My thoughts: So just a typical day, yaknow. tryna do my pledges in a super long queue and was like "huh theres not enough tanks in this game." so i decided to make a tank to get fast queues and then realized something about tanking. the reason we dont have many tanks is because playing as a tank, specifically our block mechanic, is really really boring. At least to me it felt that way and obviously, others feel the same or we wouldnt have such a big shortage of tanks for normal casual players XD. So i thought to myself: "what would make tanking more appealing to more players?" and i realized that lots of people enjoy classes such as stamblade or magplar with thrassian and the high risk high reward system seems to be attractive to alot of players. So how can we have something thats both safe and high risk high reward? I would like to introduce my idea for a blocking rework to lay the foundation for the new mechanic "parry"!
The Idea:
So essentially we would remove blocking from the stamina bar entirely and create a new gauge called the block gauge that scales off of hp, class passives and weapon. Each weapon type would have its own base amount of block stats plus scaling from your max hp and when you block an attack, instead of draining you stamina it would drain your block gauge and a portion of the damage would roll over into your hp. each second you are holding block would increase the amount of block gauge you lose per hit and increase the amount of damage rolling over onto you so essentially, you can no longer permablock unless you take specific traits and glyphs to lower block gauge cost. it's regeneration would be tied to your hp regen and healing. a small portion of healing done to you will roll over into block gauge and block regen from self heals is greatly reduced. overhealing would go directly into the block gauge and the idea behind this is to make tanks more reliant on healers. so no healing means basically little to no block regen. now, the reason for all this is to implement a new mechanic called "parry" and it would be when a targetted blockable attack is incoming and instead of holding block you tap it at the exact moment it impacts, you negate the attack and all effects from it as well as gaining 100% chance to parry all targetted attacks that are blockable for 0.5 seconds AND you refill a large portion of your block gauge! the risk part is that if you whiff a parry you get hit by the full force of the blow with no help from a block and just eat the damage and possible stun/knockback. in order to keep from a parry machine, parry would have an internal cooldown of 15 seconds. Also, probably possible to still implement parry without reworking block but i kinda wanted a way for blocking to be.. more exciting i guess and actually need the healer.