dodgehopper_ESO wrote: »There are so many things about combat in video games that are unrealistic, why narrow in on this one, if only to nerf tanks in general. If heavy armor actually were worth a damn maybe this might possibly be ok, however heavy armor is not remotely worthwhile. Worse still there is the issue that I agree with AlexDougherty with regard to the aoe/cone 'slushiness' of a lot of powers. Another issue is that there is no player collision either. While I would love an mmo to come up with a way to make the Phalanx formation actually useful via collision and shield walls, I don't think its ever going to happen.
khele23eb17_ESO wrote: »AlexDougherty wrote: »Considering the game doesn't know exactly where you are, which we know because we get damage even when we move out of red circles/cone/paths, I can't support any reduction in the range they defend.
Get the game to track us first, before you start asking for directional blocking. Otherwise the game will just start killing us no matter how we block.
Edit~ I will keep making this comment, no matter how many new polls come up. If they make blocking directional before they start tracking us properly, the game WILL become unplayable.
If the game doesnt track you... how come you get discovered when you try to sneak up on someone from the front?
Please restrict your stupid PvP Polls where they belong --> In the PvP Forum.
That being said... 360 blocking is bad for PvP, good for PvE
AlexDougherty wrote: »khele23eb17_ESO wrote: »AlexDougherty wrote: »Considering the game doesn't know exactly where you are, which we know because we get damage even when we move out of red circles/cone/paths, I can't support any reduction in the range they defend.
Get the game to track us first, before you start asking for directional blocking. Otherwise the game will just start killing us no matter how we block.
Edit~ I will keep making this comment, no matter how many new polls come up. If they make blocking directional before they start tracking us properly, the game WILL become unplayable.
If the game doesnt track you... how come you get discovered when you try to sneak up on someone from the front?
Ok, mis-spoke slightly, the game does track us, but doesn't track us accurately. Apart from us getting damaged when we shouldn't (and vice-versa), how many times have you moved towards a place, only for the game to decide you are actually somewhere else (happened to me several times last week).
Attacking is active offense.
It is, thankfully, directional - meaning you have to aim at your opponent while executing attacks. This adds to combat mechanics in a way that benefit player movement, positioning and reaction.
Blocking is active defense.
Right now, it is omnidirectional, and does not need any other player interaction other than pressing (and keeping pressed) one button. No real awareness needed, you mitigate a large percentage of damage basically for free
SteveCampsOut wrote: »Attacking is active offense.
It is, thankfully, directional - meaning you have to aim at your opponent while executing attacks. This adds to combat mechanics in a way that benefit player movement, positioning and reaction.
AOE isn't!Blocking is active defense.
Right now, it is omnidirectional, and does not need any other player interaction other than pressing (and keeping pressed) one button. No real awareness needed, you mitigate a large percentage of damage basically for free
No it isn't. It uses Stamina! You run out of stamina, you're not blocking anything!
... No real awareness needed, you mitigate a large percentage of damage basically for free (I'm not talking about resources, I do hope that is clear).

SteveCampsOut wrote: »Attacking is active offense.
It is, thankfully, directional - meaning you have to aim at your opponent while executing attacks. This adds to combat mechanics in a way that benefit player movement, positioning and reaction.
AOE isn't!Blocking is active defense.
Right now, it is omnidirectional, and does not need any other player interaction other than pressing (and keeping pressed) one button. No real awareness needed, you mitigate a large percentage of damage basically for free
No it isn't. It uses Stamina! You run out of stamina, you're not blocking anything!... No real awareness needed, you mitigate a large percentage of damage basically for free (I'm not talking about resources, I do hope that is clear).
khele23eb17_ESO wrote: »AlexDougherty wrote: »khele23eb17_ESO wrote: »AlexDougherty wrote: »Considering the game doesn't know exactly where you are, which we know because we get damage even when we move out of red circles/cone/paths, I can't support any reduction in the range they defend.
Get the game to track us first, before you start asking for directional blocking. Otherwise the game will just start killing us no matter how we block.
Edit~ I will keep making this comment, no matter how many new polls come up. If they make blocking directional before they start tracking us properly, the game WILL become unplayable.
If the game doesnt track you... how come you get discovered when you try to sneak up on someone from the front?
Ok, mis-spoke slightly, the game does track us, but doesn't track us accurately. Apart from us getting damaged when we shouldn't (and vice-versa), how many times have you moved towards a place, only for the game to decide you are actually somewhere else (happened to me several times last week).
Thats rubberbanding - it happens when your client is out of sync with the server due to network lag/server hiccup and not due to tracking of your character being inherently innacurate. Also, a few times in a week ? Wow, that like... unplayable XD
deepseamk20b14_ESO wrote: »The point would be that the game is centered around aiming, not tab targeting facing whatever direction you want and spamming a skill. The positional advantage is pretty clear actually. Think about the dude who just walks into a group of people holding block and spamming AoE? Should that guy really be able to block 10 people when 9 of them are behind him? That's not skill, it's broken game mechanics. I don't do it as good as a DK, but even as an NB I can just walk in sap essence, and hold block. That's kind of dumb. It would be much cooler to have to actually move around more and face different directions when seeing what enemy skills are incoming. or back into a wall, sure you'd block the people in front of you but you would be stuck. It creates more strategy and more complex/skilled game play.
dodgehopper_ESO wrote: »There are so many things about combat in video games that are unrealistic, why narrow in on this one, if only to nerf tanks in general. If heavy armor actually were worth a damn maybe this might possibly be ok, however heavy armor is not remotely worthwhile. Worse still there is the issue that I agree with AlexDougherty with regard to the aoe/cone 'slushiness' of a lot of powers. Another issue is that there is no player collision either. While I would love an mmo to come up with a way to make the Phalanx formation actually useful via collision and shield walls, I don't think its ever going to happen.
There's realism problems of all kinds of other levels if you really want to complain. For starters, where are all the polearms and spears? Spears are amazingly deadly weapons of war that essentially every culture that has ever fought another culture has used. Halberds are fantastic for shield formations and messing with enemies across shield wall lines. The animations themselves aren't exactly realistic with regard to the way combat really looks. Most games overextend motions for the sake of excitement (like movies),and the reality is most of those moves are utter insanity in a real fight. Lets take the simple swords swipe motion as an example. Does anyone really think its a good idea to swing your swords so hard, that your back/shoulder is actually exposed to the enemy on every single swing? The reality is combat in warfare plays for keeps, and most of the time people did their best to avoid exposure to death. Sword techniques, spear techniques, and really most combat techniques involve subtle motions; just look at any fencer or kenjitsu/iaido stylist.
The position of the hands on a staff in staff combat is not really true to the warfare handling of a staff (which would be like a spear apart from when an enemy is bunched up close on you). This one is easy to let pass though, because wizards use the weapon, and there is really only one melee attack in the skill line.
Anyway, at the end of the day the animations of the game are just there to represent that a player is fighting more defensively when he's got his shield up. If realism is really bothering you, just imagine that the character is using footwork and is being more agile than the character is being portrayed graphically.
dodgehopper_ESO wrote: »There are so many things about combat in video games that are unrealistic, why narrow in on this one, if only to nerf tanks in general. If heavy armor actually were worth a damn maybe this might possibly be ok, however heavy armor is not remotely worthwhile. Worse still there is the issue that I agree with AlexDougherty with regard to the aoe/cone 'slushiness' of a lot of powers. Another issue is that there is no player collision either. While I would love an mmo to come up with a way to make the Phalanx formation actually useful via collision and shield walls, I don't think its ever going to happen.
There's realism problems of all kinds of other levels if you really want to complain. For starters, where are all the polearms and spears? Spears are amazingly deadly weapons of war that essentially every culture that has ever fought another culture has used. Halberds are fantastic for shield formations and messing with enemies across shield wall lines. The animations themselves aren't exactly realistic with regard to the way combat really looks. Most games overextend motions for the sake of excitement (like movies),and the reality is most of those moves are utter insanity in a real fight. Lets take the simple swords swipe motion as an example. Does anyone really think its a good idea to swing your swords so hard, that your back/shoulder is actually exposed to the enemy on every single swing? The reality is combat in warfare plays for keeps, and most of the time people did their best to avoid exposure to death. Sword techniques, spear techniques, and really most combat techniques involve subtle motions; just look at any fencer or kenjitsu/iaido stylist.
The position of the hands on a staff in staff combat is not really true to the warfare handling of a staff (which would be like a spear apart from when an enemy is bunched up close on you). This one is easy to let pass though, because wizards use the weapon, and there is really only one melee attack in the skill line.
Anyway, at the end of the day the animations of the game are just there to represent that a player is fighting more defensively when he's got his shield up. If realism is really bothering you, just imagine that the character is using footwork and is being more agile than the character is being portrayed graphically.
I like this point. Why do people want realism in a game with magic and fantasy creatures?
http://forums.elderscrollsonline.com/discussion/comment/1347275#Comment_1347275ZOS_TristanK wrote: »We are working on the way blocking functions in general
SteveCampsOut wrote: »SteveCampsOut wrote: »Attacking is active offense.
It is, thankfully, directional - meaning you have to aim at your opponent while executing attacks. This adds to combat mechanics in a way that benefit player movement, positioning and reaction.
AOE isn't!Blocking is active defense.
Right now, it is omnidirectional, and does not need any other player interaction other than pressing (and keeping pressed) one button. No real awareness needed, you mitigate a large percentage of damage basically for free
No it isn't. It uses Stamina! You run out of stamina, you're not blocking anything!... No real awareness needed, you mitigate a large percentage of damage basically for free (I'm not talking about resources, I do hope that is clear).
Yeah I specifically ignored that part SPECIFICALLY because it makes no sense to call something that uses resources "Free". Sorry Dudley! You can't have your free and eat it too!
I could just walk around someone, while his fighting something, than knock him down from safe 30-40 meters range. Than the guy is dead, easiet kill ever, because once you're on your back in PvP, you cant really recover.
You never have full visual on all your opponents in PvP battles. Doesn't matter how much you zoom out, there's always that grey area behind you and often you're fighting 20-40 players. I don't even have to be in stealth to hit someone from behind unnoticed, because the game doesn't have a 360 degree view.
grimsfield wrote: »Considering that there is no aoe taunt, taunt is broken, and people are frequently swarmed by mobs, changing the block area would be a very very foolish idea.
Possibly all the players who voted 180° are bow-gankers anyway, stop trying to mold the game the way it only suits you.