I have seen so much hate on the blocking system in ESO on the forums lately. So I sat and thought about some real changes that would provide some balance and risk/reward to our sword and board community without nerfing them into the ground.
first, is have a debuff over time, call it fatigue, that reduces the amount mitigated by 10% every two seconds with a cap at 45%. So say you have 75% mitigation when blocking, after 2 seconds it would become 65% then 2 more seconds 55% and then 45% at 6 seconds of blocking. This would prevent players from holding block while attacking and making it function as a reactionary tool like it should. Note, this debuff would last for 2 seconds after block is released.
Second, block should function with a 270 degree front sector. Anything in the 90 degree sector behind you would still have a certain percent mitigated but not the full amount, as if you were hit from the front 270 degree sector. Also any CC applied from the rear 90 degree sector would not be blocked. Not sure on what a fair percentage of mitigation would be for attacks from the rear while blocking, but I am sure if put on the test server the community could come up with something. Maybe even offer a heavy armor perk that increases that rear 90 Degree mitigation.
Third, make blocking while moving cost stamina cause well shields ain't light. It would function similar to sneaking, but at a reduced rate. Also reduce the cost of stamina exerted after a successful block to counter the ticking down of stamina while blocking and moving.
Forth, offer a small mitigation buff after a successful block that way tanks will have the ability to weave in light and heavy attacks it could even be a 2 second or 3 second buff. This buff would cancel when the shield is raised again as to prevent stacking the buff on top of regular shield mitigation.
I would also like to add that a magical shield should not abide by the front 270 degree and rear 90 degree sector rules due to the fact they are just a buff and cannot be sustained throughout the whole fight.
Any other ideas are welcome as well as feedback. The more we can agree on a solution the better chance of getting it fixed. Block isn't broken it just needs to be made situational while offering risk and reward.
If you don't have anything nice to say please just don't reply because I really tried to think of ways to make block function as a tool and not just a button you hold down.