The Uninvited wrote: »The Uninvited wrote: »The Uninvited 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.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
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
WolfingHour 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.
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.
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-
WolfingHour wrote: »WolfingHour 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.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.
Most logical outcome here.
ZoS nerfs the living hell out of all PvE encounters where tanks need to block expressively to mitigate high dmg.
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!
WolfingHour 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?
The Uninvited 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?
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.
The Uninvited 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.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
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.
The Uninvited 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?
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".
Joy_Division wrote: »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.
WolfingHour 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.
WolfingHour 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?
WolfingHour wrote: »
Why don't they just nerf damage done while blocking? That would be much better.
Changing the game to meet PvP machanics is like catering to dwarfs and making all bathroom stalls two feet high.
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.
houimetub17_ESO wrote: »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