WolffenBloodseeker wrote: »dodgehopper_ESO wrote: »I will add, that it doesn't make sense to allow classes that can generate stamina while blocking, regardless of the fact that other classes that have strong stamina regen meant for tanking do not. Example Earthen Heart +Battle Roar vs. NB's Refreshing shadows+Siphons vs. Repentence vs. Dark Exchange (Which I doubt people do). You can clearly see in this instance the DK has a marked advantage over the other classes in this arena, despite the Devs desires for the game.So what you're suggesting is that all Tanks need to be magicka based. Right.WolffenBloodseeker wrote: »I play a templar tank in both PVP and PVE and i rarely hold the block button for more than a few seconds, i prefer to use a damage shield to be able to keep attacking while also mitigating damage and only use the block to mitigate hard attacks and i don't have any problems in pvp and pve with this setup, also i like anything that they make to stop abusers, just learn how to play better without using an UNFUN mechanic like blocking all the **** time and doing nothing more, i remember it was the same when shield bash could kill ANYTHING AND ANYONE then they nerfed it and people started complaining that ZOS was ruining their playstyle and taking away their freedom of choice of how they wanted to play, but be serious, that was ridiculous just like everyone perma-blocking in pvp and pve is q
Nope, i use magicka only for the damage shield and all the rest of my skills use stamina, you have your magicka pool no matter if you focus on a pure or hybrid build, best use it for something, also i'm not telling everyone "DO IT MY WAY IT'S THE ONLY WAY TO PLAY", just that it's not the end of the world and the content will still be completable and let's be honest, perma-blocking is ridiculous just like shield bashing everything to the death was and it's clearly not the intended design of the blocking feature if they are changing it q
I considered commenting, but in the end I just refrain myself to saying this:MaximusDargus wrote: »<rant>
I considered commenting, but in the end I just refrain myself to saying this:MaximusDargus wrote: »<rant>
Good thing these mature PvE tanks give the change a chance and will evaluate whether the added group synergy effects will compensate for PvE activities as soon as this gets on PTS.
MaximusDargus wrote: »I considered commenting, but in the end I just refrain myself to saying this:MaximusDargus wrote: »<rant>
Good thing these mature PvE tanks give the change a chance and will evaluate whether the added group synergy effects will compensate for PvE activities as soon as this gets on PTS.
There is no need to wait until its too late for PTS and giving ZOS excuses that "it will be fine". Its a case of simple Ubernerf going from 100% to absolute 0. Like flipping switch from on to off. You dont need to be math magician to realise what impact it will have.
Of course people who vouch for this change, those who "think" they are tanks but they end up being actually DPSes with taunt or just DPS with sword and board in one of the slots or PVP nerds will keep repeating "wait for PTS, wait for PTS, its for your own good.
You prevent bad things happend, not let them happen and then apply bandaid fixes.
I will repeat myself again. They have stated in the same sentence "that of course other means of stamina regeneration will have to be improved in order to compensate for this in group PvE content". The hyperbole of saying "100% to 0" is simply not true. As long as there will be appropriate ways of compensation in the form of other skills and synergies that will allow a tank to provide an adequate stamina recovery, that in a side effect also promote actual group play in the sense of active cooperation, your complaint will be entirely unfounded and superfluous.MaximusDargus wrote: »I considered commenting, but in the end I just refrain myself to saying this:MaximusDargus wrote: »<rant>
Good thing these mature PvE tanks give the change a chance and will evaluate whether the added group synergy effects will compensate for PvE activities as soon as this gets on PTS.
There is no need to wait until its too late for PTS and giving ZOS excuses that "it will be fine". Its a case of simple Ubernerf going from 100% to absolute 0. Like flipping switch from on to off. You dont need to be math magician to realise what impact it will have.
Of course people who vouch for this change, those who "think" they are tanks but they end up being actually DPSes with taunt or just DPS with sword and board in one of the slots or PVP nerds will keep repeating "wait for PTS, wait for PTS, its for your own good.
You prevent bad things happend, not let them happen and then apply bandaid fixes.
This thread still going on?
Last 20 pages have been 3-4 disgruntled tanks arguing ad nauseam how they deserve to be OP and how this change supposedly takes away their OPness, without even testing the change & seeing how they work in tandem with other balance changes (which no one has been kind to mention). Ignorance at it's finest...
guys, this is immersion.
in RL the best Shildman could not block forever.
the shilds weight was arround 2-5kg. Lets dont Forget about the weight about the armor itself.
Just to hold this weight up, will result in exhaust after time, even without blocking somthing.
Then, over this, any hit blocked will result in a even higher Exhaustion Speed.
Cause of this, no stam reg for us.
Personofsecrets wrote: »WolffenBloodseeker wrote: »I play a templar tank in both PVP and PVE and i rarely hold the block button for more than a few seconds, i prefer to use a damage shield to be able to keep attacking while also mitigating damage and only use the block to mitigate hard attacks and i don't have any problems in pvp and pve with this setup, also i like anything that they make to stop abusers, just learn how to play better without using an UNFUN mechanic like blocking all the **** time and doing nothing more, i remember it was the same when shield bash could kill ANYTHING AND ANYONE then they nerfed it and people started complaining that ZOS was ruining their playstyle and taking away their freedom of choice of how they wanted to play, but be serious, that was ridiculous just like everyone perma-blocking in pvp and pve is q
it's nice that you get to choose what playstyles are unfun.
>PVE
>Not holding block against the warrior, axes, mantikora, and serpents image.
Feeling like you might be doing something wrong.
guys, this is immersion.
in RL the best Shildman could not block forever.
the shilds weight was arround 2-5kg. Lets dont Forget about the weight about the armor itself.
Just to hold this weight up, will result in exhaust after time, even without blocking somthing.
Then, over this, any hit blocked will result in a even higher Exhaustion Speed.
Cause of this, no stam reg for us.
mousekime111rwb17_ESO wrote: »Personofsecrets wrote: »WolffenBloodseeker wrote: »I play a templar tank in both PVP and PVE and i rarely hold the block button for more than a few seconds, i prefer to use a damage shield to be able to keep attacking while also mitigating damage and only use the block to mitigate hard attacks and i don't have any problems in pvp and pve with this setup, also i like anything that they make to stop abusers, just learn how to play better without using an UNFUN mechanic like blocking all the **** time and doing nothing more, i remember it was the same when shield bash could kill ANYTHING AND ANYONE then they nerfed it and people started complaining that ZOS was ruining their playstyle and taking away their freedom of choice of how they wanted to play, but be serious, that was ridiculous just like everyone perma-blocking in pvp and pve is q
it's nice that you get to choose what playstyles are unfun.
>PVE
>Not holding block against the warrior, axes, mantikora, and serpents image.
Feeling like you might be doing something wrong.
axes - yeah you might run into some troubles there which would need addressing HOWEVER Warrior can be tanked holding block with 0 stam regen EASILY, taunt every 15 seconds - do nothing else but spam X, generate 2% of stam every synergy you proc off, 27% on shards. Pop an ultimate or earthen heart ability as a DK, stand and shield bash as a nightblade to be 100% certain. Same principal applies to mantikora and serpents image. Perhaps they should change it so that with the axes instead of spawning additional axes, they just add their base damage every cast of enchanted armoury, maybe boost their damage a little further even than current just to make sure it's not TOO easy. Most of vet DSA can be tanked Intelligently with the ability to weave in some heavy attacks on occasion so long as you're picking up shards every 15 seconds and your templar isn't stingy on repentance. I'm not convinced that this stam regen nerf is going to be the end of the world.
Personofsecrets wrote: »
Personofsecrets wrote: »
was not talking about the cost of blocking was talking of the cost of the spells being cast and magicka regen
dodgehopper_ESO wrote: »guys, this is immersion.
in RL the best Shildman could not block forever.
the shilds weight was arround 2-5kg. Lets dont Forget about the weight about the armor itself.
Just to hold this weight up, will result in exhaust after time, even without blocking somthing.
Then, over this, any hit blocked will result in a even higher Exhaustion Speed.
Cause of this, no stam reg for us.
From a realism standpoint you have this all wrong. From the way shields and armor weigh, to how difficult it is to use them. Compare Shield weights with sword weights. Also consider that the way a shield is used is a lot less taxing than how the attacks of a sword (or other weapon) is used. I don't want to belabor the point, but this is just wrong.
Actually no they weren't if we are talking about the average professional solider of a developed nation today with the average soldier from the past. .ahstin2001nub18_ESO wrote: »dodgehopper_ESO wrote: »guys, this is immersion.
in RL the best Shildman could not block forever.
the shilds weight was arround 2-5kg. Lets dont Forget about the weight about the armor itself.
Just to hold this weight up, will result in exhaust after time, even without blocking somthing.
Then, over this, any hit blocked will result in a even higher Exhaustion Speed.
Cause of this, no stam reg for us.
From a realism standpoint you have this all wrong. From the way shields and armor weigh, to how difficult it is to use them. Compare Shield weights with sword weights. Also consider that the way a shield is used is a lot less taxing than how the attacks of a sword (or other weapon) is used. I don't want to belabor the point, but this is just wrong.
not to mention that people were in MUCH better shape in those days, its called manual labor. we are "healthier" today because of medical technology/advancements, not evolution. the romans, the greeks, and the vikings..... hell anyone smart enough to realize they could block crap, used shields as both defense AND offense. they also didn't go to a grocery store, or have tractors, or wal-mart for..... well i always only bought fishing gear there so i don't know why people go to wal-mart....
i can't see how making stamina stop regening while blocking is the only solution. and it seems a bit useless anyways.... couldn't you block and go heavy on the magikca abilities. i use a mix of magicka and stamina and havent had issues with either, but no great advantage either. if i started using more stamina or running out of it more i would switch to magicka. so stopping the Stamina regen would be a moot point wouldn't it?
>>take play-style out of the above statement.... i know play as you like but in THEORY it would be moot....<<<
Plaid13ub17_ESO wrote: »LOL yes people did block all the time using shields in real life.... That is exactly how they worked. the damn thing was often strapped to their arm. They were always behind the shield. ALWAYS. The shields were often so big that they had to move the shield out of the way to attack at all.
The Romans had shields that were so big they could hide completely behind them and they developed a short thrusting sword to go along with that. They would stand shoulder to shoulder with shields pressed together and give the enemy almost no target only sliding the short thrusting sword out the side of it pressed against the shield. All you would see of a roman soldier would be his feet and the top of his head inside a very well designed helmet.
Viking shields were round and would be big enough that they would cover the users entire torso down to about their knees.
Yes they did block all the time with the shields. It wasnt activly holding up block like you have to in the game. It was just the simple fact that that huge shield was out in front of them and in the way of attacks. The shields in game are TOO small. Real shields through most of history were much larger.
The only reason shields got smaller in the end was plate armor became so effective that they really didnt even need the shield anymore. That and bucklers that were used by archers to use as a secondary weapon when the enemy was too close for a bow they would pull out the buckler and a light sword. That buckler style of fighting is closer to what active blocking is in the game.
So if you want to bring realism into the argument..... The problem isnt shield blocking all the time. Clearly they need to make heavy plate armors more effective. Raise that damage mitigation up to about 80% with heavy armor. Then make it so you dont even need to block for shields to stop most hits. Simply because that huge shield is in the way. Just holding the shield with your left arm would stop the majority of attacks since most people held a weapon in their right hand and that just happened to be the direction it would come from. Then when it came to real combat they would simple shift their arm around in front of them a bit. They didnt really need to hold it out. Their forearm would be in a strap while their hand gripped a handle of the shield all the weight rested on the forearm right below the elbow. they really didnt need to hold it up.
Plaid13ub17_ESO wrote: »Something like that would give tanks an interesting role as a decoy in pvp. Right now true tank builds do very little damage in pvp but can still be killed fairly easy considering how harmless they are. Not talking about dps builds with heavy armor and shield. But true tanks. Lots of health stacked defenses Whole build based around survival. But with the change to blocking coming its clear they want even fewer people playing true tanks not more. Less defense not more.
Personofsecrets wrote: »Plaid13ub17_ESO wrote: »Something like that would give tanks an interesting role as a decoy in pvp. Right now true tank builds do very little damage in pvp but can still be killed fairly easy considering how harmless they are. Not talking about dps builds with heavy armor and shield. But true tanks. Lots of health stacked defenses Whole build based around survival. But with the change to blocking coming its clear they want even fewer people playing true tanks not more. Less defense not more.
I have a feeling zos doesn't want tanks in pvp.
Plaid13ub17_ESO wrote: »Something like that would give tanks an interesting role as a decoy in pvp. Right now true tank builds do very little damage in pvp but can still be killed fairly easy considering how harmless they are. Not talking about dps builds with heavy armor and shield. But true tanks. Lots of health stacked defenses Whole build based around survival. But with the change to blocking coming its clear they want even fewer people playing true tanks not more. Less defense not more.
The Uninvited wrote: »Plaid13ub17_ESO wrote: »Something like that would give tanks an interesting role as a decoy in pvp. Right now true tank builds do very little damage in pvp but can still be killed fairly easy considering how harmless they are. Not talking about dps builds with heavy armor and shield. But true tanks. Lots of health stacked defenses Whole build based around survival. But with the change to blocking coming its clear they want even fewer people playing true tanks not more. Less defense not more.
It's exactly how I build my tank. Strong survivabilty, low damage. I rarely go with him to pvp, I use my nightblade for that.
Plaid13ub17_ESO wrote: »The Uninvited wrote: »Plaid13ub17_ESO wrote: »Something like that would give tanks an interesting role as a decoy in pvp. Right now true tank builds do very little damage in pvp but can still be killed fairly easy considering how harmless they are. Not talking about dps builds with heavy armor and shield. But true tanks. Lots of health stacked defenses Whole build based around survival. But with the change to blocking coming its clear they want even fewer people playing true tanks not more. Less defense not more.
It's exactly how I build my tank. Strong survivabilty, low damage. I rarely go with him to pvp, I use my nightblade for that.
yeah no one takes true tanks to pvp because the defense isnt good enough to make up for the lack of damage. You need some sort of a dps in tank gear set up to do any good and they are nerfing that with this change to blocking.
This thread still going on?
Last 20 pages have been 3-4 disgruntled tanks arguing ad nauseam how they deserve to be OP and how this change supposedly takes away their OPness, without even testing the change & seeing how they work in tandem with other balance changes (which no one has been kind to mention). Ignorance at it's finest...
Personofsecrets wrote: »Anything to make this game have some level of difficulty i am all for, So yes to block changes. ( Main is a tank)
So I have been playing ping-pong lately and paying attention to the olympic ping-pong committee. The committee recently decided that the game is too easy because players are just hitting ping-pong balls back and forth. Even though the game is uninteractive and boring now, they plan on implementing a rule in which players will have to use sponges or stainless steel bowls rather than their ping pong paddles. Some of the players objected to the change, saying that it would make ping-pong silly, but other players insisted that they would have to test the change before knowing for sure if it was good for the game, and other players said the change would be good no matter what because it would add a new level of difficulty to the game.