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Does blocking spells not cost enough stamina?

Ryzium
Ryzium
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I have seen the amount of stamina you lose from getting hit by a wrecking blow/uppercut, flame whip, or biting jabs, even concealed weapons/surprise attack. But you throw a swallow soul, crystal frag, vampire bane or destro staff ability at a player and they take almost no damage because of the one hand and shield passive for mitigating more from projectiles and ranged attacks.

On top of this, testing the stamina needed to block a 600 point physical attack and a 600 point ranged spell, without the one hand and shield passive, the melee attack costs about 190 stamina and the spell costs about 110 stamina. So just base a shield blocks more damage and cost less when hit by a spell or projectile, and when you add in the 15% reduced damage it becomes significantly less.

I am sure there will bias both ways on this issue depending on your preferred play style but do you all think the stamina cost to block spells and projectiles is good where it is now or should it be changed?
Ryzium
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  • pilotfish
    pilotfish
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    I think the way it is now makes some sense. To make a broad generalization, we could say that ranged offense is more safe than melee. In the interest of balancing this difference, the discrepancy in block cost kind of reflects that.
  • Ryzium
    Ryzium
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    pilotfish wrote: »
    I think the way it is now makes some sense. To make a broad generalization, we could say that ranged offense is more safe than melee. In the interest of balancing this difference, the discrepancy in block cost kind of reflects that.

    Yea and i get that theoretically that makes sense but at the same time every class has gap closers and there are only one or two good space creators so you would think that melee abilities while needing to be close are pretty easy to use while a ranged build has allot of problems staying at range in PvP
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  • LunaRae
    LunaRae
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    Yea I don't think the amount of stamina you lose during block is properly proportional to the effect hitting you that you are blocking. Seems like everybody wacking a target with light attacks is extremely efficient (since it requires 0 resources) compared to smacking someone in the face with a huge meteor or crystal shard (or insert your favorite devastating ability). I have no idea why this logic exists.. if you get hit with an ability that normally deals 2k dmg you should mitigate up to X% of that dmg and lose a huge chunk of stamina. You shouldn't get a free pass to block every high-cost ability in the game with little to no consequences.
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  • Ryzium
    Ryzium
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    LunaRae wrote: »
    Yea I don't think the amount of stamina you lose during block is properly proportional to the effect hitting you that you are blocking. Seems like everybody wacking a target with light attacks is extremely efficient (since it requires 0 resources) compared to smacking someone in the face with a huge meteor or crystal shard (or insert your favorite devastating ability). I have no idea why this logic exists.. if you get hit with an ability that normally deals 2k dmg you should mitigate up to X% of that dmg and lose a huge chunk of stamina. You shouldn't get a free pass to block every high-cost ability in the game with little to no consequences.

    Shouldn't blocking mitigate more physical damage than spell damage?

    Block = mitigate more physical damage
    Shields = mitigate more spell damage

    Exactly, hit them for a large amount of damage, have 75-80% damage mitigated and cost 25% of the damage that hit you.

    Blocking should mitigate damage by taking X (incoming damage) and blocking B amount (the % of damage blocked) so whatever remains from the original X damage is mitigated via the percent your passives say you mitigate as stamina cost and take what you don't mitigate out of your health.
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  • Panda244
    Panda244
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    My block cost is like... 25-50 stamina cause of my enchants. Even if they raise it, people with shielding enchants will just be like. TROLOLOL NOPE!
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  • david.haypreub18_ESO
    david.haypreub18_ESO
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    Range is already too strong, and melee too weak.
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  • dodgehopper_ESO
    dodgehopper_ESO
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    Range is already too strong, and melee too weak.

    David is exactly right, and said essentially what I was going to say. I can remember playing my melee pvp characters in SWTOR quite viably. At present, I spend 90% of my time in ranged in pvp in this game. The other 10% (if it is even that) is in sword and shield so that I don't get instaspammed by a wave of bolt escape/bat swarms that appear instantly out of a door because of stealth/character lag. There is no defense to that, even if you have a shield up, because you don't know its there til its there. Seriously, melee has enough problems, why complain about this? If anything it could probably use a passive dodge chance versus ranged as it stands now, without even blocking.
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  • Fellwitch
    Fellwitch
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    Range is already too strong, and melee too weak.

    Agree on this.
  • Kos
    Kos
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    I agree, blocking should cost less stamina
  • Ryzium
    Ryzium
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    Range is already too strong, and melee too weak.

    Why is ranged so much stronger? You cant reflect melee, you can reflect all projectiles as a DK, all single target ranged spells for templars, and single target spell projectiles with sword and shield. You know how you can mitigate damage from melee.... sword and shield holding block or by simply using shields such as harness magicka. Not only this but when you are hit by melee attacks you cant get away easily unless you are a sorc, whereas every other class has a gap closer or can easily obtain one. Finally, melee attacks that have the same cost as ranged counterparts deal more damage than a the ranged move. So tell me again why ranged is so much better than melee??
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  • PBpsy
    PBpsy
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    Range is already too strong, and melee too weak.

    What game are you playing? The best and probably most popular melee class in pvp can be engaged only by melee attacks unless you want to kill yourself. That same class is almost impenetrable at melee range unless they are truly bad or vastly outnumbered.Then we have Invasion on every tab of every build that uses shield.Then all others have Ambush,Focused Charge,Bolt Escape, Critical Charge. Magcicka harness is also an almost universal skill in pvp.

    The only people that have a range advantage are Snipe,poison arrow,animation cancel gankers if they are lucky. For all others the range advantage is almost non existent,
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