DeadlyRecluse wrote: »
Perma-blocking is the act of damaging someone while you're blocking and can also be when you're healing. The issue mainly if not always occurs with the Magicka class since they rely on Magicka to deal damage/heal rather than stamina.
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Summary: Add some real counters to Perma-blocking for example halving the damage/healing done while blocking (not affecting healing received from other players and healing given to other players.) and adding soft cc immunity after 2 have been placed on you.
What you are talking about here is blockcasting, not permablocking. Permablocking is using various setups and skills to enable blocking for looooong periods of time (see: magDK using helping hands, battle roar, and sword and board ult to consistently maintain block for effectively endless fights).
With the recent block cost calculation change, I haven't seen nearly full-permablock builds, though it's probably still possible.
Blockcasting is a bit silly, but is more or less necessary at this point. This the sheer amount of CC thrown around in this game, disabling blockcasting would make outnumbered play even rougher.
DeadlyRecluse wrote: »
Perma-blocking is the act of damaging someone while you're blocking and can also be when you're healing. The issue mainly if not always occurs with the Magicka class since they rely on Magicka to deal damage/heal rather than stamina.
......
Summary: Add some real counters to Perma-blocking for example halving the damage/healing done while blocking (not affecting healing received from other players and healing given to other players.) and adding soft cc immunity after 2 have been placed on you.
What you are talking about here is blockcasting, not permablocking. Permablocking is using various setups and skills to enable blocking for looooong periods of time (see: magDK using helping hands, battle roar, and sword and board ult to consistently maintain block for effectively endless fights).
With the recent block cost calculation change, I haven't seen nearly full-permablock builds, though it's probably still possible.
Blockcasting is a bit silly, but is more or less necessary at this point. This the sheer amount of CC thrown around in this game, disabling blockcasting would make outnumbered play even rougher.
To permablock at max limit (charged every 0.25s) with all study+glyphs you would need 3k equivalent regen. No base stam regen counted, and no CC breaking, bashing or stamina abilities. Against one opponent, provided not using bloodthirst or jabs, about 750, assuming one hit every second, no Bloodthorn 264, and constitution 5/1/1, 216, battle roar around 300± effective stam, and helping hands (every 7s with foss, igneous is too costly) 282. so all in all 1062 stam regen. (bloodspawn, ult use and helping hands use will change this)
In a 1v1 permablock is quite possible, with CCs it becomes very straining, but with a few well timed heavy attacks, it can be fine.
DeadlyRecluse wrote: »DeadlyRecluse wrote: »
Perma-blocking is the act of damaging someone while you're blocking and can also be when you're healing. The issue mainly if not always occurs with the Magicka class since they rely on Magicka to deal damage/heal rather than stamina.
......
Summary: Add some real counters to Perma-blocking for example halving the damage/healing done while blocking (not affecting healing received from other players and healing given to other players.) and adding soft cc immunity after 2 have been placed on you.
What you are talking about here is blockcasting, not permablocking. Permablocking is using various setups and skills to enable blocking for looooong periods of time (see: magDK using helping hands, battle roar, and sword and board ult to consistently maintain block for effectively endless fights).
With the recent block cost calculation change, I haven't seen nearly full-permablock builds, though it's probably still possible.
Blockcasting is a bit silly, but is more or less necessary at this point. This the sheer amount of CC thrown around in this game, disabling blockcasting would make outnumbered play even rougher.
To permablock at max limit (charged every 0.25s) with all study+glyphs you would need 3k equivalent regen. No base stam regen counted, and no CC breaking, bashing or stamina abilities. Against one opponent, provided not using bloodthirst or jabs, about 750, assuming one hit every second, no Bloodthorn 264, and constitution 5/1/1, 216, battle roar around 300± effective stam, and helping hands (every 7s with foss, igneous is too costly) 282. so all in all 1062 stam regen. (bloodspawn, ult use and helping hands use will change this)
In a 1v1 permablock is quite possible, with CCs it becomes very straining, but with a few well timed heavy attacks, it can be fine.
Exactly--it sure isn't what it used to be. I'd argue that permablock with well-timed heavies isn't permablock at all. It's lotsa-blocking, sure, but it isn't the literal permablock that was enabled prior to the glyph reduction calculation changing+the change to .25 second block cost.
It gets a little easier if you allow sword and board ult+bloodspawn into the equation.
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
rimmidimdim wrote: »Skills cast while blocking should cost 50% more. 25%more? Something like that. Block casting is silly and should be reworked somehow, this is a reasonable suggestion.
Or, make block ( only in PvP, not pve) have a cost increase like roll dodging. If you time your block well you get rewarded huge, if you stand there and hold block you die like a tard you are.
Again all this is only pvp, battle spirit only. Cheers.
Ragnarock41 wrote: »rimmidimdim wrote: »Skills cast while blocking should cost 50% more. 25%more? Something like that. Block casting is silly and should be reworked somehow, this is a reasonable suggestion.
Or, make block ( only in PvP, not pve) have a cost increase like roll dodging. If you time your block well you get rewarded huge, if you stand there and hold block you die like a tard you are.
Again all this is only pvp, battle spirit only. Cheers.
sure, lets ruin stamDK even more, in the name of ''combat balance''.
I'm sure I would love having 3900 stamina cost on my heroic slash man, amazing suggestion, thank you very much.
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
@CatchMeTrolling
I simply do not agree on that notion but I do respect you since I've fought you a lot in Cyrodiil way back then.
I should change perma block as I was informed that isn't the right lingo but rather block casting.
I will agree even I block cast vigor usually because I do a roll dodge (bow is on back bar so I block/roll with vigor going to heal/ get away).
Defensive tools wise I can't really agree, stamina and magicka have equal defensive tools but magicka doesn't have to rely on stamina being dipped into when blocking so magicka has +1 on that spectrum.
Getting away also depends on the character as if it's a Mag DK/Magplar and their stam variants that is extremely difficult thanks to both classes having abilities the aide slowing down the enemy e.g templar circle/light ball thing (provides speed debuff) and DKs passives that slow you down when hit with ardent flame abilities. This is not to mention other non class locked skills.
My issue as I stated before is that during fights, I cannot seem to break someone who block casts and maybe that's an L2P issue as I frequently leave this game due to how pathetic the servers are/always have been. You can be a high damaging build and use a block cast build and that also goes with healers (especially ones using earthgore).
So conclusion to this thread is that I will just keep evading block casting builds and some may disagree with the way I suggested to fix these issues which I agree I can't say without a doubt that I know all there is about the game with statistics,etc.
Purdomination33 wrote: »Is this really a problem because the Cyrodiil I play in every night says otherwise.
It boggles my mind that people say blocking and defile are "op" or whatever. The only thing that is out of control in Cyrodiil (well besides ridiculous Wardens) is HEALING. Of every kind. Oh you getting mobbed on by 5 players, no worries just hit the magic heal back to full health buttom...rinse and repeat.
Purdomination33 wrote: »Is this really a problem because the Cyrodiil I play in every night says otherwise.
It boggles my mind that people say blocking and defile are "op" or whatever. The only thing that is out of control in Cyrodiil (well besides ridiculous Wardens) is HEALING. Of every kind. Oh you getting mobbed on by 5 players, no worries just hit the magic heal back to full health buttom...rinse and repeat.
CatchMeTrolling wrote: »Purdomination33 wrote: »Is this really a problem because the Cyrodiil I play in every night says otherwise.
It boggles my mind that people say blocking and defile are "op" or whatever. The only thing that is out of control in Cyrodiil (well besides ridiculous Wardens) is HEALING. Of every kind. Oh you getting mobbed on by 5 players, no worries just hit the magic heal back to full health buttom...rinse and repeat.
Defile is stronger than healing, especially coming from multiple sources.
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
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
The only other possible solution would be to make a stamina hard cc available to all classes that have a magicka hard cc.
That would mean nightblades would have a stamina version of fear, DragonKnights would have a stamina version of fossilize, and sorcs would have a stam version of the prison thing.
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
The Hard cc component does indeed add a strong amount of damage to the one CC'd as it procs the CP exploiter and drops their defenses entirely, until they break free.
CatchMeTrolling wrote: »Purdomination33 wrote: »Is this really a problem because the Cyrodiil I play in every night says otherwise.
It boggles my mind that people say blocking and defile are "op" or whatever. The only thing that is out of control in Cyrodiil (well besides ridiculous Wardens) is HEALING. Of every kind. Oh you getting mobbed on by 5 players, no worries just hit the magic heal back to full health buttom...rinse and repeat.
Defile is stronger than healing, especially coming from multiple sources.
leepalmer95 wrote: »CatchMeTrolling wrote: »Purdomination33 wrote: »Is this really a problem because the Cyrodiil I play in every night says otherwise.
It boggles my mind that people say blocking and defile are "op" or whatever. The only thing that is out of control in Cyrodiil (well besides ridiculous Wardens) is HEALING. Of every kind. Oh you getting mobbed on by 5 players, no worries just hit the magic heal back to full health buttom...rinse and repeat.
Defile is stronger than healing, especially coming from multiple sources.
Not to magplar / healers who usually just purge it off.
Which is ironic that the counter to the healbots is too defile them and they can just remove it anyway.
leepalmer95 wrote: »CatchMeTrolling wrote: »Purdomination33 wrote: »Is this really a problem because the Cyrodiil I play in every night says otherwise.
It boggles my mind that people say blocking and defile are "op" or whatever. The only thing that is out of control in Cyrodiil (well besides ridiculous Wardens) is HEALING. Of every kind. Oh you getting mobbed on by 5 players, no worries just hit the magic heal back to full health buttom...rinse and repeat.
Defile is stronger than healing, especially coming from multiple sources.
Not to magplar / healers who usually just purge it off.
Which is ironic that the counter to the healbots is too defile them and they can just remove it anyway.
https://youtu.be/TJy4p2kRIFY