Well, as a tank in PvE end-game, I don't like the idea of this change at all as it implies paying twice for blocking. I don't care about PvP in Lagodil.
Axes in the archive will become much harder to control and without your personal ammunition belt in shape of a templar this looks impossible in prospect. Without 100% reliable internet connection it will suck to not put up the block in time. Even a weapon swap at the wrong time can kill you at the Mantikora in Sanctum Ophidia when it comes delayed too, just as a more extreme example.
I hope they make up their mind about it and soften the impact of what I perceive as a PvP fix breaking PvE endgame content. One way I suggest is to retain - at least partially - stamina regeneration with at set of at least 5 heavy armor items. Could be even a passive in the heavy armor skills line.
Of course it would suck as well, if the Green Dragon Blood and the Blood Spawn Set would be utterly useless in block position - and that's how it looks like to me with the brief announcement.
Not every tank has unlimited resources in the way you feel they do. Most have enough stamina regen while fighting one enemy that it supersedes the cost of blocking in most not really threatening situations. There are those that have more because they have geared that way and invested the time and CP to be an effective tank and we like what we have accomplished. CP makes much of this possible. Are we going to start thrashing tanks even more when they reach even higher amounts of CP and we feel what they're doing then is even more ridiculous? Healing themselves when they bash, and getting damage shields when they block and returning damage when they block, and mitigating 25% of all damage types period without blocking or reaching max armor and spell resist caps and all are possible with enough CP and all things most tanks would strive to reach to be a better tank. 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.
TommyGoodgone wrote: »
"Leave perma blockers alone! I want my win button back!"
Come on guys have some dignity pls! Do you remember all those pve content is too easy threads? Can you see those lfg vetDSA "speedrun" or lfg "farming" head/shoulder? Now you have some challange.
Do you think you are an awsome pro player cos you can use one skill and without it you are ruined? Than mabey you are not that pro that you think yourself.
Riko_Futatabi wrote: »This'll all blow over once people get used to this change and if it happens to become an increasing problem they'll probably do some boss battle adjustments to either make incoming power attacks more apparent or just flat out reduce the damage taken slightly.
Best to not flip out and just do your best to get used to the change because it seems like it's for the better and will make tanking a lot more interesting.
The problem is. They removed it and say well buffing other stuff, they balanced out the need for perma block.
ok, ok. Main issue. GIVE US MORE OPTIONS INSTEAD OF BLOCKING. You say you have class diversity?
Ok give a dk the option besides green dragons blood and block spam. Name one that doesn't tank that way.
Fact is all classes and certain tank skills that are needed, far better then others, and block overall is too good, so it was nerfed, but instead, we need more options. We have dodge, and evade.... can we not make them more NOTEWORTHY.
This is happening because they think they have a PvP game. For PvE this is a death-trap that will force all tanks to go 3x Potion Cooldown-reduction enchantment on jewerly and being completely dependant on Templar Spear/Shard support. And, probably, still fail.Don't see how I'm supposed to let go of block to regen my stam in any of these situations. This idea is just crazy, complete craziness. THIS IDEA MUST BE STOPPED BEFORE IT'S EVERY IMPLEMENTED! Please take a poll of the community on this before implementing it. Again, how does this improve people's enjoyment of the game?
@ZOS_JessicaFolsom Please tell me you thought about this right *snip*
MaximusDargus wrote: »IMO with all the hate coming from other players who are like "im not a tank so im fine with it, hahaha", mostly based on PVP experience,
even if people here several times pointed out this is PvE discussion and for several times suggested over and over again they are fine with it in PVP, and to make this change PVP only,
i think TANKS should go out on strike and see how fun it will be, no matter if the thank is dk or templar.
Maybe without tanks around all people will understand that this ridiculous change will affect everyone in game as long as the "TANK" icon is still visible in group UI
Of course those hardcore PVP junkies, who grinded whole way to VR14 just to be max lvl and get cookie cutter build to one hit things left and right most likely wont understand, because why would they do PvE, its only its only 75% of whole game content.
A new response to "LF1M Tank .........." or "can you tank this and that" -> "Sorry, ZOS is planning to nerf tanking to the ground under silly excuse of pvp, maybe if you see how it is without tanks, you will realise how wrong it is"
Not every tank has unlimited resources in the way you feel they do. Most have enough stamina regen while fighting one enemy that it supersedes the cost of blocking in most not really threatening situations. There are those that have more because they have geared that way and invested the time and CP to be an effective tank and we like what we have accomplished. CP makes much of this possible. Are we going to start thrashing tanks even more when they reach even higher amounts of CP and we feel what they're doing then is even more ridiculous? Healing themselves when they bash, and getting damage shields when they block and returning damage when they block, and mitigating 25% of all damage types period without blocking or reaching max armor and spell resist caps and all are possible with enough CP and all things most tanks would strive to reach to be a better tank. 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.
I think this highlights the problem. ZOS won't be able to balance anything properly while CP's are around. Perma blocking may have never been an issue without cps.
I think this highlights the problem. ZOS won't be able to balance anything properly while CP's are around. Perma blocking may have never been an issue without cps.
What baffles me is that people QQ before even having the patch notes before them, without even testing the changes.
Get a grip people, seriously.
WolfingHour wrote: »What baffles me is that people QQ before even having the patch notes before them, without even testing the changes.
Get a grip people, seriously.
Consider this - why sunk further time and resources (for instance, money) into a change that ultimately might not be fit for purpose? (as is the case in the opinion of some)
I bet even that sweet, sparkly frozen pony ca$$$h isn't unlimited.
I think this highlights the problem. ZOS won't be able to balance anything properly while CP's are around. Perma blocking may have never been an issue without cps.
What game have you been playing? Permablocking has always been an issue, ever since the launch of this game.
As for those complaining about the PvE effects of it... do you really enjoy every trash mob encounter just being "tank taunts everything, brings them together & DPS AoEs"?
Because that's what it is, if you don't put limits to what tanks can do.
Maybe instead of tanking everything & DPS just AoEing them down (extremely boring from DPS perspective), we'll have tanks only handle the biggest threat or two, while DPS deals with adds (blocking/dodging heavy attacks, CCing etc).
What baffles me is that people QQ before even having the patch notes before them, without even testing the changes.
Get a grip people, seriously.
Personofsecrets wrote: »I think this highlights the problem. ZOS won't be able to balance anything properly while CP's are around. Perma blocking may have never been an issue without cps.
What game have you been playing? Permablocking has always been an issue, ever since the launch of this game.
As for those complaining about the PvE effects of it... do you really enjoy every trash mob encounter just being "tank taunts everything, brings them together & DPS AoEs"?
Because that's what it is, if you don't put limits to what tanks can do.
Maybe instead of tanking everything & DPS just AoEing them down (extremely boring from DPS perspective), we'll have tanks only handle the biggest threat or two, while DPS deals with adds (blocking/dodging heavy attacks, CCing etc).
What baffles me is that people QQ before even having the patch notes before them, without even testing the changes.
Get a grip people, seriously.
Not everything needs to be tested to know that it is bad.
Shadesofkin wrote: »Seems to me they're attempting to force us to include multiple tanks or off tanks in End Game in order to take the heat while the other regains Stamina. I mean, I could be wrong, but that seems to be the idea behind "It's harder but it's still doable"
I think this highlights the problem. ZOS won't be able to balance anything properly while CP's are around. Perma blocking may have never been an issue without cps.
What game have you been playing? Permablocking has always been an issue, ever since the launch of this game.
As for those complaining about the PvE effects of it... do you really enjoy every trash mob encounter just being "tank taunts everything, brings them together & DPS AoEs"?
Because that's what it is, if you don't put limits to what tanks can do.
Maybe instead of tanking everything & DPS just AoEing them down (extremely boring from DPS perspective), we'll have tanks only handle the biggest threat or two, while DPS deals with adds (blocking/dodging heavy attacks, CCing etc).
What baffles me is that people QQ before even having the patch notes before them, without even testing the changes.
Get a grip people, seriously.
Personofsecrets wrote: »"“The other major combat change we made was to block casting, or blocking in general, but it effects block casting and some other things. So with blocking, there’s a lot of issues with tanks, when they are fighting a boss, they didn’t want to ever get hit with a full hit from a boss that was really high damage, so they were just holding block the whole time. It’s not really that interactive and it’s not really that fun either…..
The update we made to that to help resolve some of these issues is that you no longer regenerate stamina while you are blocking. This is specifically referring to the stamina regeneration stat.” – Eric Wroebel, ESO Live – Episode 21 @ 1:34:30
"... so they were just holding block the whole time. It's not really that interactive and it's not really that fun either."
I'll just trust this professional game designer that I am just holding block and not really interacting or having fun.
Oh.Dang. Sorry. It is sometimes hard to remember that little fact with all the releases and re releases and all the new content coming in.Everyone here forgot ESO is still in beta.
WolfingHour wrote: »What baffles me is that people QQ before even having the patch notes before them, without even testing the changes.
Get a grip people, seriously.
Consider this - why sunk further time and resources (for instance, money) into a change that ultimately might not be fit for purpose? (as is the case in the opinion of some)
I bet even that sweet, sparkly frozen pony ca$$$h isn't unlimited.
And you know this, without even being aware of everything that gets changed in the patch, without even testing it on PTS?