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No stam regen while blocking, ouch.

  • Personofsecrets
    Personofsecrets
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    lathbury wrote: »
    Tankqull wrote: »
    i do not see the problems people have, shards every 6 seconds provides a hell lot of stamina, not to mention pots, evil hunter procs, class passives regranting stam etc... the only class with significant issues aint used as a tank anyway in endgame, sorcs.

    no tank wants to be thrown shards and no templar wants to throw them.

    Shards stopped being used for it's synergy in good raids during patch 1.4.

    looks like they are about to make a comeback

    another reason why the changes are degenerative and not progression.
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  • Tankqull
    Tankqull
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    lathbury wrote: »
    Tankqull wrote: »
    i do not see the problems people have, shards every 6 seconds provides a hell lot of stamina, not to mention pots, evil hunter procs, class passives regranting stam etc... the only class with significant issues aint used as a tank anyway in endgame, sorcs.

    no tank wants to be thrown shards and no templar wants to throw them.

    Shards stopped being used for it's synergy in good raids during patch 1.4.

    looks like they are about to make a comeback

    this.

    or @lathbury are you not using executioners at the proper range as in 1.1.5 they were bugged and didnt worked so everybody stoped using them?
    spelling and grammar errors are free to be abused

    Sallington wrote: »
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  • lathbury
    lathbury
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    lathbury wrote: »
    Tankqull wrote: »
    i do not see the problems people have, shards every 6 seconds provides a hell lot of stamina, not to mention pots, evil hunter procs, class passives regranting stam etc... the only class with significant issues aint used as a tank anyway in endgame, sorcs.

    no tank wants to be thrown shards and no templar wants to throw them.

    Shards stopped being used for it's synergy in good raids during patch 1.4.

    looks like they are about to make a comeback

    another reason why the changes are degenerative and not progression.

    why because they are requiring a supporting player to do more support instead of acting as another dd? or because it has made a skill side lined for a lot of ppl suddelny viable again?
  • PoseidonEvil
    PoseidonEvil
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    Wait how come I can't find the info for next patch? I wanna be included in the loop too :(
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  • MAOofDC
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    I think the reason they are looking at changing this is more because of PvP than PvE, however, there are other ways to regain stamina while blocking other than natural regen.

    Once again the PvP crybabies have made their displeasure known and ZoS' "fix" is to screw over the PvEer. It's been happening ever since beta. Oh, skill A is too powerful in PvP no problem we'll just nerf it until it's lackluster at best in PvP and useless in PvE.

    A perfect example is what they did to Magicka based Scors oh wow people are getting their ass handed to them in PvP and they are crying about in on the forums NP lets nerf Light Armor so they are VERY squishy, and while we are at it let's nerf the magicka regen, oh we can't forget to remove some of the utility from a couple of their class skills. There now Scorcs are "fixed" for PvP. Oh sure they were fixed for PvP unfortunately they were completely broken for PvE. Used to be you needed a Scorcs or two to run trials now people would prefer if there were no Scorcs because they slow down the DPS and have no NEEDED skills like Veil or Nova. Used to be Negate was a needed skill but it got nerfed into uselessness in PvE AND in PvP. I thing the biggest burn as far as Scorcs goes is their concept was to be the #1 ranged DPS and they started out that way then the PvP nerfhammer came around and now they are #4 for DPS period.

    ZoS here is a little hint stop doing across the board nerfs. Separate the effects of skills, armors and such into what it does for PvP and PvE. I mean for the most part a PvE build does poorly in PvP and the same for PvP builds in PvE. So since they are two completely different playstyles and builds already why not fully embrace the difference and just change how the skills armors and such act In Cyrodiil from the rest of Tamiral. It would also allow you to fine tune effects for either PvP or PvE without effecting the other.
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  • Sindarious
    lathbury wrote: »
    lathbury wrote: »
    like i said drop block while your magma armor is up
    and pop gdb

    Magma armor does not proc that often, its a long fight even with good dps. Three axes swinging at the same time without block or magma armor cannot be saved with gdb. That's at 50% mitigation.

    no you block when you dont have magma armour up and drop it to regen when you do. you will also have spears and pots to keep you in the game till magma is ready again

    So what is your answer for non DK Tanks???
  • Blobsky
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    If they want to go to that direction, then there should be no magicka regen while blocking too, otherwise stamina players will be too disadvantaged with such a new game mechanics. Remember: stamina players use their stamina to both block AND deal damage.

    But a much much better solution would be to reduce the damage dealt while blocking, instead of reducing the stamina regen.

    This.
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  • Stalwart385
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    It really sucks that they are willing to nerf the hell out of tanks because dps toons using shields in pvp block while killing. No one in pvp fears a real tank. Oh look someone that does no damage ! quick panic! They should be making tanks stronger in pvp not weaker. Maybe if heavy armor had passives that allowed stam regen while blocking? Only while wearing a full set of heavy.

    This kind of knee jerk nerf because of pvp has killed so many mmos in the past. Lets just hope they are not dumb enough to let this go through to live. But i wont hold my breath.

    Love this suggestion. A great compromise in my opinion. Heavy armor perma blockers in PvP are not OP by any means.
    Edited by Stalwart385 on July 3, 2015 8:31PM
  • Stalwart385
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    Tankqull wrote: »
    i do not see the problems people have, shards every 6 seconds provides a hell lot of stamina, not to mention pots, evil hunter procs, class passives regranting stam etc... the only class with significant issues aint used as a tank anyway in endgame, sorcs.

    Shards is the only one that you listed that might be sustainable. I doubt the synergy cooldown is fast enough though. Besides, for all tanking to rely on another players skill in one class is ridiculous. I don't see Pots + passive procs sustaining the stamina you need.
    Edited by Stalwart385 on July 3, 2015 8:33PM
  • Stalwart385
    Stalwart385
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    .
    Edited by Stalwart385 on July 3, 2015 8:18PM
  • Stalwart385
    Stalwart385
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    Jahoel wrote: »
    Now, @Stalwart385
    You're better than this!

    lol

    All jokes aside, I see it being completely manageable. I could be wrong. It could be an absolute crap show. If so, I foresee us needing some more tanks in the group and/or modifying some strategies :open_mouth:

    I'm talking PvE here. PvP I think it's a great thing, although that's obviously just opinion.

    Hah you caught me venting on the forums!

    In all seriousness there is a lot more to be seen with the update, but that's my initial reaction to this piece of info. Sounds like it will kill the stam regen stat for tanks, while not mentioning any suitable compensation.
    Edited by Stalwart385 on July 3, 2015 8:30PM
  • Dreddnawt
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    No Stamina Regen will make PvP for Tank classes more difficult and a much less viable option if you want to survive in Cyrodiil.

    No Stamina Regen will make PvE for Tank classes near impossible and most wont be willing to take on the burden of being annihilated over and over again as group members criticize their failure.

    No Stamina Regen will be an end to the Tank role as players respec to DPS to avoid the constant abuse and punishment of attempting to fill a role the devs have thoroughly eliminated.

    No Stamina Regen will be the end of TESO as no proper groups can be found since no Tanks are still playing and the whole house of cards falls in on itself.
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  • Avonna
    Avonna
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    i dont like it ..

    no regen stam while blocking ...means more dodge rolling....means each consecutive roll increases in cost by 33% ( did i read that right somewheres?) which means things are gonna hurt....
  • Rinmaethodain
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    The most funny thing about this ubernerf is how hard ZOS is trying to make it happen while they have absolutely no idea what a true tank is.

    Just look at their gameplay streams, everyone DPSing. If "sword and board" equipped, its just for show.

    And then we have people like that, declare single-handedly that "Tanking is boring and unattractive", trying to cover up this nerf is coming just because some imaginary PVP whines that a character class, that was designed to live longer than others, actually... did its job.

    And this is what PVE tanks got, a hit with giant nerfhammer, reducing stam regen to 0. The same people who did that, and claim that the change is for our own good, are making changes and statements like this:

    "Monsters

    Mages, skirmishers, and tanks have all been tweaked to have less dramatic variation. In general, mages will have less damage and more health, while tanks will have less health and more damage. This means the average fight length and amount of incoming damage will be more balanced, while retaining the thematic differences between monster types."

    showing that in their mind, a tank is supposed to do damage and die quickly with low hp? When we will see Tank icon removed from group UI or replaced with alternative DPS icon? Because apparently ZOS thinks thats what tanks are - > low hp damage dealers.
  • Sallington
    Sallington
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    Reduce damage dealt by blocking by 50%.


    Seems like that would be a fix to all of the complaints about block casting in PvP, rather than a giant nerf to everyone.
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  • PBpsy
    PBpsy
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    Oh ... The ZOS game play showcase streams...Everybody should heavy attack at all times when on full resource. That is the proper intended way.
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  • Avonna
    Avonna
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    i saw that stream and was not impressed. they were complaining about stam as well... poor templars have to have a slot dedicated to shards , and in between keeping everybody healed , you better throw those dam shards down !!

    just seems theres alot riding on stamina, between rolling blocking skills sprinting.

    i feel block should have its own resource, leave stamina for skills and rolling or whatever and have a block mechanic that ...................oh wait.....this is ZOS... never mind we dont need another thing broken ....carry on.
  • dodgehopper_ESO
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    I think I'm going to strangle the next person whose comment suggests the solution to tanking is to be DK.
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  • whiteshadow711jppreub18_ESO
    whiteshadow711jppreub18_ESO
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    When you Block thay should just grey out your ability Bar until you stop blocking, like they did with Sprinting in the past. Make it so you cannot cast abilities and keep Stamina regenerating. There you go, all done, easy as pie ZOS.
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