Alphashado wrote: »Just another in many examples of how asking for nerfs in PvP negatively effects PvE.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Personofsecrets wrote: »So I tried timing my blocks last night. Sure enough, not every single one was correct and it seemed like a finicky thing to be doing. I also tried not perma holding block against big groups of trash. I can't imagine being able to not block against those big groups while using stamina abilities such as pierce armor, deep slash, rapid maneuvers, and caltrops.
FYI Mantikora can 1 shot with an unblocked light attack around the 25k hp mark. You already have many players who are never going to get a sanctum run under their belt.
If you are still for this change, which it seems very few people are, then don't call it a grave if it rolls out, it's the future you chose.
Personofsecrets wrote: »So I tried timing my blocks last night. Sure enough, not every single one was correct and it seemed like a finicky thing to be doing. I also tried not perma holding block against big groups of trash. I can't imagine being able to not block against those big groups while using stamina abilities such as pierce armor, deep slash, rapid maneuvers, and caltrops.
FYI Mantikora can 1 shot with an unblocked light attack around the 25k hp mark. You already have many players who are never going to get a sanctum run under their belt.
If you are still for this change, which it seems very few people are, then don't call it a grave if it rolls out, it's the future you chose.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
The Uninvited wrote: »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
And the rest will leave the game in frustration, something I would not like to see.
houimetub17_ESO wrote: »Oh and believe me, you can still manage to tank most stuff without holding block contantly. I know cause I love to use biting jabs for *** and giggles in most boss fights. Only issue I see it maybe serpent, serpents image and manticora which I would not dare to use a channel ability. But it would be easily fixed.
Just another in many examples of how asking for nerfs in PvP negatively effects PvE. [/quotewe a]
playing the advocatus diaboli - what about the assumption that ZOS was unhappy with the static tank gameplay (ignoring wishes of the pvp community as they do all the time anyway)?
Personofsecrets wrote: »Just another in many examples of how asking for nerfs in PvP negatively effects PvE. [/quotewe a]
playing the advocatus diaboli - what about the assumption that ZOS was unhappy with the static tank gameplay (ignoring wishes of the pvp community as they do all the time anyway)?
Tanking is not stagnant whatsoever. Just like stamina, magic, and health, time is a resource for tanks. I have my timers on buffs and debuffs to keep up with; deep slash, pierce armor, choking talons, dragon blood, hardened armor. I have my dots; eruption, orbs, scalding rune, caltrops. I literally change my gear and skills during trial raids; ill pull 15k against the wisp mother while tanking, ill heal with a restoration staff for the burn of the mage and warrior, and i switch to my best dps when i am the second tank in sanctum. I have tons of gearing to consider; footman, histbark, warkock, seducer, valkyn, engine guardian, blood spawn,storm knight, elf bane, and even light armor set ups with cyrodiil light rings. I am the groups utility because I get to run chains, rapid maneuvers for free, and circle of protection.
ultimate generation was nerved because of dot builds (primarily dps dks) i could stack 4 standards simultanious(if the encounter lasted that long) and that was not balanced at all. pool nerves?Personofsecrets wrote: »Tanking is not stagnant and there have been plenty of changes by the devs that show them they are out of touch with the roll. Why was taunting st earth nerfs for a short time? Why were tank builds the reason for changes in ultimate generation? I had my ultimate up for every boss of every trial for all of 1.5. Why was our armor destroyed to the point of us having to use reinforced? Why are we disproportionately affected by the resource pool nerfs going to 1.6 and why do champion points gimp tanks for anything but that roll? Why was inner beast changed to be a more expensive version of the same skill?
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Personofsecrets wrote: »Tanking is not stagnant whatsoever. Just like stamina, magic, and health, time is a resource for tanks. I have my timers on buffs and debuffs to keep up with; deep slash, pierce armor, choking talons, dragon blood, hardened armor. I have my dots; eruption, orbs, scalding rune, caltrops. I literally change my gear and skills during trial raids; ill pull 15k against the wisp mother while tanking, ill heal with a restoration staff for the burn of the mage and warrior, and i switch to my best dps when i am the second tank in sanctum. I have tons of gearing to consider; footman, histbark, warkock, seducer, valkyn, engine guardian, blood spawn,storm knight, elf bane, and even light armor set ups with cyrodiil light rings. I am the groups utility because I get to run chains, rapid maneuvers for free, and circle of protection.
Personofsecrets wrote: »So I tried timing my blocks last night. Sure enough, not every single one was correct and it seemed like a finicky thing to be doing. I also tried not perma holding block against big groups of trash. I can't imagine being able to not block against those big groups while using stamina abilities such as pierce armor, deep slash, rapid maneuvers, and caltrops.
FYI Mantikora can 1 shot with an unblocked light attack around the 25k hp mark. You already have many players who are never going to get a sanctum run under their belt.
If you are still for this change, which it seems very few people are, then don't call it a grave if it rolls out, it's the future you chose.
i´m abit confused, tanking trash lasts 10-20sec if you cant do that without stamina reg you are unable to do so with it aswell.
all tanks i know have between 1.0 and 1.8k stamina reg [my dk is at 1.4k and i do nearly never run out of stamina in pve - even without any assistance from my group -> so with the change active but some kind of support by my group i will be doing as fine as i do now]
this change does only effect the rate of stamina regains you have wich is negliable in terms of blocking with the direct refills we have access to. it requires more coordination but hey thats what GROUPPLAY is about, isn´t it?
Plaid13ub17_ESO wrote: »Personofsecrets wrote: »So I tried timing my blocks last night. Sure enough, not every single one was correct and it seemed like a finicky thing to be doing. I also tried not perma holding block against big groups of trash. I can't imagine being able to not block against those big groups while using stamina abilities such as pierce armor, deep slash, rapid maneuvers, and caltrops.
FYI Mantikora can 1 shot with an unblocked light attack around the 25k hp mark. You already have many players who are never going to get a sanctum run under their belt.
If you are still for this change, which it seems very few people are, then don't call it a grave if it rolls out, it's the future you chose.
i´m abit confused, tanking trash lasts 10-20sec if you cant do that without stamina reg you are unable to do so with it aswell.
all tanks i know have between 1.0 and 1.8k stamina reg [my dk is at 1.4k and i do nearly never run out of stamina in pve - even without any assistance from my group -> so with the change active but some kind of support by my group i will be doing as fine as i do now]
this change does only effect the rate of stamina regains you have wich is negliable in terms of blocking with the direct refills we have access to. it requires more coordination but hey thats what GROUPPLAY is about, isn´t it?
So all tanks you know are stam builds so thats all that matters right? Magicka build tanks have nowhere near that much stam regen. Managing stam is already an issue. Not everyone wants to play the cookie cutter DK stam tank. The whole concept of this game was that you didnt need to fit into the cookie cutter builds. But it seems we are being forced into it by changes like this. Without tons of block cost reduction there will be no way to manage it at all. If we have to use that that means the cost of spells will go WAY up. Making magicka tanks far less effective.
No other role needs to count on another class to feed them the resource they need Tanks shouldnt have to count on templars to refill their stam. It is an absurd concept and has not been thought out. People saying this change is fine are very narrow minded and dont realize how many different ways people play their roles. Apparently this includes the devs that decided it was a good idea. And when they are that out of touch with the player base then its the start of the end of the game.
I have seen one mmo after another self destruct because the developers do not realize what the players want or how they play they limit their view of the game to the way they play and ignore all else. Anyone else remember bright wizard god mode in warhammer online? They must realize everyone plays the game differently and not every tank has a ton of stam regen and tons of block cost reduction.
MaximusDargus wrote: »ZOS is punishing tanks for..... having infinite resources. ridiculous.
MaximusDargus wrote: »I think someone here doesnt know the definition of "infinity"
Thinking this way, sorcs, templars have infinite mana, because it keeps regenerating, every character have infinite health because it keeps regenerating.
But only tanks are being punished for having just as much stamina as they deserve.
MaximusDargus wrote: »ZOS is punishing tanks for..... having infinite resources. ridiculous.
Fixed that for you.
Now you'll actually have to think about your resources while tanking, how many mobs you can tank and which ones need to be dealt with by the DPS. The DPS can then CC them, kite them, or just take the hits if the adds don't hit that hard.
If anything, this adds depth & strategy to the game.
MaximusDargus wrote: »ZOS is punishing tanks for..... having infinite resources. ridiculous.
Fixed that for you.
Now you'll actually have to think about your resources while tanking, how many mobs you can tank and which ones need to be dealt with by the DPS. The DPS can then CC them, kite them, or just take the hits if the adds don't hit that hard.
If anything, this adds depth & strategy to the game.
Some tanks play as a tank, because we want to tank everything, we find it fun and enjoyable and even rewarding when we know our team mates can perform their roles unhindered and unfettered. We're really stingy we don't like sharing the tanking responsibility with our dps and/or our healer.
In regards to your correction to MaximusDargus's post about "having infinite resources", according to Merriam-Webster Infinite means: Extending indefinitely, so that means every Role has infinite resources, since none of them ever truly reach the end of their resources considering they're always replenishing albeit not as fast as some of us would prefer. No reason to be singling out the tanks for wanting to do their job well when everyone has infinite resources.Even with infinite resources most tanks still have to focus on how they manage their resources and sometimes unimaginable as it might be, even ESO infinite needs help from a potion.
MaximusDargus wrote: »ZOS is punishing tanks for..... having infinite resources. ridiculous.
Fixed that for you.
Now you'll actually have to think about your resources while tanking, how many mobs you can tank and which ones need to be dealt with by the DPS. The DPS can then CC them, kite them, or just take the hits if the adds don't hit that hard.
If anything, this adds depth & strategy to the game.
MaximusDargus wrote: »I think someone here doesnt know the definition of "infinity"
Thinking this way, sorcs, templars have infinite mana, because it keeps regenerating, every character have infinite health because it keeps regenerating.
But only tanks are being punished for having just as much stamina as they deserve.
Personofsecrets wrote: »MaximusDargus wrote: »ZOS is punishing tanks for..... having infinite resources. ridiculous.
Fixed that for you.
Now you'll actually have to think about your resources while tanking, how many mobs you can tank and which ones need to be dealt with by the DPS. The DPS can then CC them, kite them, or just take the hits if the adds don't hit that hard.
If anything, this adds depth & strategy to the game.
Tanks are already focused on how to keep resources balanced. I've wrote about that very thing months ago. Don't you dare diminish the work that tanks do by spreading misinformation about how we play.
MaximusDargus wrote: »ZOS is punishing tanks for..... having infinite resources. ridiculous.
Fixed that for you.
Now you'll actually have to think about your resources while tanking, how many mobs you can tank and which ones need to be dealt with by the DPS. The DPS can then CC them, kite them, or just take the hits if the adds don't hit that hard.
If anything, this adds depth & strategy to the game.
MaximusDargus wrote: »I think someone here doesnt know the definition of "infinity"
Thinking this way, sorcs, templars have infinite mana, because it keeps regenerating, every character have infinite health because it keeps regenerating.
But only tanks are being punished for having just as much stamina as they deserve.
Surprisingly enough, you run out of stamina/magicka as a (good) DPS, when doing end game content. This means you have to do things like drink potions or take spear shards from Templars and even use heavy attacks sometimes.
Tank on the other hand?
A proper tank can take every single add in the room (or 9-10 players in PvP) and tank them without ever going below 80% stamina.
That's how broken it is currently, most tanks are even switching out of tanking gear to deal extra DPS these days.
There is no resource management, only infinite stamina and brokenness.
And no, every character does not have "infinite health". You get hit by something you shouldn't, there's a very strong possibility of that health suddenly running out.
Personofsecrets wrote: »MaximusDargus wrote: »ZOS is punishing tanks for..... having infinite resources. ridiculous.
Fixed that for you.
Now you'll actually have to think about your resources while tanking, how many mobs you can tank and which ones need to be dealt with by the DPS. The DPS can then CC them, kite them, or just take the hits if the adds don't hit that hard.
If anything, this adds depth & strategy to the game.
Tanks are already focused on how to keep resources balanced. I've wrote about that very thing months ago. Don't you dare diminish the work that tanks do by spreading misinformation about how we play.
Months ago when everyone had 100 CPs?
Right, whatever.
Personofsecrets wrote: »MaximusDargus wrote: »I think someone here doesnt know the definition of "infinity"
Thinking this way, sorcs, templars have infinite mana, because it keeps regenerating, every character have infinite health because it keeps regenerating.
But only tanks are being punished for having just as much stamina as they deserve.
Surprisingly enough, you run out of stamina/magicka as a (good) DPS, when doing end game content. This means you have to do things like drink potions or take spear shards from Templars and even use heavy attacks sometimes.
Tank on the other hand?
A proper tank can take every single add in the room (or 9-10 players in PvP) and tank them without ever going below 80% stamina.
That's how broken it is currently, most tanks are even switching out of tanking gear to deal extra DPS these days.
There is no resource management, only infinite stamina and brokenness.
And no, every character does not have "infinite health". You get hit by something you shouldn't, there's a very strong possibility of that health suddenly running out.
No, good dps doesn't run out of resources. High tier players balance their resources and i question the opinions of anyone who claims otherwise.