Even after the changes to blocking in Dragon Bones the block cost at full reduction is around 385 or so. That is still a very cheap block cost that doesn't reward challenging and immersive game play. I believe blocking should be "split second reaction" type game play. In titles like TERA we saw a second resource used for blocking and most of the blocking done by the preferred tank (Lander) required split-second reactions in order to maintain this resource and DPS + Threat.
Tanks have it far too easy in PVP and PVE. They can practically STILL hold block almost indefinitely whilst the other players have to do a lot of actual strategic work to remain alive.
In closing I would also like to address health pools. There should be diminishing returns or even a maximum health pool a player can have to prevent ignoring mechanics. These limits or diminishing returns should begin at different amounts depending on if you are a Tank, Healer, or DPS.
Even after the changes to blocking in Dragon Bones the block cost at full reduction is around 385 or so. That is still a very cheap block cost that doesn't reward challenging and immersive game play. I believe blocking should be "split second reaction" type game play. In titles like TERA we saw a second resource used for blocking and most of the blocking done by the preferred tank (Lander) required split-second reactions in order to maintain this resource and DPS + Threat.
Tanks have it far too easy in PVP and PVE. They can practically STILL hold block almost indefinitely whilst the other players have to do a lot of actual strategic work to remain alive.
In closing I would also like to address health pools. There should be diminishing returns or even a maximum health pool a player can have to prevent ignoring mechanics. These limits or diminishing returns should begin at different amounts depending on if you are a Tank, Healer, or DPS.
Even after the changes to blocking in Dragon Bones the block cost at full reduction is around 385 or so. That is still a very cheap block cost that doesn't reward challenging and immersive game play. I believe blocking should be "split second reaction" type game play. In titles like TERA we saw a second resource used for blocking and most of the blocking done by the preferred tank (Lander) required split-second reactions in order to maintain this resource and DPS + Threat.
Tanks have it far too easy in PVP and PVE. They can practically STILL hold block almost indefinitely whilst the other players have to do a lot of actual strategic work to remain alive.
In closing I would also like to address health pools. There should be diminishing returns or even a maximum health pool a player can have to prevent ignoring mechanics. These limits or diminishing returns should begin at different amounts depending on if you are a Tank, Healer, or DPS.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
@Knowledge
I think the best way to fix perma-block is to half the damage/heal you do when blocking so for example if you normally heal 8k well if you're blocking and cast that same heal you'll heal 4k.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Even after the changes to blocking in Dragon Bones the block cost at full reduction is around 385 or so. That is still a very cheap block cost that doesn't reward challenging and immersive game play. I believe blocking should be "split second reaction" type game play. In titles like TERA we saw a second resource used for blocking and most of the blocking done by the preferred tank (Lander) required split-second reactions in order to maintain this resource and DPS + Threat.
Tanks have it far too easy in PVP and PVE. They can practically STILL hold block almost indefinitely whilst the other players have to do a lot of actual strategic work to remain alive.
In closing I would also like to address health pools. There should be diminishing returns or even a maximum health pool a player can have to prevent ignoring mechanics. These limits or diminishing returns should begin at different amounts depending on if you are a Tank, Healer, or DPS.
@Twenty0zTsunami No it will have it's own debuff but it affects both damage/healing as it's a problem with Heal bots in PvP who perma-block and damage wise perma-blocking is only a real problem when it comes to a Mag DK.
Even after the changes to blocking in Dragon Bones the block cost at full reduction is around 385 or so. That is still a very cheap block cost that doesn't reward challenging and immersive game play. I believe blocking should be "split second reaction" type game play. In titles like TERA we saw a second resource used for blocking and most of the blocking done by the preferred tank (Lander) required split-second reactions in order to maintain this resource and DPS + Threat.
Tanks have it far too easy in PVP and PVE. They can practically STILL hold block almost indefinitely whilst the other players have to do a lot of actual strategic work to remain alive.
In closing I would also like to address health pools. There should be diminishing returns or even a maximum health pool a player can have to prevent ignoring mechanics. These limits or diminishing returns should begin at different amounts depending on if you are a Tank, Healer, or DPS.