PvE Tanking Future. - DO NOT GET RID OF STAM REGEN WHILE BLOCKING IN PVE

  • Yuke
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    Even i, who play 80-90% of my time in pvp, think, that the nerf was a bit too much.

    A decreasing stamina reg down to a min. value of 20% of your max stamreg when start blocking should have been more reasonable. (maybe combined with a similar decreasing dmg output)
    Edited by Yuke on July 4, 2015 11:26AM
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  • Tankqull
    Tankqull
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    Tankqull wrote: »
    Tankqull wrote: »
    Tankqull wrote: »
    rofl? it took me two days of pvp to get caltrops awesome time investment - even if you are total crap in pvp it takes a max of a week of 1-2 hours of pvp each day.
    im forced to do unintresting pve for months to aquire undaunted sets and passiva and a week of pvp is to much for you? great...
    keep on crying that "nerf" doesent bother any tank in pve in a good group

    a week of 1-2 hours of pvp each day

    - you do realize that's a lot of investment for a lot of people don't you? You know, with other stuff in real life and all that. Not that many people have the luxury to play 2 hours or more each day.

    and a week of pvp is to much for you?

    - No. I do PvP and I never said that. I was speaking for a lot of friends that aren't interested in PvP, just like you don't care for PvE.

    as a severe casual the only pve areas where you would need those abilities the time restrictions created by you would negate that pve type anyway so once again. there is no problem for you and your friends.

    So you're now actually implying that players with less time on their hands shouldn't do vet dungeons or trials? Or better yet, spend their spare time (which they use for doing vet dungeons and trials) on a week of PvP (even cutting down the time they have for doing what they like) just to get a skill unlocked?

    pretty much if you do not have the time to pvp for an hour or two, you do not have the time to pve for an hour or two and as most casual raids take that long, excluding one option by you - the other option is excluded by itself...

    Still, it's not just an hour or two. It's an hour or two each day for a week. But we're going off topic here.

    you have probbably 2 months from now till this expension goes live to get those APs needed thats plenty of time from my perspective to spend 7x 1-2 hours ;)
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    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • Rinmaethodain
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    Tankqull wrote: »
    you have probbably 2 months from now till this expension goes live to get those APs needed thats plenty of time from my perspective to spend 7x 1-2 hours ;)

    2 hours of PVE are completly different from 2 hours of PVP

    With 2 hours of PVE you will always get some loot, items to vendor, pick up mats along the way and earn cash.

    2 hours of PVP? You need to find a group, you need to be in right campaign. There has to be actually happening something for player to participate. Time wasted running around from keep to keep, resing dying and having to run back. Sieging keep? Defending? Wipes happen, enemies kill your whole team. Another setback, even more time wasted on resing and running in the wilds from keep to keep.

    You can spent time in PVP and come out with practicaly no loot and some silly AP. From those two hours of PVP pretty much one hour consist only of ressing back at keep, running between keeps or looking for group and trying to catch up with them.

    Time spent in PVP is time wasted for people who dont care of PVP and now are being forced into it by this 0 stamina regen nerf that is pushing on us because of pvp whiners.
  • WolfingHour
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    DDuke wrote: »
    DDuke wrote: »
    No I don't.

    If new content is *** easy because of game mechanics, then we are back to square one: too easy content.

    So every vet dungeon and trial was dead easy the first time you got there? Did you complete Sanctum on your first try?

    Please be reasonable, @DDuke. The reason why you see the game as easy, as many of us do, is because we have been doing this exact same things for many months now, without any change in item/power levels. Settling the matter by saying "the players could use the challenge" or "they can even do it, we've tested it" is just a lazy and artificial way to extend the game experience. Honestly, setting that precedent (although one could argue that the drop mechanic of trial and monster gear is just that) terrifies me - that we are willing to accept game mechanic changes as surrogates for new content. On top of that, having a change implemented across the board when it is crystal clear that it is meant to address a specific issue in one specific part of the game honestly is short-sighted and a bitter pill to swallow by everyone else.

    Can we now go back to discussing if this change is good or bad in and of itself?

    Look, I've been trying to tell that this is going to be a good thing.

    Having to actually care about your resource management and not having infinite resources is actually just adding another layer of depth to the gameplay (and it doesn't only affect tanks, you have to block sometimes as DPS or healer as well).

    I would at the very least propose that people test this out before making QQ threads like this. It could very well turn out that the game is twice as fun as it was with this change.

    Make no mistake. I don't fear the change. :D If need be I'll adjust just like everyone else, but there is a principal at stake here for allowing such a blanket fix. Can ESO guarantee it's customers that there won't be a lag spike, for instance, right when you are dropping your shield? Of course not. Not only because of the recurring lag issues everywhere in the game but also because they have no agency over our ISPs.

    I can't shake the felling that we are "letting it slide" yet again, settling for less - a stale version of the exquisite feast that ESO could have been - and the undoing of our favourite pass-time ultimately falls on us for allowing it.
    Edited by WolfingHour on July 4, 2015 11:58AM
  • eliisra
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    Most logical outcome here.

    ZoS nerfs the living hell out of all PvE encounters where tanks need to block expressively to mitigate high dmg.

    After thinking more about it, this makes the most sense.

    They cant buff survivability much for non-blocking tanks, because of how it effects PvP.

    Same outcome if introducing new ways to self-restore stamina while blocking. If it's to good, non-tanks will use it for other purposes and in PvP.

    They will never make it mandatory to grind Assault 6 for caltrops + hunter proc's in PvE. They just wont. MMO's will never force PvE'ers to PvP, only to fulfil a basic dungeon role.

    This change would also make it mandatory to have a templar in every single PvE group for spear shard support. While templars themselves would loose their spot as tank, since no ways to self-restore stamina outside of Repentance trash pulls. All this is so unlikely. Goes to much against ZOS philosophy when it comes to class/build diversity.
  • daemonios
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    eliisra wrote: »
    This change would also make it mandatory to have a templar in every single PvE group for spear shard support. While templars themselves would loose their spot as tank, since no ways to self-restore stamina outside of Repentance trash pulls. All this is so unlikely. Goes to much against ZOS philosophy when it comes to class/build diversity.

    ZOS have a philosophy on that? Funnily enough, I don't see it, seeing as some classes have class skills fit for every role (as in, exclusive to that class, not like guild/AvA skills that are available to anyone), while other classes are geared towards only 1 role unless you go for guild/AvA skills.
  • Maddux
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    I dont really know what Zenimax had in Mind as they decide to bring that Changes in the next Update but its obviously because of a Minority auf PvPers with extrem Setups to Block for like forever.
    First i think it would be a good Simile if the FIFA decide to let every Soccerplayer in the World wear a 30 Pound Weight because Christiano Ronaldo is to fast. But its more like put every Athlete in the World, no matter if Amateur or Pro and which Sports he does, a Weight on because Usain Bolt is to freaking fast.

    But maybe Zenimax is thinking that everyone will buy XP Scrolls like Hell because grinding CP and outleveling the Content to burn everything down is the only Way to clear the Content.
    This isnt going to happen. We will see the Changes on PTS and on the Liveservers und if the average Tank is dying constantly because of the Changes, he will never do the Tankjob again. And this is the Moment ESO dies when the average Player dont do the Tankjob anymore or just do it with Friends or Guildmates he can count on.
    The average DD and Healer without big Friendslist or Guild will end up without any Chance to get his Groupcontent done and will leave the Game frustrated and forever.
    I also see the People spaming the Chat for Templers to Shard the Tank permanently. Sorc, DK or NB Healers? Just if the Group has a Templer DD to spam the Shard for the Tank. Shut up and reroll a Templer if you wanna find a Group.
  • DDuke
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    Maddux wrote: »
    I dont really know what Zenimax had in Mind as they decide to bring that Changes in the next Update but its obviously because of a Minority auf PvPers with extrem Setups to Block for like forever.
    First i think it would be a good Simile if the FIFA decide to let every Soccerplayer in the World wear a 30 Pound Weight because Christiano Ronaldo is to fast. But its more like put every Athlete in the World, no matter if Amateur or Pro and which Sports he does, a Weight on because Usain Bolt is to freaking fast.
    -snip-

    So now permablockers are the "Cristiano Ronaldos" or "Usain Bolts" of ESO?

    Please, spare us from this nonsense.
    DDuke wrote: »
    DDuke wrote: »
    No I don't.

    If new content is *** easy because of game mechanics, then we are back to square one: too easy content.

    So every vet dungeon and trial was dead easy the first time you got there? Did you complete Sanctum on your first try?

    Please be reasonable, @DDuke. The reason why you see the game as easy, as many of us do, is because we have been doing this exact same things for many months now, without any change in item/power levels. Settling the matter by saying "the players could use the challenge" or "they can even do it, we've tested it" is just a lazy and artificial way to extend the game experience. Honestly, setting that precedent (although one could argue that the drop mechanic of trial and monster gear is just that) terrifies me - that we are willing to accept game mechanic changes as surrogates for new content. On top of that, having a change implemented across the board when it is crystal clear that it is meant to address a specific issue in one specific part of the game honestly is short-sighted and a bitter pill to swallow by everyone else.

    Can we now go back to discussing if this change is good or bad in and of itself?

    Look, I've been trying to tell that this is going to be a good thing.

    Having to actually care about your resource management and not having infinite resources is actually just adding another layer of depth to the gameplay (and it doesn't only affect tanks, you have to block sometimes as DPS or healer as well).

    I would at the very least propose that people test this out before making QQ threads like this. It could very well turn out that the game is twice as fun as it was with this change.

    Make no mistake. I don't fear the change. :D If need be I'll adjust just like everyone else, but there is a principal at stake here for allowing such a blanket fix. Can ESO guarantee it's customers that there won't be a lag spike, for instance, right when you are dropping your shield? Of course not. Not only because of the recurring lag issues everywhere in the game but also because they have no agency over our ISPs.

    I can't shake the felling that we are "letting it slide" yet again, settling for less - a stale version of the exquisite feast that ESO could have been - and the undoing of our favourite pass-time ultimately falls on us for allowing it.

    Lag spikes & ISP issues already cause failures. If your tank just disconnects, it's a wipe no matter what for instance.

    Compensating possible lag by giving you infinite resources & infinite block isn't an ideal solution in my world, and I feel they're moving towards the right direction by making resource management matter.

    You feel the opposite way, that it'll make the game more "stale".

    I guess we'll find out once patch reaches PTS.
    eliisra wrote: »
    Most logical outcome here.

    ZoS nerfs the living hell out of all PvE encounters where tanks need to block expressively to mitigate high dmg.

    Another outcome: this incentivizes gathering more CP in case you feel the content is too difficult, meaning they make more sales with XP Boosters and thus more money.

    I'm not going to comment on how ethical or right that is, but certainly preferable to *** easy content.
    Edited by DDuke on July 4, 2015 1:19PM
  • The Uninvited
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    I just don't understand why it should be NO regeneration. I wouldn't have a problem with 50% regen while blocking or even 35% (of what it is now), but why no regen at all?
    Edited by The Uninvited on July 4, 2015 1:31PM
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  • The Uninvited
    The Uninvited
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    Oh, and Usain Bolt Escape is what I will call him from now on. :D
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  • Wargaard
    Wargaard
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    Sausage wrote: »
    Well, that was needed, currently tanks press block and suck all magicka and stamina in PVP from 10+ guys. Thats why DKs hated NBs fear so much and wanted it to be nerfed to make them even more powerful. Truth is that fear is only way to kill good tanks. Justice!

    This exemplifies the problem with fear, not tanking. The game basis in PvP has always been block-cast/heal/shield in PvP for tanks esp. Magicka tanks.

    On the other hand, PvE tanking is super harsh on stam.

    To @the Anti-PvP or PvP is the minority, dudes seriously minority? The end game content is built mostly around Cyrodiil. It's the main premise of the storyline...

    Apart from the fact I could look on Trial/VDSA leaderboards almost any week and pick the teams/players by name that I know from Cyro leaderboards who probably got their gear from said boards.

    Unfortunately I think @PBpsy has the point. Get 3 high DPs, 1 heals/Dps and smash the Vet Dungeons. Trials? Idk maybe roll with 4 healers lol.
  • Joy_Division
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    DDuke wrote: »
    No I don't.

    If new content is *** easy because of game mechanics, then we are back to square one: too easy content.

    So every vet dungeon and trial was dead easy the first time you got there? Did you complete Sanctum on your first try?

    Please be reasonable, @DDuke. The reason why you see the game as easy, as many of us do, is because we have been doing this exact same things for many months now, without any change in item/power levels. Settling the matter by saying "the players could use the challenge" or "they can even do it, we've tested it" is just a lazy and artificial way to extend the game experience. Honestly, setting that precedent (although one could argue that the drop mechanic of trial and monster gear is just that) terrifies me - that we are willing to accept game mechanic changes as surrogates for new content. On top of that, having a change implemented across the board when it is crystal clear that it is meant to address a specific issue in one specific part of the game honestly is short-sighted and a bitter pill to swallow by everyone else.

    Can we now go back to discussing if this change is good or bad in and of itself?

    Duke is being reasonable.

    The reason why this content is so easy is because the developers have nerfed every boss (with the exception of Kinlord Rilas) and every trash pull. Much of these nerfs came about in 1.6 to compensate for the reduction in ultimate generation. But the nerfing was constant all along...remember when Crypt of Hearts was actually hard?

    You and most of the people lamenting these changes are just assuming the content will be the same in 1.7 as it is in 1.6. It won't be.
    Edited by Joy_Division on July 4, 2015 2:13PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • PBpsy
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    I just don't understand why it should be NO regeneration. I wouldn't have a problem with 50% regen while blocking or even 35% (of what it is now), but why no regen at all?

    It's ZOS, they don't like fractions.
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  • demendred
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    Since I don't use stam, I hope they take it out. I don't use it, so nix it.
    Other people? When the hell did I start caring about that?
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  • Tankqull
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    Maddux wrote: »
    I dont really know what Zenimax had in Mind as they decide to bring that Changes in the next Update but its obviously because of a Minority auf PvPers with extrem Setups to Block for like forever.
    First i think it would be a good Simile if the FIFA decide to let every Soccerplayer in the World wear a 30 Pound Weight because Christiano Ronaldo is to fast. But its more like put every Athlete in the World, no matter if Amateur or Pro and which Sports he does, a Weight on because Usain Bolt is to freaking fast.

    But maybe Zenimax is thinking that everyone will buy XP Scrolls like Hell because grinding CP and outleveling the Content to burn everything down is the only Way to clear the Content.
    This isnt going to happen. We will see the Changes on PTS and on the Liveservers und if the average Tank is dying constantly because of the Changes, he will never do the Tankjob again. And this is the Moment ESO dies when the average Player dont do the Tankjob anymore or just do it with Friends or Guildmates he can count on.
    The average DD and Healer without big Friendslist or Guild will end up without any Chance to get his Groupcontent done and will leave the Game frustrated and forever.
    I also see the People spaming the Chat for Templers to Shard the Tank permanently. Sorc, DK or NB Healers? Just if the Group has a Templer DD to spam the Shard for the Tank. Shut up and reroll a Templer if you wanna find a Group.

    well if you can be as fast as usain boolt just by wearing the right shoes like in the sotry of the little mook, sure its an attempt to fix it...
    PBpsy wrote: »
    I just don't understand why it should be NO regeneration. I wouldn't have a problem with 50% regen while blocking or even 35% (of what it is now), but why no regen at all?

    It's ZOS, they don't like fractions.

    they can´t DO fractions...

    beside that every fraction enables permablocking by changing your gear.
    Edited by Tankqull on July 4, 2015 2:41PM
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • tpanisiakb16_ESO
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    Maybe all the people complaining that PvE is too easy anyway should realize that most of us have completed the current PvE content multiple times. I don't know about you but I could probably run all the vet dungeons in my sleep. With the groups I normally run with, right now our healer does more time DPSing bosses than actually healing. This is not trivialized because my stamina regen is high or that I'm permablocking, it's because we've done it so much we know when to zig and zag predictably. Because we have all the gear we currently want, we've researched and pinned down or bought all of our BIS gear. Now we're working on the likes of vDSA and because we're fairly new to it that content is still a bit hard, and on certain pulls I don't have even enough stamina to deal with all the adds, and because I'm holding so many adds heck if I know who is winding up to slam me with a heavy attack or not. The game is so anti-information to tanks to begin with, now in the midst of 4+ adds I'm suppose to decide in that 1.5 seconds if I should drop my shield or not? Good luck sorting through that visual mess.

    In a couple of week I fully suspect my team to be able to do vDSA in under 10 deaths or less. We're getting good, but right now that content is just the perfect amount of challenging still.

    The problem is not because I'm sitting hunkered behind my shield, the problem is the current content is stale and everyone's BIS is easily attainable, rendering many pulls across many dungeons rather moot. Crippling a portion of your trifecta is an artificial bandaid fix that places the burden and stresses on a group of people that take pride in their ability to lead groups through content. People have a hard enough time finding PUG tanks, and I suspect it's only going to get worse.

    We are honestly having to shake things up so badly in the PvE realm because of some brainless PvP q.q'ers who can't kill a tank in two-shots or less and have to, oh, I don't know, strategies a little bit instead.

    But hey, mind as well get those dastardly PvE tanks.
    Edited by tpanisiakb16_ESO on July 4, 2015 2:54PM
  • Averya_Teira
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    Leandor wrote: »
    Food for thought: Make the "stamina regeneration stop while blocking" be a debuff tied to the Cyrodiil battle spirit thing. Voila, separated the PvP issue from PvE.

    They probably don't have good enough coders to do that.... /sigh ....

    I mean.... A lot of games have separate mechanics for PvE and PvP ... This just shows the lack of experience from people developping the game. Then again, we already knew that from the 1+ year of Cyrodil lag that they just can't fix...
    Edited by Averya_Teira on July 4, 2015 3:18PM
  • Bromburak
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    I just don't understand why it should be NO regeneration. I wouldn't have a problem with 50% regen while blocking or even 35% (of what it is now), but why no regen at all?

    Because on/off is easier with less side effects and almost no risk. (technically)

    They know that they have problems with balancing but to fix it properly they need more time and a redesign.
    In other words it needs to be planned so in the meanwhile you just turn off a feature temporary.
    Disabling a symptom and not fixing the problem is on purpose in this case until you know how
    to change the previous concept otherwise your fix might cause unpredictable side effects.

    However, first they should explain why they think they need to switch it off to get an impression whats on their minds but unfortunately they are not talking to us.


    Edited by Bromburak on July 4, 2015 3:20PM
  • WolfingHour
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    DDuke wrote: »
    Lag spikes & ISP issues already cause failures. If your tank just disconnects, it's a wipe no matter what for instance.

    Not if you are still blocking. I have never had that happen to me, but granted I might have been lucky. Either way, why would we expose ourselves to greater risk? It's a step in the wrong direction, like leaving the outcome of your run to chance rather than skill and coordination.
    DDuke wrote: »
    Compensating possible lag by giving you infinite resources & infinite block isn't an ideal solution in my world, and I feel they're moving towards the right direction by making resource management matter.

    You are right but why this way? Why not have some bosses have attacks that debuff STA you STA regen, much like we have bosses that drain MAG? As for PvP, why not poisons that fundamentally work like disease but for STA, instead of this lame, catch-all bandaid?
    DDuke wrote: »
    You feel the opposite way, that it'll make the game more "stale".

    The game is already stale. We've run the grind; we have the gear and builds to prove it and the reward feels like we're being neutered.
    The reason why this content is so easy is because the developers have nerfed every boss (with the exception of Kinlord Rilas) and every trash pull. Much of these nerfs came about in 1.6 to compensate for the reduction in ultimate generation. But the nerfing was constant all along...remember when Crypt of Hearts was actually hard?

    You and most of the people lamenting these changes are just assuming the content will be the same in 1.7 as it is in 1.6. It won't be.

    I'm not. It will be nerfed even further, which is sad. I do remember CoH and Praxis and miss them dearly. :(
  • tplink3r1
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    Why don't they just nerf damage done while blocking? That would be much better.
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  • Xsorus
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    No Stamina regen makes zero sense.

    It'd be one thing if Blocking didn't have a Stamina cost penalty associated with it already..Such as every hit you block no matter how minor reduces your stamina by the same amount. But it currently has a Stamina Cost associated with it.

    tacking on a 100% reduction is fairly silly....
  • Maphysto
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    Been a tank since start can say one thing you will have to get the right group in most vet/trails/dsa or YOU WILL WIPE ALOT with this nerf...If they make bosses hit less then pve will be a joke, and you will lose a variety of builds! STOP NERFING things and make PVP apart from PVE...I can understand the point for pvp (still not agree, because you can kill perma-blockers) but in pve is a hardcore change.
  • DDuke
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    DDuke wrote: »
    Lag spikes & ISP issues already cause failures. If your tank just disconnects, it's a wipe no matter what for instance.

    Not if you are still blocking. I have never had that happen to me, but granted I might have been lucky. Either way, why would we expose ourselves to greater risk? It's a step in the wrong direction, like leaving the outcome of your run to chance rather than skill and coordination.

    It's always about chance: bugs, lag spikes at the wrong time (e.g. HM Serpent's World Shaper), people disconnecting, bad RNG with mechanics and so on, there's no avoiding that in any MMORPG, or any game really.
    DDuke wrote: »
    Compensating possible lag by giving you infinite resources & infinite block isn't an ideal solution in my world, and I feel they're moving towards the right direction by making resource management matter.

    You are right but why this way? Why not have some bosses have attacks that debuff STA you STA regen, much like we have bosses that drain MAG? As for PvP, why not poisons that fundamentally work like disease but for STA, instead of this lame, catch-all bandaid?

    Well, that'd probably be because what they did with blocking now makes resource management matter everywhere, not just against certain bosses who would have special mechanics (which can still exist on top of this change for added challenge).

    This change will affect gameplay during add waves for instance. You might not be able to tank everything anymore, meaning DPS would have to handle some adds.

    Perhaps we can even see the resurgence of CC usage in PvE group content, a throwback to the glory days of MMOs.

    "You Petrify that mob, I'll Rune Prison this one, tank takes the ones in the middle" etc.


    Also, I would love poisons like that, maybe we'll get them with Dark Brotherhood/Thieves Guild some day 2020...
    DDuke wrote: »
    You feel the opposite way, that it'll make the game more "stale".

    The game is already stale. We've run the grind; we have the gear and builds to prove it and the reward feels like we're being neutered.

    That much is true.

    It remains to be seen whether this change will be for the good (as I have envisioned it) or bad, but I guess PTS will tell us (that's what it's for, right?).
    Edited by DDuke on July 4, 2015 3:48PM
  • DDuke
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    tplink3r1 wrote: »
    Why don't they just nerf damage done while blocking? That would be much better.

    Because then people will simply start block canceling skills, unless the dmg debuff stays for a long period.

    Drop block for 0,1 seconds->cast skill (cancel with block) -> repeat


    That, and it doesn't deal with the issue of permablocking and the subsequent neutering of the whole resource management aspect of this game.
    Edited by DDuke on July 4, 2015 3:53PM
  • silentdude
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    Making the block system more dynamic is a mistake considering how unresponsive the game is.
    But if that is the way you want to follow, at least implement a passive under heavy armor/sword and board, or a new champion point allocation, that gives less stamina regeneration while blocking instead of no regen at all.
    Edited by silentdude on July 4, 2015 3:54PM
  • WolfingHour
    WolfingHour
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    @DDuke, DPS bars with cc's? Oh, the heresy!

    I'm being facetious, but still think this is not the correct to go about it. As for the PTS, I guess the changes have already been coded so... already too late.

    Still, as a customer I have to speak up... And shake my fist angrily to no avail. Lol
  • AhPook_Is_Here
    AhPook_Is_Here
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    xManimalx wrote: »
    PBpsy wrote: »
    xManimalx wrote: »
    They think they have a PvP game. Hahah now that's funny.

    Yeah. It is hilarious .

    ...but they think they have a compelling pve game also. Which is even more funny.

    Changing the game to meet PvP machanics is like catering to dwarfs and making all bathroom stalls two feet high.

    Allows you to pee on their heads and then say "sorry, didn't see you there". win win.
    Xantaria wrote: »
    well, I will just go back to my 47k health DK and only block heavy attacks from bosses ... It's that easy ... stack more defence than before and there you go.

    Unblocked light attacks from serpent (lower manta) will hit you for over 60k, so that plan won't work out too well for you!
    “Whatever.”
    -Unknown American
  • Kupoking
    Kupoking
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    Tanks will get to adapt and improve. Tanking became ridiculously easy and anyone with a sword and Shield could do it.

    Now we will seperate mens from real tanks :D
  • The Uninvited
    The Uninvited
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    Tanks will get to adapt and improve. Tanking became ridiculously easy and anyone with a sword and Shield could do it.

    Now we will seperate mens from real tanks :D

    And the rest will leave the game in frustration, something I would not like to see.
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • Elijah_Crow
    Elijah_Crow
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    As a Nightblade tank, I can re-work my tanking build to compensate with siphon. However, I think this may cause every tank to invest more heavily in defensive abilities so they can mitigate without block up. It will also require more skill of course. To be honest at this point i'm a fairly good DPS who puts on a little tanking gear and changes a few skills, but I'm not really spec'ed for a full on tank. I'm okay with requiring more dedicated tanks to complete PvE content.
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