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.
I'm sorry but this statement is Pure Grade A Organically Grown male bovine excrement. The block cost nerf was brought on entirely by the incessant whining of pvpers about permablocking tanks. ZOS has repeatedly proven that they are too lazy or too incompetent to make balance changes to one area of the game without screwing up a different area of the game.
Hello everyone , PVE , what glyphs should I change for coming patch better ?
Need some advises ,thank you!
NB tank , Argon , Mazzatun + Hunt leader + Lord Warden
I think I can't tank in DLC dungeons HM technically , such as BF HM...
Meta isn't obviously the only way . From what I understand and been saying this whole thread is this . DK is really really far better than other classes . They have the best sustain in terms of both Magicka and Stamina because they utilize Equilibrium best . They have the highest tankiness thanks to their class passives . If Off Balance changes goes live like this , they will have the highest DPS boost above all tanks thanks to Engulfing Flames . Almost every Magicka DD will be using Fire Blockade and Engulfing Flames will make an incredibly difference in terms of DPS and clear time of content , affecting scores in a huge way .
Having one class incredibly superior to other classes at tanking is not a good idea in my opinion . DK has always been the best class for how easy it is to play . They never had an enormous advantage over other classes in terms of group buffing . I am playing with a Warden as Main Tank in end-game content and getting decently high scores and achievements like Rakkhat HM 5th platform nuke etc. I am experienced enough to do same stuff with any class as tank . My point is , at the moment in live server , playing a non-DK tank is not a big deal . DPS boosting difference is not that high but if these changes go live like this , DK tank will be the absolute best at tanking , creating a huge gap between other classes in terms of sustain , tankiness and group support . Basically everything . That is the main problem I have at the moment . There should be a trade-off for choosing different classes . DK being the tankiest , Templar having the highest self healing , Nightblade having the highest mobility , Warden having the highest protective buffs and Sorcerer having the highest offensive buffs for example . Just throwing some random advantages to random classes . At the moment , I do not see a single reason to choose a class over DK because DK does everything best at tanking , which seems unbalanced to be honest .
rustic_potato wrote: »
This patch is a buff to all my PVP builds cos I'm not an idiot that runs PVE setups in PVP. Block cost enchants ensure that you will die with a full stamina bar. How do I know this because I play both sides of the game unlike certain forum whiners who have no idea what is going on the other half of the game.
If you have noticed the complaints about PVP are only from people who have no idea how PVP works in this game.
Cage_Lizardman wrote: »
DoonerSeraph wrote: »
I agree with you aktjough I fear they would rather nerf engulfing flames than throw a bone to other tanks
And thats what made me shelf my templar tank. Stamina management is terrible already and they nerfed repentance so the healer actually makes my life worse (by repenting the corpses). I used leeching, malubethband bahrahas and had enough self healing to tank everything but oneshots without block. But I still need to taunt and debuff and these cost me stamina. I think some undaunted skills like blood altar could be reworked to help with stamina management on a non DK tank, especially templars and sorcs. And making so multiple templars dont compete for repentance would certainly help.
Doctordarkspawn wrote: »Doctordarkspawn wrote: »Doctordarkspawn wrote: »Carbonised wrote: »I agree that changing just for changing isn't a good thing, but I also agree that the actual tanking aspect of being a tank should be more of a challenge than it is now. We have to spec highly into the DPS role with specific setup for CP, gear and skill rotation, but any old guy can put on heavy armor and slot a taunt and tank 95 % of the content.
Preventing healers and tanks from focusing all their attention on group DPS and more on their specific role will also lower the ceiling towards the floor and prevent elite groups and guilds from dishing out DPS that's leagues above everyone else.
You want tanking to be *harder* and discourage 'any old guy' from putting on heavy armour and slotting a taunt to be a tank.. but there's already a huge shortage of PvE tanks. You rarely tank yourself, as you've said. But you want to make it MORE specialised, more boring and then expect that will make it more attractive as a role?
He tends to not make sense alot.
He stated he wants tanks to support less. I ask why then the skill advisor system advises tanks to have at least one team support ability.
He hasn't given me an answer yet.
The skill advisor is to help players in guiding them to the to role not to hand hold them to the meta. The options in skills it offers is the ones that are ease of use nothing more. Just cause most offer Warhorn as a last skill on the list of option is to help guide them to skills that starter tanks should run in the game to help guide them. So just cause one skill is group support means nothing there are alot of dps options for some classes not all that offer some kind of group support as well in the skill offering and most of the healer ones do not even have warhorn as part of the skills for them.
Now I am not saying a tank can not use some support for the group they are the groups leader in most if not always cause they lead the group through the content have to know mechanic and things to call out so other know when to watch out for things. But here is the elephant in the room the is not just a PvP issue it is a PvE issue as well cause as many of you have stated not just here but this has always been the way or best strategy used in the meta. Well see because this is the only strategy being used it leaves no other strategies being learned and or used by the main stream cause its the only one known anywhere. The reason for this is most people look up ways to beat content and are hand held right to the meta strategy nothing else and being a Youtuber and content provider I am as much to blame as any of the other who offer guides to these runs cause we only show one way to complete the content and this leads to the one size fits all meta strategies many of us use.
Now before you say well that is cause its the best or only way I ask this how do you know have you tried others?
@Nolic1
I have tried other strategies. I've been fighting for the longest time for healtanks to become viable.
The problem is other means are not viable. Sorry bud, the reason other builds dont work is because the design is like a constrictor. Nothing else -works-. It's why the Meta is held to so ironclad in this game, and these changes only exaserbate this.
If people were truely able to run what they want in this game, you wouldn't be seeing the cult of personality, as much as I hate it. It's necessary.
You seem to be under the impression we have more choice than we do. We dont.
Heal tanks are alot of fun I agree and can be a blast to play to bad they do not fit into the meta though. As for your other statements I am sorry I do not believe there are no other ways to beat the content then the meta that the game currently has because I have tanked to many things with a 2-handed tank I was told does not work.
If you've beaten a vet trial, with a two-handed tank, you've either got hax, or you didn't do it. Like, period. No group could make, or would want to, that stupidity work.
If you've beat vet dungeons, depends on the dungeon. Your healer likely carried you.
Eitherway. You likely play on a low enough difficulty level that you can entertain these delusions, but that's all they are bud. Delusions. Get with the program.
You do not have to believe me but I do not believe you tried other strategies other wise you would of found other ways to beat the content. You sound like all the other I dealt with in EQ, WoW, DCUO, Vanguard, Terra, SwtoR and ever other mmo I have played that said the meta is the only way.
rustic_potato wrote: »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.
I'm sorry but this statement is Pure Grade A Organically Grown male bovine excrement. The block cost nerf was brought on entirely by the incessant whining of pvpers about permablocking tanks. ZOS has repeatedly proven that they are too lazy or too incompetent to make balance changes to one area of the game without screwing up a different area of the game.
@Conduit0 Wow hostile. Well i see that you have access to all the data that ZOS has on players and made the analysis to come to the conclusion that you claimed.
ZOS is many things but not ignorant. They have all the data to analyze why permablocking exists.
How do I know this? Council of Raiders. Do you know that ZOS has data of every players logged action? They just cant be bothered to explain to the common folk like you. I understand that you are frustrated with the nerf but that is how ZOS balances the game by nerfing stuff they deem too strong. Not buffing other options. Permablocking fell on the chopping block this patch.
This patch is a buff to all my PVP builds cos I'm not an idiot that runs PVE setups in PVP. Block cost enchants ensure that you will die with a full stamina bar. How do I know this because I play both sides of the game unlike certain forum whiners who have no idea what is going on the other half of the game.
If you have noticed the complaints about PVP are only from people who have no idea how PVP works in this game.
Carbonised wrote: »I agree that changing just for changing isn't a good thing, but I also agree that the actual tanking aspect of being a tank should be more of a challenge than it is now. We have to spec highly into the DPS role with specific setup for CP, gear and skill rotation, but any old guy can put on heavy armor and slot a taunt and tank 95 % of the content.
Preventing healers and tanks from focusing all their attention on group DPS and more on their specific role will also lower the ceiling towards the floor and prevent elite groups and guilds from dishing out DPS that's leagues above everyone else.
You want tanking to be *harder* and discourage 'any old guy' from putting on heavy armour and slotting a taunt to be a tank.. but there's already a huge shortage of PvE tanks. You rarely tank yourself, as you've said. But you want to make it MORE specialised, more boring and then expect that will make it more attractive as a role?
I just did the math for my current tank setup:
48 CP in Shadow Ward, no sturdy, 3 shield play enchants, defensive posture slotted, fortress passive unlocked
Block cost on live is 483, pretty high, but I've lived with it for a long time, since I don't perma-block, or simply compensate in other ways, primarily high magicka recovery ~1.8-2.2K depending on gear (Atronach Mundus with divines on small pieces, Whichmother's Brew) and high ultimate recovery (minor heroism, heavy attack weave, ingenous shield, bloodspawn) and ultimate cost reduction (Akaviri Dragonguard). I could tank 5+ axes in vAA without flinching or running out of stamina. That setup allows me much more flexibility - ex. I have enough magicka to chain adds on my own at Twins or spam GDB at the Warrior.
Block cost on PTS for the same setup raises to 541, also pretty high, but only marginally higher than it used to be. I can live with it if I throw a bit more CP in Shadow Ward - if I put 100 CP in that star I end up with 495. If I swap out my Divines for Sturdy I end up with 455. If I do both I end up with 415. So I can actually lower my costs under what I have now, only losing about ~100 magicka recovery. So I will overcome.
Hello everyone , PVE , what glyphs should I change for coming patch better ?
Need some advises ,thank you!
NB tank , Argon , Mazzatun + Hunt leader + Lord Warden
I think I can't tank in DLC dungeons HM technically , such as BF HM...
On resource managment and self-sustain, DKs are in their own league, I agree. The netch of the Warden is to weak IMO and, well, NB tanks are a rarity since the siphoning strike changes (I though know one of these "creatures" that is in danger of being extinct; though he keeps doing his thing in semi-progress oriented trials).
On resource managment and self-sustain, DKs are in their own league, I agree. The netch of the Warden is to weak IMO and, well, NB tanks are a rarity since the siphoning strike changes (I though know one of these "creatures" that is in danger of being extinct; though he keeps doing his thing in semi-progress oriented trials).
Wardens tank shouldn't rely on the netch but on the Nature's Gift passive.
On Live I have a block cost set somewhere between 250-300 so the Netch AND that passive basically nullify the block cost.
On top of that I also have Sentinel of Rkugamz so sustain is not that problematic. Even in the next patch.
Lightspeedflashb14_ESO wrote: »On resource managment and self-sustain, DKs are in their own league, I agree. The netch of the Warden is to weak IMO and, well, NB tanks are a rarity since the siphoning strike changes (I though know one of these "creatures" that is in danger of being extinct; though he keeps doing his thing in semi-progress oriented trials).
Wardens tank shouldn't rely on the netch but on the Nature's Gift passive.
On Live I have a block cost set somewhere between 250-300 so the Netch AND that passive basically nullify the block cost.
On top of that I also have Sentinel of Rkugamz so sustain is not that problematic. Even in the next patch.
How do you proc the natures gift passive? Because you have to heal an ally for the return.
Lightspeedflashb14_ESO wrote: »On resource managment and self-sustain, DKs are in their own league, I agree. The netch of the Warden is to weak IMO and, well, NB tanks are a rarity since the siphoning strike changes (I though know one of these "creatures" that is in danger of being extinct; though he keeps doing his thing in semi-progress oriented trials).
Wardens tank shouldn't rely on the netch but on the Nature's Gift passive.
On Live I have a block cost set somewhere between 250-300 so the Netch AND that passive basically nullify the block cost.
On top of that I also have Sentinel of Rkugamz so sustain is not that problematic. Even in the next patch.
How do you proc the natures gift passive? Because you have to heal an ally for the return.
Even when you heal yourself. Leeching vines proc it all the time. You just have to have a bigger magicka pool than a stamina one and it's effective 250 stam recovery while on block
Any change to DK that would nerf them would severely damage the class. I am fine with DK being the best tank, it's just like Templars are the best healers.
Obviously one class will be better than others but by this much ? You know what I mean . The difference is absurd . I hope they make a change that makes mDK DPS actually good this patch so DK tanks won't have the Engulfing Flames advantage . I am ok with DK having highest sustain and tankiness but not everything .
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »On resource managment and self-sustain, DKs are in their own league, I agree. The netch of the Warden is to weak IMO and, well, NB tanks are a rarity since the siphoning strike changes (I though know one of these "creatures" that is in danger of being extinct; though he keeps doing his thing in semi-progress oriented trials).
Wardens tank shouldn't rely on the netch but on the Nature's Gift passive.
On Live I have a block cost set somewhere between 250-300 so the Netch AND that passive basically nullify the block cost.
On top of that I also have Sentinel of Rkugamz so sustain is not that problematic. Even in the next patch.
How do you proc the natures gift passive? Because you have to heal an ally for the return.
Even when you heal yourself. Leeching vines proc it all the time. You just have to have a bigger magicka pool than a stamina one and it's effective 250 stam recovery while on block
You are wrong. The passive only works when you heal an ally, you are not an ally. Test it out yourself.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »On resource managment and self-sustain, DKs are in their own league, I agree. The netch of the Warden is to weak IMO and, well, NB tanks are a rarity since the siphoning strike changes (I though know one of these "creatures" that is in danger of being extinct; though he keeps doing his thing in semi-progress oriented trials).
Wardens tank shouldn't rely on the netch but on the Nature's Gift passive.
On Live I have a block cost set somewhere between 250-300 so the Netch AND that passive basically nullify the block cost.
On top of that I also have Sentinel of Rkugamz so sustain is not that problematic. Even in the next patch.
How do you proc the natures gift passive? Because you have to heal an ally for the return.
Even when you heal yourself. Leeching vines proc it all the time. You just have to have a bigger magicka pool than a stamina one and it's effective 250 stam recovery while on block
You are wrong. The passive only works when you heal an ally, you are not an ally. Test it out yourself.
•When healing with a Green Balance ability, gain 250 Magicka or 250 Stamina. Restores your lowest resource pool.
Or you can just read how the passive is written. It doesn´t say anything about you or an ally. And beside, for many abilities and sets you´re also considered an ally, even though there´s no real consistency with how that works.
When healing an ally with a Green Balance ability, gain 250 Magicka or 250 Stamina. Restores your lowest resource pool. This effect can occur once every 1 second
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »On resource managment and self-sustain, DKs are in their own league, I agree. The netch of the Warden is to weak IMO and, well, NB tanks are a rarity since the siphoning strike changes (I though know one of these "creatures" that is in danger of being extinct; though he keeps doing his thing in semi-progress oriented trials).
Wardens tank shouldn't rely on the netch but on the Nature's Gift passive.
On Live I have a block cost set somewhere between 250-300 so the Netch AND that passive basically nullify the block cost.
On top of that I also have Sentinel of Rkugamz so sustain is not that problematic. Even in the next patch.
How do you proc the natures gift passive? Because you have to heal an ally for the return.
Even when you heal yourself. Leeching vines proc it all the time. You just have to have a bigger magicka pool than a stamina one and it's effective 250 stam recovery while on block
You are wrong. The passive only works when you heal an ally, you are not an ally. Test it out yourself.
•When healing with a Green Balance ability, gain 250 Magicka or 250 Stamina. Restores your lowest resource pool.
Or you can just read how the passive is written. It doesn´t say anything about you or an ally. And beside, for many abilities and sets you´re also considered an ally, even though there´s no real consistency with how that works.
Or you can read how the passive is actually written-When healing an ally with a Green Balance ability, gain 250 Magicka or 250 Stamina. Restores your lowest resource pool. This effect can occur once every 1 second
I have no idea where you got that description but the uesp website, http://en.uesp.net/wiki/Online:Green_Balance, is 99% of the time right on.
I know this is true because I have a max level tankden and a max level stamden. I know this is the because I thought like you did till I actually tested it. I thought like you did till I was shown I was wrong. The passive also only works if you actually heal someone, like under 100%. I know this because I test it with my stamden and green lotus.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »On resource managment and self-sustain, DKs are in their own league, I agree. The netch of the Warden is to weak IMO and, well, NB tanks are a rarity since the siphoning strike changes (I though know one of these "creatures" that is in danger of being extinct; though he keeps doing his thing in semi-progress oriented trials).
Wardens tank shouldn't rely on the netch but on the Nature's Gift passive.
On Live I have a block cost set somewhere between 250-300 so the Netch AND that passive basically nullify the block cost.
On top of that I also have Sentinel of Rkugamz so sustain is not that problematic. Even in the next patch.
How do you proc the natures gift passive? Because you have to heal an ally for the return.
Even when you heal yourself. Leeching vines proc it all the time. You just have to have a bigger magicka pool than a stamina one and it's effective 250 stam recovery while on block
You are wrong. The passive only works when you heal an ally, you are not an ally. Test it out yourself.
•When healing with a Green Balance ability, gain 250 Magicka or 250 Stamina. Restores your lowest resource pool.
Or you can just read how the passive is written. It doesn´t say anything about you or an ally. And beside, for many abilities and sets you´re also considered an ally, even though there´s no real consistency with how that works.
Or you can read how the passive is actually written-When healing an ally with a Green Balance ability, gain 250 Magicka or 250 Stamina. Restores your lowest resource pool. This effect can occur once every 1 second
I have no idea where you got that description but the uesp website, http://en.uesp.net/wiki/Online:Green_Balance, is 99% of the time right on.
I know this is true because I have a max level tankden and a max level stamden. I know this is the because I thought like you did till I actually tested it. I thought like you did till I was shown I was wrong. The passive also only works if you actually heal someone, like under 100%. I know this because I test it with my stamden and green lotus.
Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »Lightspeedflashb14_ESO wrote: »On resource managment and self-sustain, DKs are in their own league, I agree. The netch of the Warden is to weak IMO and, well, NB tanks are a rarity since the siphoning strike changes (I though know one of these "creatures" that is in danger of being extinct; though he keeps doing his thing in semi-progress oriented trials).
Wardens tank shouldn't rely on the netch but on the Nature's Gift passive.
On Live I have a block cost set somewhere between 250-300 so the Netch AND that passive basically nullify the block cost.
On top of that I also have Sentinel of Rkugamz so sustain is not that problematic. Even in the next patch.
How do you proc the natures gift passive? Because you have to heal an ally for the return.
Even when you heal yourself. Leeching vines proc it all the time. You just have to have a bigger magicka pool than a stamina one and it's effective 250 stam recovery while on block
You are wrong. The passive only works when you heal an ally, you are not an ally. Test it out yourself.
•When healing with a Green Balance ability, gain 250 Magicka or 250 Stamina. Restores your lowest resource pool.
Or you can just read how the passive is written. It doesn´t say anything about you or an ally. And beside, for many abilities and sets you´re also considered an ally, even though there´s no real consistency with how that works.
Or you can read how the passive is actually written-When healing an ally with a Green Balance ability, gain 250 Magicka or 250 Stamina. Restores your lowest resource pool. This effect can occur once every 1 second
I have no idea where you got that description but the uesp website, http://en.uesp.net/wiki/Online:Green_Balance, is 99% of the time right on.
I know this is true because I have a max level tankden and a max level stamden. I know this is the because I thought like you did till I actually tested it. I thought like you did till I was shown I was wrong. The passive also only works if you actually heal someone, like under 100%. I know this because I test it with my stamden and green lotus.
Hmm, my apologies then @Lightspeedflashb14_ESO
Sure, DKs are on top and I'd like to see a buff to the other tank classes in near future as well, though the tone of your recent posts almost scream for a DK nerf instead of a buff of the other classes, and there have already been more than enough nerfs in the past (or present).
group/raid doesn't depend on the class-based buffs tanks provide. Usually they can be provided by other roles of that class as well and free the slot for a slightly better class (min-max strategy).
Lightspeedflashb14_ESO wrote: »
You are wrong. The passive only works when you heal an ally, you are not an ally. Test it out yourself.
Any change to DK that would nerf them would severely damage the class. I am fine with DK being the best tank, it's just like Templars are the best healers.
CLASS DIFFERENCE
Another issue I would like to talk about is the difference between classes . Dragonknights and Wardens are far better at sustaining without dropping block in live server . This gap between classes will grow a lot more , forcing other classes to drop block and heavy attack far more often , making them much harder to play , especially if we consider the lag and required reaction time for veteran trials . I do not like this one bit . There needs to be some changes . Obviously , you could drop block and heavy attack whenever it is necessary but it will be necessary to do that quite often , especially for certain classes . This means , less care about group support and boring gameplay . Making it harder to sustain on tanks do not make the game more fun . Next patch is so harsh on tanks that we will have to stop debuffing to heavy attack because we actually can consume more than 2k stamina in 2 seconds , even with the lowest block cost setup .
@ZOS_Wrobel @ZOS_RichLambertCLASS DIFFERENCE
Another issue I would like to talk about is the difference between classes . Dragonknights and Wardens are far better at sustaining without dropping block in live server . This gap between classes will grow a lot more , forcing other classes to drop block and heavy attack far more often , making them much harder to play , especially if we consider the lag and required reaction time for veteran trials . I do not like this one bit . There needs to be some changes . Obviously , you could drop block and heavy attack whenever it is necessary but it will be necessary to do that quite often , especially for certain classes . This means , less care about group support and boring gameplay . Making it harder to sustain on tanks do not make the game more fun . Next patch is so harsh on tanks that we will have to stop debuffing to heavy attack because we actually can consume more than 2k stamina in 2 seconds , even with the lowest block cost setup .
This was pointed out multiple times to zos over the last year, as well as in my own thread.
Warden and Dk will be fine, especially dk, because in the worst case they just go for more magicka regen and spam the *** out of igneous to get stam back.
Warden will be okay, they will feel it, but it will be doable.
Funny thing is still that zos says they are happy with dk being the tanky class, and for over a year they are the top dps ^^.
In short, dont nerf dk/warden, buff the others and do some classdesign ffs
Doctordarkspawn wrote: »@ZOS_Wrobel @ZOS_RichLambertCLASS DIFFERENCE
Another issue I would like to talk about is the difference between classes . Dragonknights and Wardens are far better at sustaining without dropping block in live server . This gap between classes will grow a lot more , forcing other classes to drop block and heavy attack far more often , making them much harder to play , especially if we consider the lag and required reaction time for veteran trials . I do not like this one bit . There needs to be some changes . Obviously , you could drop block and heavy attack whenever it is necessary but it will be necessary to do that quite often , especially for certain classes . This means , less care about group support and boring gameplay . Making it harder to sustain on tanks do not make the game more fun . Next patch is so harsh on tanks that we will have to stop debuffing to heavy attack because we actually can consume more than 2k stamina in 2 seconds , even with the lowest block cost setup .
This was pointed out multiple times to zos over the last year, as well as in my own thread.
Warden and Dk will be fine, especially dk, because in the worst case they just go for more magicka regen and spam the *** out of igneous to get stam back.
Warden will be okay, they will feel it, but it will be doable.
Funny thing is still that zos says they are happy with dk being the tanky class, and for over a year they are the top dps ^^.
In short, dont nerf dk/warden, buff the others and do some classdesign ffs
Didn't they recently say they wanted all classes to be able to perform all rolls?
Mixed friggin' signals anyone?
Doctordarkspawn wrote: »@ZOS_Wrobel @ZOS_RichLambertCLASS DIFFERENCE
Another issue I would like to talk about is the difference between classes . Dragonknights and Wardens are far better at sustaining without dropping block in live server . This gap between classes will grow a lot more , forcing other classes to drop block and heavy attack far more often , making them much harder to play , especially if we consider the lag and required reaction time for veteran trials . I do not like this one bit . There needs to be some changes . Obviously , you could drop block and heavy attack whenever it is necessary but it will be necessary to do that quite often , especially for certain classes . This means , less care about group support and boring gameplay . Making it harder to sustain on tanks do not make the game more fun . Next patch is so harsh on tanks that we will have to stop debuffing to heavy attack because we actually can consume more than 2k stamina in 2 seconds , even with the lowest block cost setup .
This was pointed out multiple times to zos over the last year, as well as in my own thread.
Warden and Dk will be fine, especially dk, because in the worst case they just go for more magicka regen and spam the *** out of igneous to get stam back.
Warden will be okay, they will feel it, but it will be doable.
Funny thing is still that zos says they are happy with dk being the tanky class, and for over a year they are the top dps ^^.
In short, dont nerf dk/warden, buff the others and do some classdesign ffs
Didn't they recently say they wanted all classes to be able to perform all rolls?
Mixed friggin' signals anyone?
They did, and this could mean anything ^^.
Rather then raising blockcost(wich we all will adapt to i´m sure) they should have looked at the way how ressources are gained while hidding behind a shield(pve/pvp)
If they really want to go with that "tactical blocking" stuff, they need to redo some of the bosses. On some that is tactical thing is np to do and there i mostly spam vampdrain or debuff that boss.