Get rid of the 360° blocking and I'm fine
Thechemicals wrote: »Get rid of the 360° blocking and I'm fine
Yeah thats really well thought out. Fully geared trial tank gets one shotted by one of the 6 mobs attacking him from behind/sides/w/e. New tank strat, fight against walls.....
In Cyrodiil, you come out heavily armored with massive mitigation and get one shotted by a nightblade in who hiding behind you at 44 meters.
Worst idea ever. 360 block is never going to be changed because you leave an area of the player bare, totally against the gear and build he worked to create. Think on it, then live with it.
Luvsfuzzybunnies wrote: »I think personally that blocking is an issue in this game and needs to be adressed. When you can effectively negate 75% of all incoming damage in 360 degrees something is wrong. I understand the game is based in fantasy but people expect it to have realistic elements for combat I think. Don't they? So if you don't want to add lots of checks for position here are my thoughts.
1. Holding block should stop stamina regeneration or even drain it like stealth does. Let's be serious knights holding shields couldn't hold them up forever and if they tried their arms would steadily tire on them when they did.
2. Instead of making block another mitigation on top of armor and Spell resist if you hold your sheild up you should gain a slight increase in armor and Spell resist. As it is now if you have a Magicka based sheild (harness Magicka, healing ward, hardened ward, etc) your damage mitigation even vs a nightblade marking you is somewhere around 80%.
Any other constructive thoughts welcomed.
Artemiisia wrote: »no they dont, everything we do in combat is unrealistic, saying this should be realistic is just....
I believe ZOS said that they were going to change it or look into changing it during gamescon in the twitch stream
madangrypally wrote: »What I wouldn't mind seeing is this.
Block reduces the players damage by 20% for 1 second after activating block.
"hat person has no knowledge that you just used that skill, however they have their shield (or defenses) up for what they're fighting in front of them and when your attack hits they don't get knocked down or take as much damage as you expected. "
In any hand to hand or sword combat game that I've played if you didn't block properly you got hit. Why is adding skill to a game such a bad idea?
midnight_tea wrote: »Also - show me a person who keeps using block all the time, which not only slows you to a crawl but eventually you'll run out of stam. My crystal frags may not knock a blocking person, but they definitely cost him or her a decent portion of their green bar.
Black-Bird wrote: »Stam should not regen while holding block, and you should not be able to attack while blocking
=
problem fixed.
Persephonius wrote: »Black-Bird wrote: »Stam should not regen while holding block, and you should not be able to attack while blocking
=
problem fixed.
Well, again, another thread with complete disregard for the PvE content of the game. Doing this will be very drastic for PvE tanking.
Black-Bird wrote: »Persephonius wrote: »Black-Bird wrote: »Stam should not regen while holding block, and you should not be able to attack while blocking
=
problem fixed.
Well, again, another thread with complete disregard for the PvE content of the game. Doing this will be very drastic for PvE tanking.
I'm sorry I must have forgot this was the Alliance war section. It would make people think about their blocks not just hold it 24/7 would the impact really be THAT bad for PvE?
Persephonius wrote: »Black-Bird wrote: »Persephonius wrote: »Black-Bird wrote: »Stam should not regen while holding block, and you should not be able to attack while blocking
=
problem fixed.
Well, again, another thread with complete disregard for the PvE content of the game. Doing this will be very drastic for PvE tanking.
I'm sorry I must have forgot this was the Alliance war section. It would make people think about their blocks not just hold it 24/7 would the impact really be THAT bad for PvE?
Not being able to attack/cast/use an ability while blocking can be problematic. At the bare minimum you have to refresh your taunt before it expires. Usually there are several rotational abilities players would use while tanking, for example, keeping up green dragon blood. This would add another element where you would need to drop your shield momentarily to use any of these abilities, leaving you vulnerable. You do take very heavy hits in PvE that can knock you back if you don't block. Though usually there are very strong tells as to which are the heavy hits. Also stamina management is key. Particularly if the tank is needing to let the non status hits through (the ones that don't cause knock back for example) to sustain stamina for interrupts, blocks and taunts throughout the fight. The balance would be to minimize the number of unmitigated attacks through (the ones you don't block) while being able to have a sustainable stamina usage. Removing stamina recovery while blocking will shift this balance, you would have to let more hits through, as you can only recover your stamina while your shield is down. This increases stress on healers also. I believe it would make tanking in PvE more difficult than it currently is.