"High tier players" go all out weapon damage / spell damage, and you do run out of resources (atleast as stamina DPS), at which point you drink a potion, heavy attack cancel, or have a templar drop spear on you.
Come on guys, this is not going to be an issue. You can use synergies, potions and how about lowering your block for 1 or 2 seconds to fullfull 1 heavy attack to restore a big amount of your stamina ? You could also put a stamina absorb glyph on your weapon, maybe combined with a powered or infused trait. There are enough ways to restore stamina and then you can safely block for a very long time.
There are always opportunites, where you don't have to block for a few seconds. More than enough to get some regen ticks or executing some heavy attacks to restore stamina. Also the Templar spear synergy will become even more important and since Templars are in each good and reasonable group, they will provide you with enough stamina to block.
Don't panic folks. Things get more challeging now for everyone and I'm excited for it. I think, tank is the easiest and most boring role of all. I just stand there and hold down my block and nothing hurst me anyway. Not it's getting more interactive and I will love using my weapon enchant and heavy attacks to restore my stamina.
kkampaseb17_ESO wrote: »Really? You need to think that again in the context of Streak, dodge roll, damage shield and healing nerfs in Cyrodill that happen in Update 7 simultaneously with the block changes.
MaximusDargus wrote: »"High tier players" go all out weapon damage / spell damage, and you do run out of resources (atleast as stamina DPS), at which point you drink a potion, heavy attack cancel, or have a templar drop spear on you.
Not anymore, because apparently now tanks will be nomming all the spears, as per your suggestions, Mr VR14 Nightblade PVP veteran Tank specialist.
Then poor DPSes will start whining they arent grabbing spears fast enough and they are out of stamina and all the tanks will be like "we warned you months ago, you didnt listen".
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.
"High tier players" go all out weapon damage / spell damage, and you do run out of resources (atleast as stamina DPS), at which point you drink a potion, heavy attack cancel, or have a templar drop spear on you.
Plaid13ub17_ESO wrote: »Yeah they are nerfing dodge roll.... making it cost a bit more to do over and over again. They are not however making stam regen stop while you are rolling. Considering resorces only regen every 2 seconds if you block during that one tick in that two seconds you have 4 seconds of not regening for a half second of blocking if you time it just long enough to block that attack thats comming. So you have a boss mob that attacks with hard attacks like every 3 seconds... Then when do you get your stam back?
And yes a tank can run out of stam!! Not every tank is a full stam build. after taunting and debuffing the damage from several mobs its quite easy to run out of stam. you just cant let it happen because when your out of stam you die.
Yes dps use pots to restore stam/magicka... heres some news for you.... so do tanks. except after this change the big part of that potion the regen that lasts until you can almost drink another one wont work anymore!
A 50% reduction in stam regen could be acceptable while blocking. But no stam regen is absurd and it is a major nerf to the tanking role. One that isnt called for or needed.
For an example of what majority of people I've talked to consider proper PvE content:
In vanilla WoW, did you tank Ragnaros and every single Son of Flame he summoned as a tank?
Hell no, you had Off Tank for when Main Tank got knocked back, and then you had DPS CC the summoned adds.
This was interesting, strategic PvE that almost everyone enjoyed playing. Even common trash pulls had to be coordinated, who CCs what and who tanks which mob.
Not the current repetitive, dumbed down "tank tanks everything, DPS AoEs" *** that ESO has.
MaximusDargus wrote: »" I can't seem to grasp why people in PVE wouldn't want their tank to be the gnarliest and toughest Spartan on the field to greater ensure their victory. This perplexes me greatly, because I thought we were supposed to be rooting for our tanks not tearing them down."
Maybe you cant grasp that, because you read this discussion, where most of people who are happy with this change are PVP dps who finally will be able to 1 shot everything just as they dreamed.
And yes, I've known all along that this is just a veiled PvP QQ thread from permablockers who are no longer unkillable unless significantly outnumbered, hoping to attract ZOS attention by labeling it as PvE thread.
For an example of what majority of people I've talked to consider proper PvE content:
In vanilla WoW, did you tank Ragnaros and every single Son of Flame he summoned as a tank?
Hell no, you had Off Tank for when Main Tank got knocked back, and then you had DPS CC the summoned adds.
This was interesting, strategic PvE that almost everyone enjoyed playing. Even common trash pulls had to be coordinated, who CCs what and who tanks which mob.
Not the current repetitive, dumbed down "tank tanks everything, DPS AoEs" *** that ESO has.
Vanilla WoW was everything but not balanced and even that ESO has a lot of Bugs, it isnt that bugged as Vanilla WoW was.
You may need CC if you are running Dungeons or Raids with bad Randoms or in the early Weeks after a new Contentupdate when nobody was outgeared and knows every Mechanic. But did you ever run a Dungeon with a good Paladin Tank like, hm, me? Aggrobuff > Consecration > AOE PewPew > everything dead.
People in WoW are rushing trough Raids and Dungeons after they outgear that Content like we do it now in ESO after we outgear everything for Months and have much more CP as the Content is balanced for.
And what CC should we use in ESO and where to put them on the Bars? Dont forget that we just have 10 Slots for Skills and cant put every Skill we have on our Bars to use it if we ever will need it. Some Builds have 1 or 2 optional Slots where they can put CC in and some has none because of stupid Toggles. ESO is just a stupid DPS Race and now the DDs have to slot CC instead of Damageskills? Thats your Way to balance unbalanced Content and stupid Mechanics? A Round of Applause!
Personofsecrets wrote: »I can run footman/hist with all block cost mitigation and still get mass hysteria combod to death.
I took 19k gank hits the other night while in light armor. I switched to heavy armor tank gear and died to 17k gank hits instead.
the idea that tanks are 'unkillable' in pvp is make believe.
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)
dodgehopper_ESO wrote: »I could be wrong which is why I'm holding judgment on the whole thing til it hits PTS or Live, but on the face of it this change looks like nothing more than a dumbing down of the game which we don't need more of.
For an example of what majority of people I've talked to consider proper PvE content:
In vanilla WoW, did you tank Ragnaros and every single Son of Flame he summoned as a tank?
Hell no, you had Off Tank for when Main Tank got knocked back, and then you had DPS CC the summoned adds.
This was interesting, strategic PvE that almost everyone enjoyed playing. Even common trash pulls had to be coordinated, who CCs what and who tanks which mob.
Not the current repetitive, dumbed down "tank tanks everything, DPS AoEs" *** that ESO has.
Vanilla WoW was everything but not balanced and even that ESO has a lot of Bugs, it isnt that bugged as Vanilla WoW was.
You may need CC if you are running Dungeons or Raids with bad Randoms or in the early Weeks after a new Contentupdate when nobody was outgeared and knows every Mechanic. But did you ever run a Dungeon with a good Paladin Tank like, hm, me? Aggrobuff > Consecration > AOE PewPew > everything dead.
People in WoW are rushing trough Raids and Dungeons after they outgear that Content like we do it now in ESO after we outgear everything for Months and have much more CP as the Content is balanced for.
And what CC should we use in ESO and where to put them on the Bars? Dont forget that we just have 10 Slots for Skills and cant put every Skill we have on our Bars to use it if we ever will need it. Some Builds have 1 or 2 optional Slots where they can put CC in and some has none because of stupid Toggles. ESO is just a stupid DPS Race and now the DDs have to slot CC instead of Damageskills? Thats your Way to balance unbalanced Content and stupid Mechanics? A Round of Applause!
rofl
That is not at all how vanilla WoW was. Maybe current WoW, idk, I stopped playing when they started dumbing down.
Did you even play the game? What you're saying is making zero sense.
Fact is that even the normal dungeons required planning & CC, main tanks and off tanks.
When Molten Core was at farm status, you still had to assign roles for players (who's main tank, who's off tank, who CCs what and so on).
That said, your argument is already void on the basis that all content in ESO so far, every trash pack with more than two mobs, has been "tank taunts everything, rest AoE -> repeat ad infinitum".
This has been the case, no matter how new the content.
As for your question, every class has access to CC and atleast as a stamina NB, I wouldn't find any problem in slotting a CC in either bar. You obviously wouldn't need *every* DPS to slot CC.
And lastly, are you happy that everything is a DPS race? Yes, adding CC and strategic elements is the way to fix stupid mechanics such as the Tank+AoE trash mobs, which are pretty much the only ones existing.
But hey, I would like to hear your suggestions, if CC shouldn't ever be used in PvE (since tank can just take everything)
How are we going to create content, that isn't just boring tank & spank basicly with little to no thinking involved?
For an example of what majority of people I've talked to consider proper PvE content:
In vanilla WoW, did you tank Ragnaros and every single Son of Flame he summoned as a tank?
Hell no, you had Off Tank for when Main Tank got knocked back, and then you had DPS CC the summoned adds.
This was interesting, strategic PvE that almost everyone enjoyed playing. Even common trash pulls had to be coordinated, who CCs what and who tanks which mob.
Not the current repetitive, dumbed down "tank tanks everything, DPS AoEs" *** that ESO has.
Vanilla WoW was everything but not balanced and even that ESO has a lot of Bugs, it isnt that bugged as Vanilla WoW was.
You may need CC if you are running Dungeons or Raids with bad Randoms or in the early Weeks after a new Contentupdate when nobody was outgeared and knows every Mechanic. But did you ever run a Dungeon with a good Paladin Tank like, hm, me? Aggrobuff > Consecration > AOE PewPew > everything dead.
People in WoW are rushing trough Raids and Dungeons after they outgear that Content like we do it now in ESO after we outgear everything for Months and have much more CP as the Content is balanced for.
And what CC should we use in ESO and where to put them on the Bars? Dont forget that we just have 10 Slots for Skills and cant put every Skill we have on our Bars to use it if we ever will need it. Some Builds have 1 or 2 optional Slots where they can put CC in and some has none because of stupid Toggles. ESO is just a stupid DPS Race and now the DDs have to slot CC instead of Damageskills? Thats your Way to balance unbalanced Content and stupid Mechanics? A Round of Applause!
rofl
That is not at all how vanilla WoW was. Maybe current WoW, idk, I stopped playing when they started dumbing down.
Did you even play the game? What you're saying is making zero sense.
Fact is that even the normal dungeons required planning & CC, main tanks and off tanks.
When Molten Core was at farm status, you still had to assign roles for players (who's main tank, who's off tank, who CCs what and so on).
That said, your argument is already void on the basis that all content in ESO so far, every trash pack with more than two mobs, has been "tank taunts everything, rest AoE -> repeat ad infinitum".
This has been the case, no matter how new the content.
As for your question, every class has access to CC and atleast as a stamina NB, I wouldn't find any problem in slotting a CC in either bar. You obviously wouldn't need *every* DPS to slot CC.
And lastly, are you happy that everything is a DPS race? Yes, adding CC and strategic elements is the way to fix stupid mechanics such as the Tank+AoE trash mobs, which are pretty much the only ones existing.
But hey, I would like to hear your suggestions, if CC shouldn't ever be used in PvE (since tank can just take everything)
How are we going to create content, that isn't just boring tank & spank basicly with little to no thinking involved?
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.
tpanisiakb16_ESO 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.
So in order to make things challenging you prefer they place the burden on players themselves? That is a design flaw.
I keep trying to tell you: the content right now is easy because we've done in a lot of times, because Champion Points trivializes certain aspects of the game (like tanking vet dungeons). A brand new tank with shoddy gear is not going to have an easy time stepping into vet CoH or CoA for the first time. A first time tank to vDSA is not going to have an easy time. The content is easy for us because we've done so frequently. I know exactly the optimal times to use my ultimates in dungeons now. Should they just take ultimates out of the game to make it more challenging?
If you want more challenging gameplay then it's fine to ask for it(and FWIW I agree with you), but crippling an integral part to group play is not the answer. That's a downright lazy bandaid fix.
Not everyone in this game is as good as the top 1% bruh. A lot struggle to your surprisetpanisiakb16_ESO 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.
So in order to make things challenging you prefer they place the burden on players themselves? That is a design flaw.
I keep trying to tell you: the content right now is easy because we've done in a lot of times, because Champion Points trivializes certain aspects of the game (like tanking vet dungeons). A brand new tank with shoddy gear is not going to have an easy time stepping into vet CoH or CoA for the first time. A first time tank to vDSA is not going to have an easy time. The content is easy for us because we've done so frequently. I know exactly the optimal times to use my ultimates in dungeons now. Should they just take ultimates out of the game to make it more challenging?
If you want more challenging gameplay then it's fine to ask for it(and FWIW I agree with you), but crippling an integral part to group play is not the answer. That's a downright lazy bandaid fix.
It's easy now, and it's always been easy.
When hasn't PvE in this game (apart from certain boss fights) been simply "tank & AoE"?
Whether your team has good enough builds, DPS or rotations or not is a different matter, but the content itself has always been dumb & easy, especially when it comes to trash mobs.
Also, a first time tank probably shouldn't jump straight into DSAV or SO hardmode, but do the easier stuff first to learn how to play as tank.
So far, none of the "omg this is going to ruin PvE" doomsayers has been able to explain why they think it will ruin PvE. None of the people here has tested the content with all the new changes either, yet we're already QQing about what could very well be the best change since the launch of this game (for both PvP & PvE).
tpanisiakb16_ESO 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.
So in order to make things challenging you prefer they place the burden on players themselves? That is a design flaw.
I keep trying to tell you: the content right now is easy because we've done in a lot of times, because Champion Points trivializes certain aspects of the game (like tanking vet dungeons). A brand new tank with shoddy gear is not going to have an easy time stepping into vet CoH or CoA for the first time. A first time tank to vDSA is not going to have an easy time. The content is easy for us because we've done so frequently. I know exactly the optimal times to use my ultimates in dungeons now. Should they just take ultimates out of the game to make it more challenging?
If you want more challenging gameplay then it's fine to ask for it(and FWIW I agree with you), but crippling an integral part to group play is not the answer. That's a downright lazy bandaid fix.
It's easy now, and it's always been easy.
When hasn't PvE in this game (apart from certain boss fights) been simply "tank & AoE"?
Whether your team has good enough builds, DPS or rotations or not is a different matter, but the content itself has always been dumb & easy, especially when it comes to trash mobs.
Also, a first time tank probably shouldn't jump straight into DSAV or SO hardmode, but do the easier stuff first to learn how to play as tank.
So far, none of the "omg this is going to ruin PvE" doomsayers has been able to explain why they think it will ruin PvE. None of the people here has tested the content with all the new changes either, yet we're already QQing about what could very well be the best change since the launch of this game (for both PvP & PvE).
DschiPeunt wrote: »tpanisiakb16_ESO 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.
So in order to make things challenging you prefer they place the burden on players themselves? That is a design flaw.
I keep trying to tell you: the content right now is easy because we've done in a lot of times, because Champion Points trivializes certain aspects of the game (like tanking vet dungeons). A brand new tank with shoddy gear is not going to have an easy time stepping into vet CoH or CoA for the first time. A first time tank to vDSA is not going to have an easy time. The content is easy for us because we've done so frequently. I know exactly the optimal times to use my ultimates in dungeons now. Should they just take ultimates out of the game to make it more challenging?
If you want more challenging gameplay then it's fine to ask for it(and FWIW I agree with you), but crippling an integral part to group play is not the answer. That's a downright lazy bandaid fix.
It's easy now, and it's always been easy.
When hasn't PvE in this game (apart from certain boss fights) been simply "tank & AoE"?
Whether your team has good enough builds, DPS or rotations or not is a different matter, but the content itself has always been dumb & easy, especially when it comes to trash mobs.
Also, a first time tank probably shouldn't jump straight into DSAV or SO hardmode, but do the easier stuff first to learn how to play as tank.
So far, none of the "omg this is going to ruin PvE" doomsayers has been able to explain why they think it will ruin PvE. None of the people here has tested the content with all the new changes either, yet we're already QQing about what could very well be the best change since the launch of this game (for both PvP & PvE).
Really? This could be the best change in the game for you? I assume that is only the case, because ZOS hasn't been able to put some really good changes to the game.
And as I have said before: the 1% is going to adjust with ease, but not everyone is as good as those players. I don't think everyone has to be able to complete every piece of content, no matter how bad they play.
BUT: some still struggle with completing veteran dungeons. Some need months for their 1st manticora kill. This will make it even harder for those players. It's not going to be as much of a game-changer for the top players, as you say it is. I will throw my spears like I always do and my tank will just pick them up more often. End of story.
Few months ago I was asked by some guild members of a casual guild I joined on the day ESO launched, if I could help them with Darkshade Caverns. I brought a friend of mine, who was tanking. The last boss fight took nearly 7 minutes. The DPS was horrible and we just didn't wipe, because the tank and me (as the healer) were doing a good job. I like to do those runs to keep in mind, what skill levels others have. And those players are going to suffer. Not me, not you.
DschiPeunt wrote: »tpanisiakb16_ESO 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.
So in order to make things challenging you prefer they place the burden on players themselves? That is a design flaw.
I keep trying to tell you: the content right now is easy because we've done in a lot of times, because Champion Points trivializes certain aspects of the game (like tanking vet dungeons). A brand new tank with shoddy gear is not going to have an easy time stepping into vet CoH or CoA for the first time. A first time tank to vDSA is not going to have an easy time. The content is easy for us because we've done so frequently. I know exactly the optimal times to use my ultimates in dungeons now. Should they just take ultimates out of the game to make it more challenging?
If you want more challenging gameplay then it's fine to ask for it(and FWIW I agree with you), but crippling an integral part to group play is not the answer. That's a downright lazy bandaid fix.
It's easy now, and it's always been easy.
When hasn't PvE in this game (apart from certain boss fights) been simply "tank & AoE"?
Whether your team has good enough builds, DPS or rotations or not is a different matter, but the content itself has always been dumb & easy, especially when it comes to trash mobs.
Also, a first time tank probably shouldn't jump straight into DSAV or SO hardmode, but do the easier stuff first to learn how to play as tank.
So far, none of the "omg this is going to ruin PvE" doomsayers has been able to explain why they think it will ruin PvE. None of the people here has tested the content with all the new changes either, yet we're already QQing about what could very well be the best change since the launch of this game (for both PvP & PvE).
Really? This could be the best change in the game for you? I assume that is only the case, because ZOS hasn't been able to put some really good changes to the game.
And as I have said before: the 1% is going to adjust with ease, but not everyone is as good as those players. I don't think everyone has to be able to complete every piece of content, no matter how bad they play.
BUT: some still struggle with completing veteran dungeons. Some need months for their 1st manticora kill. This will make it even harder for those players. It's not going to be as much of a game-changer for the top players, as you say it is. I will throw my spears like I always do and my tank will just pick them up more often. End of story.
Few months ago I was asked by some guild members of a casual guild I joined on the day ESO launched, if I could help them with Darkshade Caverns. I brought a friend of mine, who was tanking. The last boss fight took nearly 7 minutes. The DPS was horrible and we just didn't wipe, because the tank and me (as the healer) were doing a good job. I like to do those runs to keep in mind, what skill levels others have. And those players are going to suffer. Not me, not you.
It's too early to say how this will work out before testing it on PTS. We don't even know the patch notes yet and what else gets added.
Even in the worst scenario, I don't think it's the tank who is going to suffer.
Tank will simply take less mobs, and DPS will deal with those (with CC or otherwise) and boss fights shouldn't be a problem stamina wise even without regeneration while blocking.
Hopefully Zenimax knows there is more to tanking than just hitting the taunt button and holding block and it is instant win.
As a templar tank I fill the role of the tank and the healer. I fall and the party is over most of the time. Everyone else in the party is a dps. Sometimes I play more of a healing role than a tank in vDSA when we start getting overwhelmed by adds. Sometimes its all I can do to hold the boss avoid their ultimates. Shoot doesn't even have to be an ultimate it could just be a ground based fire attack from the mage boss in round 9. And you still work to try and pull the really nasty adds off the squishys to keep them from dying. Missed heal or a missed taunt or I let that Gargoyle run free for too long and suddenly I'm last man standing.
Regenerating Stamina while blocking is a fundamental part of what it means to be a tank and not having to worry about your stamina being there, because you made all the necessary preparations to make sure it was sufficient to allow you to focus on healing team mates, casting purges, debuffing and slowing targets, interrupting casters, reflecting spells, repenting corpses, dropping novas, popping synergies, taunting bosses and the cronies and rezzing team mates. It would be a great disservice to your tank if all you thought they did was walk around holding block.