether or not these changes are good for the long-term health of the role. It raises the bar for entry and further stifles diversity in a role that had already been straightjacketed by previous rounds of nerfs.
Joy_Division wrote: »Doctordarkspawn wrote: »We have to distinguish 2 scenarios here: default single-target boss fights and multi-add tanking. On single-target fights, sustain shouldn't be an issue. Most of the bosses do their heavy attacks once every 2-4 seconds and leave enough room to throw in heavy attacks in between and debuff the boss. Sure, 30 sec CD on synergies is a factor which reduces the overall sustain, though I don't think that this will make tanking impossible, just a bit more challenging. You also don't need to be argonian or DK in general, though especially argonian DKs will probably be the easiest to sustain - especially if not familiar with tanking. The real change though comes on multi-add fights as they will deplete your stamina quickly if perma-blocking. CC control will thus get more important again. Gladly, not many trial-encounters deal with multiple mobs to tank at once.
A random group and I attempted the final boss of fang lair on vet hm yesterday evening and it was partly ridiculous how quickly these two bugs that the boss spawned next to you could deplete your stamina and make you a one-hit to the bosses scarab attack. I wasn't familiar with the tank-changes back than though this could explain it at least. Though the adds seem to drain stamina even without blocking and especially slowing you permanently which makes tanking this boss just not fun at all (though vet normal is actually quite well balanced). Even as an Argonian DK I couldn't keep up with the resources needed. Guess this fight will be fun for any other tanking class. I have to admit though, that this was just a random group without VoIP tool and not an optimal strategy which lets room for quite some more improvements.
Sure, Alkosh will probably lose its charme in trials, though still you need to use a synergy every 10 seconds (for 3 in total) to keep it up all the time, usually the timing though of trigger one of the synergies is the limiting part of it. Most, especially stamina based, DDs don't need Alkosh anymore which also lead to its replacement by Torugs Pact, which is way easier to upkeep, especially with infused weapons. This will still be a viable set for trial-tanking, for dungeon-tanking we have to see if, especially due to frequent multi-mob situations, sustain-sets are preferable, which I think might be the case as mobs here in general do not life long enough to justify the debuffing overhead.
I have tanked and beaten every HM boss (except for vAS+2; though will so probably starting next week or the week after, cleared vAS +1 in both constelations multiple times so far) and usually staying alive isn't an issue in general, also resource managment is just a matter of confidence and knowledge about the encounters as you know when you can replenish your resources by heavy attacking and when special care needs to be put onto your resource management. The only situation that kills a non-permablocking tank here are rare insta-hits that hit you before the animation on the mob actually starts (I call them perfectly animation canceled ^^), this somethimes happens in vAS for some unknown reason and usually right after his lightning-kite stuff. Trying to taunt everything in multi-mob situations and using all of your skills constantly will just deplete your resources quickly. There is just a typical, but understandable, hystery on the upcoming changes which for sure will affect the overall gameplay. Though instead of switching roles and crying on the changes, we should learn to adept and improve our gameplay.
What I'd like to see though is a dmg increase for tanks as compensation for their sustain-loss. It feels just not right to see damage dealers break 70k dps barriers and seeing my 3-4k dps in comparison. I'm aware that my role is not to deal damage but enable DDs to do their "job", though the gap is just way to large. If outside a dungeon I need like 30-40 seconds for some unimportant trash mob, while a DD kills it with one to two hits and also doesn't have an issue at surviving. Well, you can switch to DD gear than you might state, though I already have way to many sets in my inventory which is thus fully packed. This leads to a situation where I mainly play the tank in trials or dungeon as outside of these it is just a pain in the ***, though sadly I have been into random-dungeon-finder groups where I dealt almost 50% of the groups damage (with 4k dps -.-).
We've been adapting for ages.
Now, the only thing we'll be adapting for is PVP's latest temper tantrum.
I repeat: If it does not stop, PVE tanking will eventually hit a point where our ability to manage resources simply will not be able to keep up with the content. People like you who would like the heard to calm down wish ultimately harm upon this game, through indirect means.
Apathy is death. Besides. If we're going to get damage anyway as a result, why not just abolish tanking as an institution at that point? If we're all DPS anyway, why not stop pretending?
Either hold to the trinity, or remove the trinity. ZOS's dilly-dallying on that front hasn't helped the game either.
Every time block cost gets increased, threads like this one appear.
And every time tanks managed to figure out how to perma-block, in both PvE and PvP.
For all the talk about PvE and PvP, ZoS has been pretty consistent that they don't want tanks in PvE duct-taping the block key during dungeons and trial.
I'm not saying what ZoS did was right or will work, I am saying through ESO's history there have been a lot Chicken Little pronouncements how tanking is dead, when only the means have changed.
So now, this 5th time the cry of "Uncle" is the god's honest truth and ZoS totally boned tanks. OK, you may believe that, but there is a reason why other people, including ZoS, maybe a bit skeptical.
Does whole idea of enjoyable tanking require that you have to 100% hold down the right mouse button?
Doctordarkspawn wrote: »Joy_Division wrote: »Doctordarkspawn wrote: »We have to distinguish 2 scenarios here: default single-target boss fights and multi-add tanking. On single-target fights, sustain shouldn't be an issue. Most of the bosses do their heavy attacks once every 2-4 seconds and leave enough room to throw in heavy attacks in between and debuff the boss. Sure, 30 sec CD on synergies is a factor which reduces the overall sustain, though I don't think that this will make tanking impossible, just a bit more challenging. You also don't need to be argonian or DK in general, though especially argonian DKs will probably be the easiest to sustain - especially if not familiar with tanking. The real change though comes on multi-add fights as they will deplete your stamina quickly if perma-blocking. CC control will thus get more important again. Gladly, not many trial-encounters deal with multiple mobs to tank at once.
A random group and I attempted the final boss of fang lair on vet hm yesterday evening and it was partly ridiculous how quickly these two bugs that the boss spawned next to you could deplete your stamina and make you a one-hit to the bosses scarab attack. I wasn't familiar with the tank-changes back than though this could explain it at least. Though the adds seem to drain stamina even without blocking and especially slowing you permanently which makes tanking this boss just not fun at all (though vet normal is actually quite well balanced). Even as an Argonian DK I couldn't keep up with the resources needed. Guess this fight will be fun for any other tanking class. I have to admit though, that this was just a random group without VoIP tool and not an optimal strategy which lets room for quite some more improvements.
Sure, Alkosh will probably lose its charme in trials, though still you need to use a synergy every 10 seconds (for 3 in total) to keep it up all the time, usually the timing though of trigger one of the synergies is the limiting part of it. Most, especially stamina based, DDs don't need Alkosh anymore which also lead to its replacement by Torugs Pact, which is way easier to upkeep, especially with infused weapons. This will still be a viable set for trial-tanking, for dungeon-tanking we have to see if, especially due to frequent multi-mob situations, sustain-sets are preferable, which I think might be the case as mobs here in general do not life long enough to justify the debuffing overhead.
I have tanked and beaten every HM boss (except for vAS+2; though will so probably starting next week or the week after, cleared vAS +1 in both constelations multiple times so far) and usually staying alive isn't an issue in general, also resource managment is just a matter of confidence and knowledge about the encounters as you know when you can replenish your resources by heavy attacking and when special care needs to be put onto your resource management. The only situation that kills a non-permablocking tank here are rare insta-hits that hit you before the animation on the mob actually starts (I call them perfectly animation canceled ^^), this somethimes happens in vAS for some unknown reason and usually right after his lightning-kite stuff. Trying to taunt everything in multi-mob situations and using all of your skills constantly will just deplete your resources quickly. There is just a typical, but understandable, hystery on the upcoming changes which for sure will affect the overall gameplay. Though instead of switching roles and crying on the changes, we should learn to adept and improve our gameplay.
What I'd like to see though is a dmg increase for tanks as compensation for their sustain-loss. It feels just not right to see damage dealers break 70k dps barriers and seeing my 3-4k dps in comparison. I'm aware that my role is not to deal damage but enable DDs to do their "job", though the gap is just way to large. If outside a dungeon I need like 30-40 seconds for some unimportant trash mob, while a DD kills it with one to two hits and also doesn't have an issue at surviving. Well, you can switch to DD gear than you might state, though I already have way to many sets in my inventory which is thus fully packed. This leads to a situation where I mainly play the tank in trials or dungeon as outside of these it is just a pain in the ***, though sadly I have been into random-dungeon-finder groups where I dealt almost 50% of the groups damage (with 4k dps -.-).
We've been adapting for ages.
Now, the only thing we'll be adapting for is PVP's latest temper tantrum.
I repeat: If it does not stop, PVE tanking will eventually hit a point where our ability to manage resources simply will not be able to keep up with the content. People like you who would like the heard to calm down wish ultimately harm upon this game, through indirect means.
Apathy is death. Besides. If we're going to get damage anyway as a result, why not just abolish tanking as an institution at that point? If we're all DPS anyway, why not stop pretending?
Either hold to the trinity, or remove the trinity. ZOS's dilly-dallying on that front hasn't helped the game either.
Every time block cost gets increased, threads like this one appear.
And every time tanks managed to figure out how to perma-block, in both PvE and PvP.
For all the talk about PvE and PvP, ZoS has been pretty consistent that they don't want tanks in PvE duct-taping the block key during dungeons and trial.
I'm not saying what ZoS did was right or will work, I am saying through ESO's history there have been a lot Chicken Little pronouncements how tanking is dead, when only the means have changed.
So now, this 5th time the cry of "Uncle" is the god's honest truth and ZoS totally boned tanks. OK, you may believe that, but there is a reason why other people, including ZoS, maybe a bit skeptical.
Does whole idea of enjoyable tanking require that you have to 100% hold down the right mouse button?
If you've seen anything I've posted on tanking, you'll know that I hate how tanking is right now @Joy_Division and you'll know that I long for a setup like say, a blood death knight from WoW. You'll know that I go out of my way to make templar tank builds based on healing. And you'll know one of the major reasons I hated morrowind, was because the sustain changes and class changes to Templar made that harder to the point of, the build is patheticly weak now.
You'll know that I've advocated tallent tree's and other customization options to make that style of play viable. What you might not know, is that I originally played Saptank pre imperial city. And almost completed the original raids on the original difficulty, we got to I think earth atro and got creamed due to lack of DPS. So believe me. I'd like nothing more than for tanking to evolve.
But at a raid level, the damage coming in is too big to be healed, and until that design changes, permablock is how it works at a raid level. So preserving how it works until we get changes to support other styles of play is the only course of action we really have. Believe me. I would give my left leg, to have a engaging form of tanking that is competative at the highest level.
And that's a gross overgeneralization. Did we cry it would break tanking when Bracing was released? No. We argued we didn't want Wrath and it wasn't condusive to PVE. We argued the block regen changes were not conducive to fun gameplay.
And right now, aside from me who postulates that -eventually- this will hit a point where it erodes the roll (And I think that will take a few more patche), the predominant concern is the fact this will drive further people attempting to tank away from the roll in a game where people are allready making threads about the lack of tanks. The endgame community is dwindling. It does not need kneecapped. (And before you leap to that defense, compared to what it was, it's dwindling.)
Joy, I love you, and you make some good points most of the time, but if you cant be bothered to pay attention then cobble a scarecrow from public perception instead of fact, you may as well not be here.
TLDR: I'm not arguing that, I'd like for tanking to evolve beyond what it is, but quite frankly the content needs to change to support that and if it wont, and the devs wont change it....rocking the boat is worth nothing.
rustic_potato wrote: »Doctordarkspawn wrote: »Joy_Division wrote: »Doctordarkspawn wrote: »We have to distinguish 2 scenarios here: default single-target boss fights and multi-add tanking. On single-target fights, sustain shouldn't be an issue. Most of the bosses do their heavy attacks once every 2-4 seconds and leave enough room to throw in heavy attacks in between and debuff the boss. Sure, 30 sec CD on synergies is a factor which reduces the overall sustain, though I don't think that this will make tanking impossible, just a bit more challenging. You also don't need to be argonian or DK in general, though especially argonian DKs will probably be the easiest to sustain - especially if not familiar with tanking. The real change though comes on multi-add fights as they will deplete your stamina quickly if perma-blocking. CC control will thus get more important again. Gladly, not many trial-encounters deal with multiple mobs to tank at once.
A random group and I attempted the final boss of fang lair on vet hm yesterday evening and it was partly ridiculous how quickly these two bugs that the boss spawned next to you could deplete your stamina and make you a one-hit to the bosses scarab attack. I wasn't familiar with the tank-changes back than though this could explain it at least. Though the adds seem to drain stamina even without blocking and especially slowing you permanently which makes tanking this boss just not fun at all (though vet normal is actually quite well balanced). Even as an Argonian DK I couldn't keep up with the resources needed. Guess this fight will be fun for any other tanking class. I have to admit though, that this was just a random group without VoIP tool and not an optimal strategy which lets room for quite some more improvements.
Sure, Alkosh will probably lose its charme in trials, though still you need to use a synergy every 10 seconds (for 3 in total) to keep it up all the time, usually the timing though of trigger one of the synergies is the limiting part of it. Most, especially stamina based, DDs don't need Alkosh anymore which also lead to its replacement by Torugs Pact, which is way easier to upkeep, especially with infused weapons. This will still be a viable set for trial-tanking, for dungeon-tanking we have to see if, especially due to frequent multi-mob situations, sustain-sets are preferable, which I think might be the case as mobs here in general do not life long enough to justify the debuffing overhead.
I have tanked and beaten every HM boss (except for vAS+2; though will so probably starting next week or the week after, cleared vAS +1 in both constelations multiple times so far) and usually staying alive isn't an issue in general, also resource managment is just a matter of confidence and knowledge about the encounters as you know when you can replenish your resources by heavy attacking and when special care needs to be put onto your resource management. The only situation that kills a non-permablocking tank here are rare insta-hits that hit you before the animation on the mob actually starts (I call them perfectly animation canceled ^^), this somethimes happens in vAS for some unknown reason and usually right after his lightning-kite stuff. Trying to taunt everything in multi-mob situations and using all of your skills constantly will just deplete your resources quickly. There is just a typical, but understandable, hystery on the upcoming changes which for sure will affect the overall gameplay. Though instead of switching roles and crying on the changes, we should learn to adept and improve our gameplay.
What I'd like to see though is a dmg increase for tanks as compensation for their sustain-loss. It feels just not right to see damage dealers break 70k dps barriers and seeing my 3-4k dps in comparison. I'm aware that my role is not to deal damage but enable DDs to do their "job", though the gap is just way to large. If outside a dungeon I need like 30-40 seconds for some unimportant trash mob, while a DD kills it with one to two hits and also doesn't have an issue at surviving. Well, you can switch to DD gear than you might state, though I already have way to many sets in my inventory which is thus fully packed. This leads to a situation where I mainly play the tank in trials or dungeon as outside of these it is just a pain in the ***, though sadly I have been into random-dungeon-finder groups where I dealt almost 50% of the groups damage (with 4k dps -.-).
We've been adapting for ages.
Now, the only thing we'll be adapting for is PVP's latest temper tantrum.
I repeat: If it does not stop, PVE tanking will eventually hit a point where our ability to manage resources simply will not be able to keep up with the content. People like you who would like the heard to calm down wish ultimately harm upon this game, through indirect means.
Apathy is death. Besides. If we're going to get damage anyway as a result, why not just abolish tanking as an institution at that point? If we're all DPS anyway, why not stop pretending?
Either hold to the trinity, or remove the trinity. ZOS's dilly-dallying on that front hasn't helped the game either.
Every time block cost gets increased, threads like this one appear.
And every time tanks managed to figure out how to perma-block, in both PvE and PvP.
For all the talk about PvE and PvP, ZoS has been pretty consistent that they don't want tanks in PvE duct-taping the block key during dungeons and trial.
I'm not saying what ZoS did was right or will work, I am saying through ESO's history there have been a lot Chicken Little pronouncements how tanking is dead, when only the means have changed.
So now, this 5th time the cry of "Uncle" is the god's honest truth and ZoS totally boned tanks. OK, you may believe that, but there is a reason why other people, including ZoS, maybe a bit skeptical.
Does whole idea of enjoyable tanking require that you have to 100% hold down the right mouse button?
If you've seen anything I've posted on tanking, you'll know that I hate how tanking is right now @Joy_Division and you'll know that I long for a setup like say, a blood death knight from WoW. You'll know that I go out of my way to make templar tank builds based on healing. And you'll know one of the major reasons I hated morrowind, was because the sustain changes and class changes to Templar made that harder to the point of, the build is patheticly weak now.
You'll know that I've advocated tallent tree's and other customization options to make that style of play viable. What you might not know, is that I originally played Saptank pre imperial city. And almost completed the original raids on the original difficulty, we got to I think earth atro and got creamed due to lack of DPS. So believe me. I'd like nothing more than for tanking to evolve.
But at a raid level, the damage coming in is too big to be healed, and until that design changes, permablock is how it works at a raid level. So preserving how it works until we get changes to support other styles of play is the only course of action we really have. Believe me. I would give my left leg, to have a engaging form of tanking that is competative at the highest level.
And that's a gross overgeneralization. Did we cry it would break tanking when Bracing was released? No. We argued we didn't want Wrath and it wasn't condusive to PVE. We argued the block regen changes were not conducive to fun gameplay.
And right now, aside from me who postulates that -eventually- this will hit a point where it erodes the roll (And I think that will take a few more patche), the predominant concern is the fact this will drive further people attempting to tank away from the roll in a game where people are allready making threads about the lack of tanks. The endgame community is dwindling. It does not need kneecapped. (And before you leap to that defense, compared to what it was, it's dwindling.)
Joy, I love you, and you make some good points most of the time, but if you cant be bothered to pay attention then cobble a scarecrow from public perception instead of fact, you may as well not be here.
TLDR: I'm not arguing that, I'd like for tanking to evolve beyond what it is, but quite frankly the content needs to change to support that and if it wont, and the devs wont change it....rocking the boat is worth nothing.
They will change content only when people no longer run said content. As long as players keep adapting and adjusting to the nerfs there is no reason for ZOS to change the base game. It just means that they see that their method is working. HA tanking is done on live and there is no reason for it to not work when the patch goes live.
Make battle spirit bonus doubles the blocking cost.
That would fit fine with the half damage and healing policy (double blocking cost or half the blocking cost reduction, same or worst)
Doctordarkspawn wrote: »rustic_potato wrote: »Doctordarkspawn wrote: »Joy_Division wrote: »Doctordarkspawn wrote: »We have to distinguish 2 scenarios here: default single-target boss fights and multi-add tanking. On single-target fights, sustain shouldn't be an issue. Most of the bosses do their heavy attacks once every 2-4 seconds and leave enough room to throw in heavy attacks in between and debuff the boss. Sure, 30 sec CD on synergies is a factor which reduces the overall sustain, though I don't think that this will make tanking impossible, just a bit more challenging. You also don't need to be argonian or DK in general, though especially argonian DKs will probably be the easiest to sustain - especially if not familiar with tanking. The real change though comes on multi-add fights as they will deplete your stamina quickly if perma-blocking. CC control will thus get more important again. Gladly, not many trial-encounters deal with multiple mobs to tank at once.
A random group and I attempted the final boss of fang lair on vet hm yesterday evening and it was partly ridiculous how quickly these two bugs that the boss spawned next to you could deplete your stamina and make you a one-hit to the bosses scarab attack. I wasn't familiar with the tank-changes back than though this could explain it at least. Though the adds seem to drain stamina even without blocking and especially slowing you permanently which makes tanking this boss just not fun at all (though vet normal is actually quite well balanced). Even as an Argonian DK I couldn't keep up with the resources needed. Guess this fight will be fun for any other tanking class. I have to admit though, that this was just a random group without VoIP tool and not an optimal strategy which lets room for quite some more improvements.
Sure, Alkosh will probably lose its charme in trials, though still you need to use a synergy every 10 seconds (for 3 in total) to keep it up all the time, usually the timing though of trigger one of the synergies is the limiting part of it. Most, especially stamina based, DDs don't need Alkosh anymore which also lead to its replacement by Torugs Pact, which is way easier to upkeep, especially with infused weapons. This will still be a viable set for trial-tanking, for dungeon-tanking we have to see if, especially due to frequent multi-mob situations, sustain-sets are preferable, which I think might be the case as mobs here in general do not life long enough to justify the debuffing overhead.
I have tanked and beaten every HM boss (except for vAS+2; though will so probably starting next week or the week after, cleared vAS +1 in both constelations multiple times so far) and usually staying alive isn't an issue in general, also resource managment is just a matter of confidence and knowledge about the encounters as you know when you can replenish your resources by heavy attacking and when special care needs to be put onto your resource management. The only situation that kills a non-permablocking tank here are rare insta-hits that hit you before the animation on the mob actually starts (I call them perfectly animation canceled ^^), this somethimes happens in vAS for some unknown reason and usually right after his lightning-kite stuff. Trying to taunt everything in multi-mob situations and using all of your skills constantly will just deplete your resources quickly. There is just a typical, but understandable, hystery on the upcoming changes which for sure will affect the overall gameplay. Though instead of switching roles and crying on the changes, we should learn to adept and improve our gameplay.
What I'd like to see though is a dmg increase for tanks as compensation for their sustain-loss. It feels just not right to see damage dealers break 70k dps barriers and seeing my 3-4k dps in comparison. I'm aware that my role is not to deal damage but enable DDs to do their "job", though the gap is just way to large. If outside a dungeon I need like 30-40 seconds for some unimportant trash mob, while a DD kills it with one to two hits and also doesn't have an issue at surviving. Well, you can switch to DD gear than you might state, though I already have way to many sets in my inventory which is thus fully packed. This leads to a situation where I mainly play the tank in trials or dungeon as outside of these it is just a pain in the ***, though sadly I have been into random-dungeon-finder groups where I dealt almost 50% of the groups damage (with 4k dps -.-).
We've been adapting for ages.
Now, the only thing we'll be adapting for is PVP's latest temper tantrum.
I repeat: If it does not stop, PVE tanking will eventually hit a point where our ability to manage resources simply will not be able to keep up with the content. People like you who would like the heard to calm down wish ultimately harm upon this game, through indirect means.
Apathy is death. Besides. If we're going to get damage anyway as a result, why not just abolish tanking as an institution at that point? If we're all DPS anyway, why not stop pretending?
Either hold to the trinity, or remove the trinity. ZOS's dilly-dallying on that front hasn't helped the game either.
Every time block cost gets increased, threads like this one appear.
And every time tanks managed to figure out how to perma-block, in both PvE and PvP.
For all the talk about PvE and PvP, ZoS has been pretty consistent that they don't want tanks in PvE duct-taping the block key during dungeons and trial.
I'm not saying what ZoS did was right or will work, I am saying through ESO's history there have been a lot Chicken Little pronouncements how tanking is dead, when only the means have changed.
So now, this 5th time the cry of "Uncle" is the god's honest truth and ZoS totally boned tanks. OK, you may believe that, but there is a reason why other people, including ZoS, maybe a bit skeptical.
Does whole idea of enjoyable tanking require that you have to 100% hold down the right mouse button?
If you've seen anything I've posted on tanking, you'll know that I hate how tanking is right now @Joy_Division and you'll know that I long for a setup like say, a blood death knight from WoW. You'll know that I go out of my way to make templar tank builds based on healing. And you'll know one of the major reasons I hated morrowind, was because the sustain changes and class changes to Templar made that harder to the point of, the build is patheticly weak now.
You'll know that I've advocated tallent tree's and other customization options to make that style of play viable. What you might not know, is that I originally played Saptank pre imperial city. And almost completed the original raids on the original difficulty, we got to I think earth atro and got creamed due to lack of DPS. So believe me. I'd like nothing more than for tanking to evolve.
But at a raid level, the damage coming in is too big to be healed, and until that design changes, permablock is how it works at a raid level. So preserving how it works until we get changes to support other styles of play is the only course of action we really have. Believe me. I would give my left leg, to have a engaging form of tanking that is competative at the highest level.
And that's a gross overgeneralization. Did we cry it would break tanking when Bracing was released? No. We argued we didn't want Wrath and it wasn't condusive to PVE. We argued the block regen changes were not conducive to fun gameplay.
And right now, aside from me who postulates that -eventually- this will hit a point where it erodes the roll (And I think that will take a few more patche), the predominant concern is the fact this will drive further people attempting to tank away from the roll in a game where people are allready making threads about the lack of tanks. The endgame community is dwindling. It does not need kneecapped. (And before you leap to that defense, compared to what it was, it's dwindling.)
Joy, I love you, and you make some good points most of the time, but if you cant be bothered to pay attention then cobble a scarecrow from public perception instead of fact, you may as well not be here.
TLDR: I'm not arguing that, I'd like for tanking to evolve beyond what it is, but quite frankly the content needs to change to support that and if it wont, and the devs wont change it....rocking the boat is worth nothing.
They will change content only when people no longer run said content. As long as players keep adapting and adjusting to the nerfs there is no reason for ZOS to change the base game. It just means that they see that their method is working. HA tanking is done on live and there is no reason for it to not work when the patch goes live.
With any other company I'd say it'd be a done deal with this, but with this company, this company who's expressed outright confusion as to the concept of standard customization, I'd say we might not even get meaningfull change if this happens.
rustic_potato wrote: »Doctordarkspawn wrote: »rustic_potato wrote: »Doctordarkspawn wrote: »Joy_Division wrote: »Doctordarkspawn wrote: »We have to distinguish 2 scenarios here: default single-target boss fights and multi-add tanking. On single-target fights, sustain shouldn't be an issue. Most of the bosses do their heavy attacks once every 2-4 seconds and leave enough room to throw in heavy attacks in between and debuff the boss. Sure, 30 sec CD on synergies is a factor which reduces the overall sustain, though I don't think that this will make tanking impossible, just a bit more challenging. You also don't need to be argonian or DK in general, though especially argonian DKs will probably be the easiest to sustain - especially if not familiar with tanking. The real change though comes on multi-add fights as they will deplete your stamina quickly if perma-blocking. CC control will thus get more important again. Gladly, not many trial-encounters deal with multiple mobs to tank at once.
A random group and I attempted the final boss of fang lair on vet hm yesterday evening and it was partly ridiculous how quickly these two bugs that the boss spawned next to you could deplete your stamina and make you a one-hit to the bosses scarab attack. I wasn't familiar with the tank-changes back than though this could explain it at least. Though the adds seem to drain stamina even without blocking and especially slowing you permanently which makes tanking this boss just not fun at all (though vet normal is actually quite well balanced). Even as an Argonian DK I couldn't keep up with the resources needed. Guess this fight will be fun for any other tanking class. I have to admit though, that this was just a random group without VoIP tool and not an optimal strategy which lets room for quite some more improvements.
Sure, Alkosh will probably lose its charme in trials, though still you need to use a synergy every 10 seconds (for 3 in total) to keep it up all the time, usually the timing though of trigger one of the synergies is the limiting part of it. Most, especially stamina based, DDs don't need Alkosh anymore which also lead to its replacement by Torugs Pact, which is way easier to upkeep, especially with infused weapons. This will still be a viable set for trial-tanking, for dungeon-tanking we have to see if, especially due to frequent multi-mob situations, sustain-sets are preferable, which I think might be the case as mobs here in general do not life long enough to justify the debuffing overhead.
I have tanked and beaten every HM boss (except for vAS+2; though will so probably starting next week or the week after, cleared vAS +1 in both constelations multiple times so far) and usually staying alive isn't an issue in general, also resource managment is just a matter of confidence and knowledge about the encounters as you know when you can replenish your resources by heavy attacking and when special care needs to be put onto your resource management. The only situation that kills a non-permablocking tank here are rare insta-hits that hit you before the animation on the mob actually starts (I call them perfectly animation canceled ^^), this somethimes happens in vAS for some unknown reason and usually right after his lightning-kite stuff. Trying to taunt everything in multi-mob situations and using all of your skills constantly will just deplete your resources quickly. There is just a typical, but understandable, hystery on the upcoming changes which for sure will affect the overall gameplay. Though instead of switching roles and crying on the changes, we should learn to adept and improve our gameplay.
What I'd like to see though is a dmg increase for tanks as compensation for their sustain-loss. It feels just not right to see damage dealers break 70k dps barriers and seeing my 3-4k dps in comparison. I'm aware that my role is not to deal damage but enable DDs to do their "job", though the gap is just way to large. If outside a dungeon I need like 30-40 seconds for some unimportant trash mob, while a DD kills it with one to two hits and also doesn't have an issue at surviving. Well, you can switch to DD gear than you might state, though I already have way to many sets in my inventory which is thus fully packed. This leads to a situation where I mainly play the tank in trials or dungeon as outside of these it is just a pain in the ***, though sadly I have been into random-dungeon-finder groups where I dealt almost 50% of the groups damage (with 4k dps -.-).
We've been adapting for ages.
Now, the only thing we'll be adapting for is PVP's latest temper tantrum.
I repeat: If it does not stop, PVE tanking will eventually hit a point where our ability to manage resources simply will not be able to keep up with the content. People like you who would like the heard to calm down wish ultimately harm upon this game, through indirect means.
Apathy is death. Besides. If we're going to get damage anyway as a result, why not just abolish tanking as an institution at that point? If we're all DPS anyway, why not stop pretending?
Either hold to the trinity, or remove the trinity. ZOS's dilly-dallying on that front hasn't helped the game either.
Every time block cost gets increased, threads like this one appear.
And every time tanks managed to figure out how to perma-block, in both PvE and PvP.
For all the talk about PvE and PvP, ZoS has been pretty consistent that they don't want tanks in PvE duct-taping the block key during dungeons and trial.
I'm not saying what ZoS did was right or will work, I am saying through ESO's history there have been a lot Chicken Little pronouncements how tanking is dead, when only the means have changed.
So now, this 5th time the cry of "Uncle" is the god's honest truth and ZoS totally boned tanks. OK, you may believe that, but there is a reason why other people, including ZoS, maybe a bit skeptical.
Does whole idea of enjoyable tanking require that you have to 100% hold down the right mouse button?
If you've seen anything I've posted on tanking, you'll know that I hate how tanking is right now @Joy_Division and you'll know that I long for a setup like say, a blood death knight from WoW. You'll know that I go out of my way to make templar tank builds based on healing. And you'll know one of the major reasons I hated morrowind, was because the sustain changes and class changes to Templar made that harder to the point of, the build is patheticly weak now.
You'll know that I've advocated tallent tree's and other customization options to make that style of play viable. What you might not know, is that I originally played Saptank pre imperial city. And almost completed the original raids on the original difficulty, we got to I think earth atro and got creamed due to lack of DPS. So believe me. I'd like nothing more than for tanking to evolve.
But at a raid level, the damage coming in is too big to be healed, and until that design changes, permablock is how it works at a raid level. So preserving how it works until we get changes to support other styles of play is the only course of action we really have. Believe me. I would give my left leg, to have a engaging form of tanking that is competative at the highest level.
And that's a gross overgeneralization. Did we cry it would break tanking when Bracing was released? No. We argued we didn't want Wrath and it wasn't condusive to PVE. We argued the block regen changes were not conducive to fun gameplay.
And right now, aside from me who postulates that -eventually- this will hit a point where it erodes the roll (And I think that will take a few more patche), the predominant concern is the fact this will drive further people attempting to tank away from the roll in a game where people are allready making threads about the lack of tanks. The endgame community is dwindling. It does not need kneecapped. (And before you leap to that defense, compared to what it was, it's dwindling.)
Joy, I love you, and you make some good points most of the time, but if you cant be bothered to pay attention then cobble a scarecrow from public perception instead of fact, you may as well not be here.
TLDR: I'm not arguing that, I'd like for tanking to evolve beyond what it is, but quite frankly the content needs to change to support that and if it wont, and the devs wont change it....rocking the boat is worth nothing.
They will change content only when people no longer run said content. As long as players keep adapting and adjusting to the nerfs there is no reason for ZOS to change the base game. It just means that they see that their method is working. HA tanking is done on live and there is no reason for it to not work when the patch goes live.
With any other company I'd say it'd be a done deal with this, but with this company, this company who's expressed outright confusion as to the concept of standard customization, I'd say we might not even get meaningfull change if this happens.
Well we got transmute and transmog after 4 years. Going by that logic we are still very far away from reaching anything remotely close to game balance.
rustic_potato wrote: »Make battle spirit bonus doubles the blocking cost.
That would fit fine with the half damage and healing policy (double blocking cost or half the blocking cost reduction, same or worst)
This is a PVE focused change as it is a buff to PVP tanks. Almost no properly specced PVP tank runs block cost enchants.
They not nerfing blockcost in the ground for PvP, they nerf it for PvE. Bad tanks dont were suppost sets and a lot of them fhinks stacking armour is the way to go. ZOS just want that good tanks run real tank sets, just as the bad tanks. And for PvP the cahange will a buff, because we can block more on a normal dk build.
Doctordarkspawn wrote: »Joy_Division wrote: »Doctordarkspawn wrote: »We have to distinguish 2 scenarios here: default single-target boss fights and multi-add tanking. On single-target fights, sustain shouldn't be an issue. Most of the bosses do their heavy attacks once every 2-4 seconds and leave enough room to throw in heavy attacks in between and debuff the boss. Sure, 30 sec CD on synergies is a factor which reduces the overall sustain, though I don't think that this will make tanking impossible, just a bit more challenging. You also don't need to be argonian or DK in general, though especially argonian DKs will probably be the easiest to sustain - especially if not familiar with tanking. The real change though comes on multi-add fights as they will deplete your stamina quickly if perma-blocking. CC control will thus get more important again. Gladly, not many trial-encounters deal with multiple mobs to tank at once.
A random group and I attempted the final boss of fang lair on vet hm yesterday evening and it was partly ridiculous how quickly these two bugs that the boss spawned next to you could deplete your stamina and make you a one-hit to the bosses scarab attack. I wasn't familiar with the tank-changes back than though this could explain it at least. Though the adds seem to drain stamina even without blocking and especially slowing you permanently which makes tanking this boss just not fun at all (though vet normal is actually quite well balanced). Even as an Argonian DK I couldn't keep up with the resources needed. Guess this fight will be fun for any other tanking class. I have to admit though, that this was just a random group without VoIP tool and not an optimal strategy which lets room for quite some more improvements.
Sure, Alkosh will probably lose its charme in trials, though still you need to use a synergy every 10 seconds (for 3 in total) to keep it up all the time, usually the timing though of trigger one of the synergies is the limiting part of it. Most, especially stamina based, DDs don't need Alkosh anymore which also lead to its replacement by Torugs Pact, which is way easier to upkeep, especially with infused weapons. This will still be a viable set for trial-tanking, for dungeon-tanking we have to see if, especially due to frequent multi-mob situations, sustain-sets are preferable, which I think might be the case as mobs here in general do not life long enough to justify the debuffing overhead.
I have tanked and beaten every HM boss (except for vAS+2; though will so probably starting next week or the week after, cleared vAS +1 in both constelations multiple times so far) and usually staying alive isn't an issue in general, also resource managment is just a matter of confidence and knowledge about the encounters as you know when you can replenish your resources by heavy attacking and when special care needs to be put onto your resource management. The only situation that kills a non-permablocking tank here are rare insta-hits that hit you before the animation on the mob actually starts (I call them perfectly animation canceled ^^), this somethimes happens in vAS for some unknown reason and usually right after his lightning-kite stuff. Trying to taunt everything in multi-mob situations and using all of your skills constantly will just deplete your resources quickly. There is just a typical, but understandable, hystery on the upcoming changes which for sure will affect the overall gameplay. Though instead of switching roles and crying on the changes, we should learn to adept and improve our gameplay.
What I'd like to see though is a dmg increase for tanks as compensation for their sustain-loss. It feels just not right to see damage dealers break 70k dps barriers and seeing my 3-4k dps in comparison. I'm aware that my role is not to deal damage but enable DDs to do their "job", though the gap is just way to large. If outside a dungeon I need like 30-40 seconds for some unimportant trash mob, while a DD kills it with one to two hits and also doesn't have an issue at surviving. Well, you can switch to DD gear than you might state, though I already have way to many sets in my inventory which is thus fully packed. This leads to a situation where I mainly play the tank in trials or dungeon as outside of these it is just a pain in the ***, though sadly I have been into random-dungeon-finder groups where I dealt almost 50% of the groups damage (with 4k dps -.-).
We've been adapting for ages.
Now, the only thing we'll be adapting for is PVP's latest temper tantrum.
I repeat: If it does not stop, PVE tanking will eventually hit a point where our ability to manage resources simply will not be able to keep up with the content. People like you who would like the heard to calm down wish ultimately harm upon this game, through indirect means.
Apathy is death. Besides. If we're going to get damage anyway as a result, why not just abolish tanking as an institution at that point? If we're all DPS anyway, why not stop pretending?
Either hold to the trinity, or remove the trinity. ZOS's dilly-dallying on that front hasn't helped the game either.
Every time block cost gets increased, threads like this one appear.
And every time tanks managed to figure out how to perma-block, in both PvE and PvP.
For all the talk about PvE and PvP, ZoS has been pretty consistent that they don't want tanks in PvE duct-taping the block key during dungeons and trial.
I'm not saying what ZoS did was right or will work, I am saying through ESO's history there have been a lot Chicken Little pronouncements how tanking is dead, when only the means have changed.
So now, this 5th time the cry of "Uncle" is the god's honest truth and ZoS totally boned tanks. OK, you may believe that, but there is a reason why other people, including ZoS, maybe a bit skeptical.
Does whole idea of enjoyable tanking require that you have to 100% hold down the right mouse button?
If you've seen anything I've posted on tanking, you'll know that I hate how tanking is right now @Joy_Division and you'll know that I long for a setup like say, a blood death knight from WoW. You'll know that I go out of my way to make templar tank builds based on healing. And you'll know one of the major reasons I hated morrowind, was because the sustain changes and class changes to Templar made that harder to the point of, the build is patheticly weak now.
You'll know that I've advocated tallent tree's and other customization options to make that style of play viable. What you might not know, is that I originally played Saptank pre imperial city. And almost completed the original raids on the original difficulty, we got to I think earth atro and got creamed due to lack of DPS. So believe me. I'd like nothing more than for tanking to evolve.
But at a raid level, the damage coming in is too big to be healed, and until that design changes, permablock is how it works at a raid level. So preserving how it works until we get changes to support other styles of play is the only course of action we really have. Believe me. I would give my left leg, to have a engaging form of tanking that is competative at the highest level.
And that's a gross overgeneralization. Did we cry it would break tanking when Bracing was released? No. We argued we didn't want Wrath and it wasn't condusive to PVE. We argued the block regen changes were not conducive to fun gameplay.
And right now, aside from me who postulates that -eventually- this will hit a point where it erodes the roll (And I think that will take a few more patche), the predominant concern is the fact this will drive further people attempting to tank away from the roll in a game where people are allready making threads about the lack of tanks. The endgame community is dwindling. It does not need kneecapped. (And before you leap to that defense, compared to what it was, it's dwindling.)
Joy, I love you, and you make some good points most of the time, but if you cant be bothered to pay attention then cobble some strawman from public perception instead of fact, you may as well not be here. This is seriously beneath you.
TLDR: I'm not arguing that, I'd like for tanking to evolve beyond what it is, but quite frankly the content needs to change to support that and if it wont, and the devs wont change it....rocking the boat is worth nothing.
Joy_Division wrote: »Doctordarkspawn wrote: »Joy_Division wrote: »Doctordarkspawn wrote: »We have to distinguish 2 scenarios here: default single-target boss fights and multi-add tanking. On single-target fights, sustain shouldn't be an issue. Most of the bosses do their heavy attacks once every 2-4 seconds and leave enough room to throw in heavy attacks in between and debuff the boss. Sure, 30 sec CD on synergies is a factor which reduces the overall sustain, though I don't think that this will make tanking impossible, just a bit more challenging. You also don't need to be argonian or DK in general, though especially argonian DKs will probably be the easiest to sustain - especially if not familiar with tanking. The real change though comes on multi-add fights as they will deplete your stamina quickly if perma-blocking. CC control will thus get more important again. Gladly, not many trial-encounters deal with multiple mobs to tank at once.
A random group and I attempted the final boss of fang lair on vet hm yesterday evening and it was partly ridiculous how quickly these two bugs that the boss spawned next to you could deplete your stamina and make you a one-hit to the bosses scarab attack. I wasn't familiar with the tank-changes back than though this could explain it at least. Though the adds seem to drain stamina even without blocking and especially slowing you permanently which makes tanking this boss just not fun at all (though vet normal is actually quite well balanced). Even as an Argonian DK I couldn't keep up with the resources needed. Guess this fight will be fun for any other tanking class. I have to admit though, that this was just a random group without VoIP tool and not an optimal strategy which lets room for quite some more improvements.
Sure, Alkosh will probably lose its charme in trials, though still you need to use a synergy every 10 seconds (for 3 in total) to keep it up all the time, usually the timing though of trigger one of the synergies is the limiting part of it. Most, especially stamina based, DDs don't need Alkosh anymore which also lead to its replacement by Torugs Pact, which is way easier to upkeep, especially with infused weapons. This will still be a viable set for trial-tanking, for dungeon-tanking we have to see if, especially due to frequent multi-mob situations, sustain-sets are preferable, which I think might be the case as mobs here in general do not life long enough to justify the debuffing overhead.
I have tanked and beaten every HM boss (except for vAS+2; though will so probably starting next week or the week after, cleared vAS +1 in both constelations multiple times so far) and usually staying alive isn't an issue in general, also resource managment is just a matter of confidence and knowledge about the encounters as you know when you can replenish your resources by heavy attacking and when special care needs to be put onto your resource management. The only situation that kills a non-permablocking tank here are rare insta-hits that hit you before the animation on the mob actually starts (I call them perfectly animation canceled ^^), this somethimes happens in vAS for some unknown reason and usually right after his lightning-kite stuff. Trying to taunt everything in multi-mob situations and using all of your skills constantly will just deplete your resources quickly. There is just a typical, but understandable, hystery on the upcoming changes which for sure will affect the overall gameplay. Though instead of switching roles and crying on the changes, we should learn to adept and improve our gameplay.
What I'd like to see though is a dmg increase for tanks as compensation for their sustain-loss. It feels just not right to see damage dealers break 70k dps barriers and seeing my 3-4k dps in comparison. I'm aware that my role is not to deal damage but enable DDs to do their "job", though the gap is just way to large. If outside a dungeon I need like 30-40 seconds for some unimportant trash mob, while a DD kills it with one to two hits and also doesn't have an issue at surviving. Well, you can switch to DD gear than you might state, though I already have way to many sets in my inventory which is thus fully packed. This leads to a situation where I mainly play the tank in trials or dungeon as outside of these it is just a pain in the ***, though sadly I have been into random-dungeon-finder groups where I dealt almost 50% of the groups damage (with 4k dps -.-).
We've been adapting for ages.
Now, the only thing we'll be adapting for is PVP's latest temper tantrum.
I repeat: If it does not stop, PVE tanking will eventually hit a point where our ability to manage resources simply will not be able to keep up with the content. People like you who would like the heard to calm down wish ultimately harm upon this game, through indirect means.
Apathy is death. Besides. If we're going to get damage anyway as a result, why not just abolish tanking as an institution at that point? If we're all DPS anyway, why not stop pretending?
Either hold to the trinity, or remove the trinity. ZOS's dilly-dallying on that front hasn't helped the game either.
Every time block cost gets increased, threads like this one appear.
And every time tanks managed to figure out how to perma-block, in both PvE and PvP.
For all the talk about PvE and PvP, ZoS has been pretty consistent that they don't want tanks in PvE duct-taping the block key during dungeons and trial.
I'm not saying what ZoS did was right or will work, I am saying through ESO's history there have been a lot Chicken Little pronouncements how tanking is dead, when only the means have changed.
So now, this 5th time the cry of "Uncle" is the god's honest truth and ZoS totally boned tanks. OK, you may believe that, but there is a reason why other people, including ZoS, maybe a bit skeptical.
Does whole idea of enjoyable tanking require that you have to 100% hold down the right mouse button?
If you've seen anything I've posted on tanking, you'll know that I hate how tanking is right now @Joy_Division and you'll know that I long for a setup like say, a blood death knight from WoW. You'll know that I go out of my way to make templar tank builds based on healing. And you'll know one of the major reasons I hated morrowind, was because the sustain changes and class changes to Templar made that harder to the point of, the build is patheticly weak now.
You'll know that I've advocated tallent tree's and other customization options to make that style of play viable. What you might not know, is that I originally played Saptank pre imperial city. And almost completed the original raids on the original difficulty, we got to I think earth atro and got creamed due to lack of DPS. So believe me. I'd like nothing more than for tanking to evolve.
But at a raid level, the damage coming in is too big to be healed, and until that design changes, permablock is how it works at a raid level. So preserving how it works until we get changes to support other styles of play is the only course of action we really have. Believe me. I would give my left leg, to have a engaging form of tanking that is competative at the highest level.
And that's a gross overgeneralization. Did we cry it would break tanking when Bracing was released? No. We argued we didn't want Wrath and it wasn't condusive to PVE. We argued the block regen changes were not conducive to fun gameplay.
And right now, aside from me who postulates that -eventually- this will hit a point where it erodes the roll (And I think that will take a few more patche), the predominant concern is the fact this will drive further people attempting to tank away from the roll in a game where people are allready making threads about the lack of tanks. The endgame community is dwindling. It does not need kneecapped. (And before you leap to that defense, compared to what it was, it's dwindling.)
Joy, I love you, and you make some good points most of the time, but if you cant be bothered to pay attention then cobble some strawman from public perception instead of fact, you may as well not be here. This is seriously beneath you.
TLDR: I'm not arguing that, I'd like for tanking to evolve beyond what it is, but quite frankly the content needs to change to support that and if it wont, and the devs wont change it....rocking the boat is worth nothing.
You can take out your frustrations out on me all you want and say I don't belong here, but yelling at me and for ZoS to unnerf us because the changes are hurting the community does not have a good track record at all. Just look at the Morrowind update. The resource management was widely panned and here we are still heavy attacking away.
Some of us aren't tanking experts. That doesn't mean we need to be berated and told to leave because some of us want to know why the 4th time ZoS is nerfing blocking is the straw that broke the camels back. It's the first day after the PTS dropped; most of the people here yelling at ZoS probably haven't even downloaded the it. A lot of people here like to think the devs have no clue and they just change thing willy nilly, but they put a lot of thought and work into this. Why are they wrong and people posting in this thread right? It's a legit question.
But I can sense when my presence is unwelcome so I will do as you wish and bow out so people can carry on pleading ZoS to unnerf stuff.
rustic_potato wrote: »Make battle spirit bonus doubles the blocking cost.
That would fit fine with the half damage and healing policy (double blocking cost or half the blocking cost reduction, same or worst)
This is a PVE focused change as it is a buff to PVP tanks. Almost no properly specced PVP tank runs block cost enchants.
Doctordarkspawn wrote: »Joy_Division wrote: »Doctordarkspawn wrote: »Joy_Division wrote: »Doctordarkspawn wrote: »We have to distinguish 2 scenarios here: default single-target boss fights and multi-add tanking. On single-target fights, sustain shouldn't be an issue. Most of the bosses do their heavy attacks once every 2-4 seconds and leave enough room to throw in heavy attacks in between and debuff the boss. Sure, 30 sec CD on synergies is a factor which reduces the overall sustain, though I don't think that this will make tanking impossible, just a bit more challenging. You also don't need to be argonian or DK in general, though especially argonian DKs will probably be the easiest to sustain - especially if not familiar with tanking. The real change though comes on multi-add fights as they will deplete your stamina quickly if perma-blocking. CC control will thus get more important again. Gladly, not many trial-encounters deal with multiple mobs to tank at once.
A random group and I attempted the final boss of fang lair on vet hm yesterday evening and it was partly ridiculous how quickly these two bugs that the boss spawned next to you could deplete your stamina and make you a one-hit to the bosses scarab attack. I wasn't familiar with the tank-changes back than though this could explain it at least. Though the adds seem to drain stamina even without blocking and especially slowing you permanently which makes tanking this boss just not fun at all (though vet normal is actually quite well balanced). Even as an Argonian DK I couldn't keep up with the resources needed. Guess this fight will be fun for any other tanking class. I have to admit though, that this was just a random group without VoIP tool and not an optimal strategy which lets room for quite some more improvements.
Sure, Alkosh will probably lose its charme in trials, though still you need to use a synergy every 10 seconds (for 3 in total) to keep it up all the time, usually the timing though of trigger one of the synergies is the limiting part of it. Most, especially stamina based, DDs don't need Alkosh anymore which also lead to its replacement by Torugs Pact, which is way easier to upkeep, especially with infused weapons. This will still be a viable set for trial-tanking, for dungeon-tanking we have to see if, especially due to frequent multi-mob situations, sustain-sets are preferable, which I think might be the case as mobs here in general do not life long enough to justify the debuffing overhead.
I have tanked and beaten every HM boss (except for vAS+2; though will so probably starting next week or the week after, cleared vAS +1 in both constelations multiple times so far) and usually staying alive isn't an issue in general, also resource managment is just a matter of confidence and knowledge about the encounters as you know when you can replenish your resources by heavy attacking and when special care needs to be put onto your resource management. The only situation that kills a non-permablocking tank here are rare insta-hits that hit you before the animation on the mob actually starts (I call them perfectly animation canceled ^^), this somethimes happens in vAS for some unknown reason and usually right after his lightning-kite stuff. Trying to taunt everything in multi-mob situations and using all of your skills constantly will just deplete your resources quickly. There is just a typical, but understandable, hystery on the upcoming changes which for sure will affect the overall gameplay. Though instead of switching roles and crying on the changes, we should learn to adept and improve our gameplay.
What I'd like to see though is a dmg increase for tanks as compensation for their sustain-loss. It feels just not right to see damage dealers break 70k dps barriers and seeing my 3-4k dps in comparison. I'm aware that my role is not to deal damage but enable DDs to do their "job", though the gap is just way to large. If outside a dungeon I need like 30-40 seconds for some unimportant trash mob, while a DD kills it with one to two hits and also doesn't have an issue at surviving. Well, you can switch to DD gear than you might state, though I already have way to many sets in my inventory which is thus fully packed. This leads to a situation where I mainly play the tank in trials or dungeon as outside of these it is just a pain in the ***, though sadly I have been into random-dungeon-finder groups where I dealt almost 50% of the groups damage (with 4k dps -.-).
We've been adapting for ages.
Now, the only thing we'll be adapting for is PVP's latest temper tantrum.
I repeat: If it does not stop, PVE tanking will eventually hit a point where our ability to manage resources simply will not be able to keep up with the content. People like you who would like the heard to calm down wish ultimately harm upon this game, through indirect means.
Apathy is death. Besides. If we're going to get damage anyway as a result, why not just abolish tanking as an institution at that point? If we're all DPS anyway, why not stop pretending?
Either hold to the trinity, or remove the trinity. ZOS's dilly-dallying on that front hasn't helped the game either.
Every time block cost gets increased, threads like this one appear.
And every time tanks managed to figure out how to perma-block, in both PvE and PvP.
For all the talk about PvE and PvP, ZoS has been pretty consistent that they don't want tanks in PvE duct-taping the block key during dungeons and trial.
I'm not saying what ZoS did was right or will work, I am saying through ESO's history there have been a lot Chicken Little pronouncements how tanking is dead, when only the means have changed.
So now, this 5th time the cry of "Uncle" is the god's honest truth and ZoS totally boned tanks. OK, you may believe that, but there is a reason why other people, including ZoS, maybe a bit skeptical.
Does whole idea of enjoyable tanking require that you have to 100% hold down the right mouse button?
If you've seen anything I've posted on tanking, you'll know that I hate how tanking is right now @Joy_Division and you'll know that I long for a setup like say, a blood death knight from WoW. You'll know that I go out of my way to make templar tank builds based on healing. And you'll know one of the major reasons I hated morrowind, was because the sustain changes and class changes to Templar made that harder to the point of, the build is patheticly weak now.
You'll know that I've advocated tallent tree's and other customization options to make that style of play viable. What you might not know, is that I originally played Saptank pre imperial city. And almost completed the original raids on the original difficulty, we got to I think earth atro and got creamed due to lack of DPS. So believe me. I'd like nothing more than for tanking to evolve.
But at a raid level, the damage coming in is too big to be healed, and until that design changes, permablock is how it works at a raid level. So preserving how it works until we get changes to support other styles of play is the only course of action we really have. Believe me. I would give my left leg, to have a engaging form of tanking that is competative at the highest level.
And that's a gross overgeneralization. Did we cry it would break tanking when Bracing was released? No. We argued we didn't want Wrath and it wasn't condusive to PVE. We argued the block regen changes were not conducive to fun gameplay.
And right now, aside from me who postulates that -eventually- this will hit a point where it erodes the roll (And I think that will take a few more patche), the predominant concern is the fact this will drive further people attempting to tank away from the roll in a game where people are allready making threads about the lack of tanks. The endgame community is dwindling. It does not need kneecapped. (And before you leap to that defense, compared to what it was, it's dwindling.)
Joy, I love you, and you make some good points most of the time, but if you cant be bothered to pay attention then cobble some strawman from public perception instead of fact, you may as well not be here. This is seriously beneath you.
TLDR: I'm not arguing that, I'd like for tanking to evolve beyond what it is, but quite frankly the content needs to change to support that and if it wont, and the devs wont change it....rocking the boat is worth nothing.
You can take out your frustrations out on me all you want and say I don't belong here, but yelling at me and for ZoS to unnerf us because the changes are hurting the community does not have a good track record at all. Just look at the Morrowind update. The resource management was widely panned and here we are still heavy attacking away.
Some of us aren't tanking experts. That doesn't mean we need to be berated and told to leave because some of us want to know why the 4th time ZoS is nerfing blocking is the straw that broke the camels back. It's the first day after the PTS dropped; most of the people here yelling at ZoS probably haven't even downloaded the it. A lot of people here like to think the devs have no clue and they just change thing willy nilly, but they put a lot of thought and work into this. Why are they wrong and people posting in this thread right? It's a legit question.
But I can sense when my presence is unwelcome so I will do as you wish and bow out so people can carry on pleading ZoS to unnerf stuff.
Dont belong here? I'm more apt to call you out for outright lying about the positions of the people you choose to defame. It's not your opinion that I have an issue with, it's your complete, willfull misrepresentation of me and other people who have a horse in this race, and who've argued over the course of this games lifetime against one change or another. You lied about me. You implied I want permablock to stay, and you continue to use the same obfuscation tactic to imply I want people to leave who disagree with me.
@Joy_Division The only people wrong for posting in this thread are the people who deliberately lie about others, and the people who take a subjective assessment and use it as justification for broad, sweeping changes. If you have some sort of concrete mechanical reason or a plan for change, fine. A change you want to see. A way to add to a bossfight through mechanical changes in line with a plan for the game, that's absolutely great. This is a place to share idea's. But walking in and going 'ya'll crybabies' or 'it's easy lol shutup' isn't helpfull to anyone and isn't conducive to a actual discussion. Walking in and puting words in peoples mouth isn't much better.
If and when you feel like acknowledging that you lied and working with me on that, I'll be happy to have that conversation with you. Otherwise, this is the last response your gonna get, all the best to you. Have a nice day, and may your future discussions help the game.
Joy_Division wrote: »Doctordarkspawn wrote: »Joy_Division wrote: »Doctordarkspawn wrote: »Joy_Division wrote: »Doctordarkspawn wrote: »We have to distinguish 2 scenarios here: default single-target boss fights and multi-add tanking. On single-target fights, sustain shouldn't be an issue. Most of the bosses do their heavy attacks once every 2-4 seconds and leave enough room to throw in heavy attacks in between and debuff the boss. Sure, 30 sec CD on synergies is a factor which reduces the overall sustain, though I don't think that this will make tanking impossible, just a bit more challenging. You also don't need to be argonian or DK in general, though especially argonian DKs will probably be the easiest to sustain - especially if not familiar with tanking. The real change though comes on multi-add fights as they will deplete your stamina quickly if perma-blocking. CC control will thus get more important again. Gladly, not many trial-encounters deal with multiple mobs to tank at once.
A random group and I attempted the final boss of fang lair on vet hm yesterday evening and it was partly ridiculous how quickly these two bugs that the boss spawned next to you could deplete your stamina and make you a one-hit to the bosses scarab attack. I wasn't familiar with the tank-changes back than though this could explain it at least. Though the adds seem to drain stamina even without blocking and especially slowing you permanently which makes tanking this boss just not fun at all (though vet normal is actually quite well balanced). Even as an Argonian DK I couldn't keep up with the resources needed. Guess this fight will be fun for any other tanking class. I have to admit though, that this was just a random group without VoIP tool and not an optimal strategy which lets room for quite some more improvements.
Sure, Alkosh will probably lose its charme in trials, though still you need to use a synergy every 10 seconds (for 3 in total) to keep it up all the time, usually the timing though of trigger one of the synergies is the limiting part of it. Most, especially stamina based, DDs don't need Alkosh anymore which also lead to its replacement by Torugs Pact, which is way easier to upkeep, especially with infused weapons. This will still be a viable set for trial-tanking, for dungeon-tanking we have to see if, especially due to frequent multi-mob situations, sustain-sets are preferable, which I think might be the case as mobs here in general do not life long enough to justify the debuffing overhead.
I have tanked and beaten every HM boss (except for vAS+2; though will so probably starting next week or the week after, cleared vAS +1 in both constelations multiple times so far) and usually staying alive isn't an issue in general, also resource managment is just a matter of confidence and knowledge about the encounters as you know when you can replenish your resources by heavy attacking and when special care needs to be put onto your resource management. The only situation that kills a non-permablocking tank here are rare insta-hits that hit you before the animation on the mob actually starts (I call them perfectly animation canceled ^^), this somethimes happens in vAS for some unknown reason and usually right after his lightning-kite stuff. Trying to taunt everything in multi-mob situations and using all of your skills constantly will just deplete your resources quickly. There is just a typical, but understandable, hystery on the upcoming changes which for sure will affect the overall gameplay. Though instead of switching roles and crying on the changes, we should learn to adept and improve our gameplay.
What I'd like to see though is a dmg increase for tanks as compensation for their sustain-loss. It feels just not right to see damage dealers break 70k dps barriers and seeing my 3-4k dps in comparison. I'm aware that my role is not to deal damage but enable DDs to do their "job", though the gap is just way to large. If outside a dungeon I need like 30-40 seconds for some unimportant trash mob, while a DD kills it with one to two hits and also doesn't have an issue at surviving. Well, you can switch to DD gear than you might state, though I already have way to many sets in my inventory which is thus fully packed. This leads to a situation where I mainly play the tank in trials or dungeon as outside of these it is just a pain in the ***, though sadly I have been into random-dungeon-finder groups where I dealt almost 50% of the groups damage (with 4k dps -.-).
We've been adapting for ages.
Now, the only thing we'll be adapting for is PVP's latest temper tantrum.
I repeat: If it does not stop, PVE tanking will eventually hit a point where our ability to manage resources simply will not be able to keep up with the content. People like you who would like the heard to calm down wish ultimately harm upon this game, through indirect means.
Apathy is death. Besides. If we're going to get damage anyway as a result, why not just abolish tanking as an institution at that point? If we're all DPS anyway, why not stop pretending?
Either hold to the trinity, or remove the trinity. ZOS's dilly-dallying on that front hasn't helped the game either.
Every time block cost gets increased, threads like this one appear.
And every time tanks managed to figure out how to perma-block, in both PvE and PvP.
For all the talk about PvE and PvP, ZoS has been pretty consistent that they don't want tanks in PvE duct-taping the block key during dungeons and trial.
I'm not saying what ZoS did was right or will work, I am saying through ESO's history there have been a lot Chicken Little pronouncements how tanking is dead, when only the means have changed.
So now, this 5th time the cry of "Uncle" is the god's honest truth and ZoS totally boned tanks. OK, you may believe that, but there is a reason why other people, including ZoS, maybe a bit skeptical.
Does whole idea of enjoyable tanking require that you have to 100% hold down the right mouse button?
If you've seen anything I've posted on tanking, you'll know that I hate how tanking is right now @Joy_Division and you'll know that I long for a setup like say, a blood death knight from WoW. You'll know that I go out of my way to make templar tank builds based on healing. And you'll know one of the major reasons I hated morrowind, was because the sustain changes and class changes to Templar made that harder to the point of, the build is patheticly weak now.
You'll know that I've advocated tallent tree's and other customization options to make that style of play viable. What you might not know, is that I originally played Saptank pre imperial city. And almost completed the original raids on the original difficulty, we got to I think earth atro and got creamed due to lack of DPS. So believe me. I'd like nothing more than for tanking to evolve.
But at a raid level, the damage coming in is too big to be healed, and until that design changes, permablock is how it works at a raid level. So preserving how it works until we get changes to support other styles of play is the only course of action we really have. Believe me. I would give my left leg, to have a engaging form of tanking that is competative at the highest level.
And that's a gross overgeneralization. Did we cry it would break tanking when Bracing was released? No. We argued we didn't want Wrath and it wasn't condusive to PVE. We argued the block regen changes were not conducive to fun gameplay.
And right now, aside from me who postulates that -eventually- this will hit a point where it erodes the roll (And I think that will take a few more patche), the predominant concern is the fact this will drive further people attempting to tank away from the roll in a game where people are allready making threads about the lack of tanks. The endgame community is dwindling. It does not need kneecapped. (And before you leap to that defense, compared to what it was, it's dwindling.)
Joy, I love you, and you make some good points most of the time, but if you cant be bothered to pay attention then cobble some strawman from public perception instead of fact, you may as well not be here. This is seriously beneath you.
TLDR: I'm not arguing that, I'd like for tanking to evolve beyond what it is, but quite frankly the content needs to change to support that and if it wont, and the devs wont change it....rocking the boat is worth nothing.
You can take out your frustrations out on me all you want and say I don't belong here, but yelling at me and for ZoS to unnerf us because the changes are hurting the community does not have a good track record at all. Just look at the Morrowind update. The resource management was widely panned and here we are still heavy attacking away.
Some of us aren't tanking experts. That doesn't mean we need to be berated and told to leave because some of us want to know why the 4th time ZoS is nerfing blocking is the straw that broke the camels back. It's the first day after the PTS dropped; most of the people here yelling at ZoS probably haven't even downloaded the it. A lot of people here like to think the devs have no clue and they just change thing willy nilly, but they put a lot of thought and work into this. Why are they wrong and people posting in this thread right? It's a legit question.
But I can sense when my presence is unwelcome so I will do as you wish and bow out so people can carry on pleading ZoS to unnerf stuff.
Dont belong here? I'm more apt to call you out for outright lying about the positions of the people you choose to defame. It's not your opinion that I have an issue with, it's your complete, willfull misrepresentation of me and other people who have a horse in this race, and who've argued over the course of this games lifetime against one change or another. You lied about me. You implied I want permablock to stay, and you continue to use the same obfuscation tactic to imply I want people to leave who disagree with me.
@Joy_Division The only people wrong for posting in this thread are the people who deliberately lie about others, and the people who take a subjective assessment and use it as justification for broad, sweeping changes. If you have some sort of concrete mechanical reason or a plan for change, fine. A change you want to see. A way to add to a bossfight through mechanical changes in line with a plan for the game, that's absolutely great. This is a place to share idea's. But walking in and going 'ya'll crybabies' or 'it's easy lol shutup' isn't helpfull to anyone and isn't conducive to a actual discussion. Walking in and puting words in peoples mouth isn't much better.
If and when you feel like acknowledging that you lied and working with me on that, I'll be happy to have that conversation with you. Otherwise, this is the last response your gonna get, all the best to you. Have a nice day, and may your future discussions help the game.
You are getting aggressive. I'm not the person who laughed at you earlier in this thread.
I don't know your posting history and nothing I wrote was personally directed at you. I don't even know who you are. I'm not even justifying the changes. Did I call you a "crybaby" or say "it's easy lol shutup?" No I didn't.
But you are passionate and I can respect that so I apologize for wording my concerns in such a way that made it seem like you and others wanted to keep perma-blocking.
Carbonised wrote: »Doctordarkspawn wrote: »"Tactically block" my tookus.
They want to please a PVP playerbase who the majority of content isn't produced for.
ADD THE COST INCREASE TO BATTLE SPIRIT. STOP SCREWING THE REST OF US.
Typing everything with caps doesn't change the fact that this was just as much about PvE as PvP. ZOS has noticed that tanks spend 10 % of their time tanking and 90 % of their time aiding group dps, putting buffs on raid group, putting debuffs on the boss. And they concluded that the actual tanking must be too trivial if a tank can spend his majority of time and ressources to boost group DPS. And they are right. It's a nice change that tanks actually have to worry more about tanking and less about being a group buff bot. It's not about PvP.
Careful what you wish for. If the intent of this change is to make tanks focus on tanking only, no group utility...then the same could be said for healers. Maybe they should worry more about healing and less about being a group utility buff bot.