PvE Tanking Future. - DO NOT GET RID OF STAM REGEN WHILE BLOCKING IN PVE

  • mousekime111rwb17_ESO
    Domander wrote: »
    I'm very much looking forward to this change with block. Block should be something used strategically.
    Domander wrote: »
    I'm very much looking forward to this change with block. Block should be something used strategically.

    This. Time your blocks rather than tape down the key. Also confirmed with some tanks that run regularly that the Manti's autoattacks are indeed very slow on the swing timers and only will hit a proper tank build for 8-9k... it's just the specials (also a low swing speed) that hurt if you miss blocking, and those are as well-telegraphed as they look ;). Just like in PVP you should only be blocking selectively/timing when, anyways... that just shifts it to PVE as well. I think it's a fix, frankly, for both just as much as eachother.

    There is going to be very little strategic about what is to come.

    As has been written about many times. Stamina regeneration ticks occur every 2 seconds and enemy attacks occur all at different rates. That is especially so when multiple enemies are queing up different kinds of attacks against the tank.

    Unblocking for the chance of getting a stamina regeneration tick during the small opportunity that it occurs while at the same time there is no incoming attack has nothing to do with strategy and everything to do with wild chance.

    A simple fix the regen ticks is to simply have holding block PAUSE the timer instead of stopping it (such a fix could also be applied to moving in stealth). If that isn't implemented WITH 1.7 I'd expect it to be shortly thereafter.
    actosh wrote: »
    Guys/Girls calm down. We will have to wait and see what skillchanges are being intruduced with the new blocking system.
    U cant use the current game to say that it wont work. I dont think it will be a problem against hard hitting solo bosses like in trials. The Axes in AA were never a problem with low stam reg and i tell the Templars always that they can place there spears where they want to cause i dont need em. U just need to manage your ressources and the biggest impact this change will have for me is in vdsa, but only if i run with a low dps grp.

    Next week we will have the chance to test this and as always, there will be a solution for every class to handle their Stam Management :).


    For the umpteenth time.

    "We don't know if the new change to ping-pong, where players have to play with sponges rather than their traditional paddles is going to be really that bad. Who has tested if it is bad? Nobody. Plus there are a bunch of other changes that are happening which could make playing with sponges work a-okay! "

    As I have also wrote time and time again. Tanking is currently about resource management. You can find my references to that in my signature links "keeping all resources balanced is the biggest job of the tank."

    I hate the ping pong analogy, the ping pong analogy might be accurate if say they removed the damage reduction from blocking or something extreme like that, instead they're making blocking consume in the worst case scenario, 600 more stamina per second. (that means after 40 whole seconds of blocking stuff that currently leaves your stamina bar static you'll run dry. (Time for a potion and 2 templar spears.)

    Also they're going to be increasing the ways to stamina manage and probably aiming for an extreme case being able to bring an extra 600 stam per second to the table (for a net change of nothing from live) YAYY.
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Domander wrote: »
    I'm very much looking forward to this change with block. Block should be something used strategically.
    Domander wrote: »
    I'm very much looking forward to this change with block. Block should be something used strategically.

    This. Time your blocks rather than tape down the key. Also confirmed with some tanks that run regularly that the Manti's autoattacks are indeed very slow on the swing timers and only will hit a proper tank build for 8-9k... it's just the specials (also a low swing speed) that hurt if you miss blocking, and those are as well-telegraphed as they look ;). Just like in PVP you should only be blocking selectively/timing when, anyways... that just shifts it to PVE as well. I think it's a fix, frankly, for both just as much as eachother.

    There is going to be very little strategic about what is to come.

    As has been written about many times. Stamina regeneration ticks occur every 2 seconds and enemy attacks occur all at different rates. That is especially so when multiple enemies are queing up different kinds of attacks against the tank.

    Unblocking for the chance of getting a stamina regeneration tick during the small opportunity that it occurs while at the same time there is no incoming attack has nothing to do with strategy and everything to do with wild chance.

    A simple fix the regen ticks is to simply have holding block PAUSE the timer instead of stopping it (such a fix could also be applied to moving in stealth). If that isn't implemented WITH 1.7 I'd expect it to be shortly thereafter.
    actosh wrote: »
    Guys/Girls calm down. We will have to wait and see what skillchanges are being intruduced with the new blocking system.
    U cant use the current game to say that it wont work. I dont think it will be a problem against hard hitting solo bosses like in trials. The Axes in AA were never a problem with low stam reg and i tell the Templars always that they can place there spears where they want to cause i dont need em. U just need to manage your ressources and the biggest impact this change will have for me is in vdsa, but only if i run with a low dps grp.

    Next week we will have the chance to test this and as always, there will be a solution for every class to handle their Stam Management :).


    For the umpteenth time.

    "We don't know if the new change to ping-pong, where players have to play with sponges rather than their traditional paddles is going to be really that bad. Who has tested if it is bad? Nobody. Plus there are a bunch of other changes that are happening which could make playing with sponges work a-okay! "

    As I have also wrote time and time again. Tanking is currently about resource management. You can find my references to that in my signature links "keeping all resources balanced is the biggest job of the tank."

    I hate the ping pong analogy, the ping pong analogy might be accurate if say they removed the damage reduction from blocking or something extreme like that, instead they're making blocking consume in the worst case scenario, 600 more stamina per second. (that means after 40 whole seconds of blocking stuff that currently leaves your stamina bar static you'll run dry. (Time for a potion and 2 templar spears.)

    Also they're going to be increasing the ways to stamina manage and probably aiming for an extreme case being able to bring an extra 600 stam per second to the table (for a net change of nothing from live) YAYY.

    Thank you mousekime for the thoughtful reply.

    An easier fix to this change is to not implement it in the first place. It is odd to me that we have to even discuss how broken the mechanic could be. I expect it to have been tested about as much as extended chains and, even worse, silver leash was tested going into 1.6.

    As far as the ping pong analogy, the reason it works is because the stamina regeneration change is extreme. I think you a greatly shoehorning tanks into a specific builds or ways of playing by assuming how long it will take the to run out of stamina while blocking. By the way, 600 stamina/second is about how much stamina a tank loses while on the final boss of AA hardmode with full block cost reduction. What you are indicating is that all fights in the game are going to be as stamina intensive as the current most stamina intensive fight is. Again, that is certainly extreme. You are not in tune with tanking at a high level. Rolling, pierce armor, deep slash, bash, and blocking all cost stamina. It is rare to have full stamina as a tank and it is easy to run out when not actively working to keep it balanced.
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    Some people still QQing about this?

    No infinite roll dodging
    No infinite bolt escapes

    You'll just have to deal with the fact that your playstyle gets balanced as well.

    I'll no longer be able to solo vet dungeons either by rolling around, boo hoo...
    I don't really care, because that's a good thing.


    And it's not only a PvP change, it also should make PvE more interesting for tanks, and especially for the roles that are not tank.
    You'll possibly have to CC mobs, actually care about their heavy attacks, kite them around, use some block/dodge as DPS or Healer etc... since tank isn't just taunting everything & holding right mouse button.


    If you're too bad player to survive without infinite resources then I feel sorry for you.
    Edited by DDuke on July 26, 2015 9:32AM
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    DDuke wrote: »
    ]

    I'll no longer be able to solo vet dungeons either by rolling around, boo hoo...
    I don't really care, because that's a good thing.

    I invite everyone to go through most of DDuke's comments in this thread where DDuke makes the important point that players are just whining.

    That is really a great insight that DDuke has contributed to this thread time and time again. I think he is really spot on, certainly not ignoring anything important that anyone else has said, and I appreciate that commentary because calling players whiners isn't a commentary that is common on the forums, but it certainly does get a great point across.

    Really DDuke? You are soloing veteran dungeons by rolling around? Wow, you must be a really good player to be able to perform such a feet. You totally don't have a PVP bias when confronting the ways that players enjoy PVE. Being able to master such mechanics and content along with being able justify unrelated nerfs to your exploits takes a very astute, well trained, mind. If anything, you shouldn't be commenting here, you should be giving your feedback directly to the developers. Actually, you should be sending them your resume as they could clearly use a talent such as yours in the designing of this game.
    Edited by Personofsecrets on July 26, 2015 9:56AM
  • Bromburak
    Bromburak
    ✭✭✭✭✭
    DDuke wrote: »

    it also should make PvE more interesting for tanks

    Independent of the discussed change in this thread, a lot more is required for making a tank interesting ...

    The whole ESO design is not really tank friendly because its main focus are hybrid mechanics.
    With this background its not really fun to play a tank in ESO for a reason.
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Bromburak wrote: »
    DDuke wrote: »

    it also should make PvE more interesting for tanks

    Independent of the discussed change in this thread, a lot more is required for making a tank interesting ...

    The whole ESO design is not really tank friendly because its main focus are hybrid mechanics.
    With this background its not really fun to play a tank in ESO for a reason.

    Tanking is what players make it.
  • mousekime111rwb17_ESO
    Domander wrote: »
    I'm very much looking forward to this change with block. Block should be something used strategically.
    Domander wrote: »
    I'm very much looking forward to this change with block. Block should be something used strategically.

    This. Time your blocks rather than tape down the key. Also confirmed with some tanks that run regularly that the Manti's autoattacks are indeed very slow on the swing timers and only will hit a proper tank build for 8-9k... it's just the specials (also a low swing speed) that hurt if you miss blocking, and those are as well-telegraphed as they look ;). Just like in PVP you should only be blocking selectively/timing when, anyways... that just shifts it to PVE as well. I think it's a fix, frankly, for both just as much as eachother.

    There is going to be very little strategic about what is to come.

    As has been written about many times. Stamina regeneration ticks occur every 2 seconds and enemy attacks occur all at different rates. That is especially so when multiple enemies are queing up different kinds of attacks against the tank.

    Unblocking for the chance of getting a stamina regeneration tick during the small opportunity that it occurs while at the same time there is no incoming attack has nothing to do with strategy and everything to do with wild chance.

    A simple fix the regen ticks is to simply have holding block PAUSE the timer instead of stopping it (such a fix could also be applied to moving in stealth). If that isn't implemented WITH 1.7 I'd expect it to be shortly thereafter.
    actosh wrote: »
    Guys/Girls calm down. We will have to wait and see what skillchanges are being intruduced with the new blocking system.
    U cant use the current game to say that it wont work. I dont think it will be a problem against hard hitting solo bosses like in trials. The Axes in AA were never a problem with low stam reg and i tell the Templars always that they can place there spears where they want to cause i dont need em. U just need to manage your ressources and the biggest impact this change will have for me is in vdsa, but only if i run with a low dps grp.

    Next week we will have the chance to test this and as always, there will be a solution for every class to handle their Stam Management :).


    For the umpteenth time.

    "We don't know if the new change to ping-pong, where players have to play with sponges rather than their traditional paddles is going to be really that bad. Who has tested if it is bad? Nobody. Plus there are a bunch of other changes that are happening which could make playing with sponges work a-okay! "

    As I have also wrote time and time again. Tanking is currently about resource management. You can find my references to that in my signature links "keeping all resources balanced is the biggest job of the tank."

    I hate the ping pong analogy, the ping pong analogy might be accurate if say they removed the damage reduction from blocking or something extreme like that, instead they're making blocking consume in the worst case scenario, 600 more stamina per second. (that means after 40 whole seconds of blocking stuff that currently leaves your stamina bar static you'll run dry. (Time for a potion and 2 templar spears.)

    Also they're going to be increasing the ways to stamina manage and probably aiming for an extreme case being able to bring an extra 600 stam per second to the table (for a net change of nothing from live) YAYY.

    Thank you mousekime for the thoughtful reply.

    An easier fix to this change is to not implement it in the first place. It is odd to me that we have to even discuss how broken the mechanic could be. I expect it to have been tested about as much as extended chains and, even worse, silver leash was tested going into 1.6.

    As far as the ping pong analogy, the reason it works is because the stamina regeneration change is extreme. I think you a greatly shoehorning tanks into a specific builds or ways of playing by assuming how long it will take the to run out of stamina while blocking. By the way, 600 stamina/second is about how much stamina a tank loses while on the final boss of AA hardmode with full block cost reduction. What you are indicating is that all fights in the game are going to be as stamina intensive as the current most stamina intensive fight is. Again, that is certainly extreme. You are not in tune with tanking at a high level. Rolling, pierce armor, deep slash, bash, and blocking all cost stamina. It is rare to have full stamina as a tank and it is easy to run out when not actively working to keep it balanced.

    Fair point, though from my experience (as a stamina nightblade tank running siphoning attacks) it is quite possible to stay maxed on stamina even, say tanking 2 axes (I need shards on 3 - potions and shards on 4). I figure that at the very least dragonknights and nightblades should be able to compensate for this change in their current state. (Like I said, siphoning attacks + a massive stam pool makes tanking a breeze - and magma armour allows free heavy attack spam ONTOP OF giving a chunk of stamina back on the initial cast (is also going to give more stamina back to staminacentric dk tanks next patch no less) )

    Mind you 450-600 stamina per second could be hard to compensate for for a lot of players. I know for a fact it'll certainly knock out some more magicka oriented or hybrid styles of tanking but it certainly should be doable. I mean maybe it'll come to running two axe tanks for AA, maybe it'll come down to letting your dps and healer take some light load aggro. Maybe it'll come down to wide-range buffs to abilities that help sustain stamina, maybe they'll change the stam regen buff from 20% increase to stam regen to 'regenerate x stamina per second) to bypass this change directly. Maybe it'll come down to content that was once exclusive (I couldn't do vdsa pre1.6 for example) to be exclusive again.
  • Bromburak
    Bromburak
    ✭✭✭✭✭
    Bromburak wrote: »
    DDuke wrote: »

    it also should make PvE more interesting for tanks

    Independent of the discussed change in this thread, a lot more is required for making a tank interesting ...

    The whole ESO design is not really tank friendly because its main focus are hybrid mechanics.
    With this background its not really fun to play a tank in ESO for a reason.

    Tanking is what players make it.

    First you need a system that really requires a tank. Not the case in ESO.
  • mousekime111rwb17_ESO
    Bromburak wrote: »
    Bromburak wrote: »
    DDuke wrote: »

    it also should make PvE more interesting for tanks

    Independent of the discussed change in this thread, a lot more is required for making a tank interesting ...

    The whole ESO design is not really tank friendly because its main focus are hybrid mechanics.
    With this background its not really fun to play a tank in ESO for a reason.

    Tanking is what players make it.

    First you need a system that really requires a tank. Not the case in ESO.

    Go do any of the trials without a tank.
    Go do VDSA without a tank.
    Go do VCoA without a tank.
    Hell do banished cells hardmode without a tank.
  • Bromburak
    Bromburak
    ✭✭✭✭✭
    Design ignorance at its best when you define DSA = ESO only.
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Domander wrote: »
    I'm very much looking forward to this change with block. Block should be something used strategically.
    Domander wrote: »
    I'm very much looking forward to this change with block. Block should be something used strategically.

    This. Time your blocks rather than tape down the key. Also confirmed with some tanks that run regularly that the Manti's autoattacks are indeed very slow on the swing timers and only will hit a proper tank build for 8-9k... it's just the specials (also a low swing speed) that hurt if you miss blocking, and those are as well-telegraphed as they look ;). Just like in PVP you should only be blocking selectively/timing when, anyways... that just shifts it to PVE as well. I think it's a fix, frankly, for both just as much as eachother.

    There is going to be very little strategic about what is to come.

    As has been written about many times. Stamina regeneration ticks occur every 2 seconds and enemy attacks occur all at different rates. That is especially so when multiple enemies are queing up different kinds of attacks against the tank.

    Unblocking for the chance of getting a stamina regeneration tick during the small opportunity that it occurs while at the same time there is no incoming attack has nothing to do with strategy and everything to do with wild chance.

    A simple fix the regen ticks is to simply have holding block PAUSE the timer instead of stopping it (such a fix could also be applied to moving in stealth). If that isn't implemented WITH 1.7 I'd expect it to be shortly thereafter.
    actosh wrote: »
    Guys/Girls calm down. We will have to wait and see what skillchanges are being intruduced with the new blocking system.
    U cant use the current game to say that it wont work. I dont think it will be a problem against hard hitting solo bosses like in trials. The Axes in AA were never a problem with low stam reg and i tell the Templars always that they can place there spears where they want to cause i dont need em. U just need to manage your ressources and the biggest impact this change will have for me is in vdsa, but only if i run with a low dps grp.

    Next week we will have the chance to test this and as always, there will be a solution for every class to handle their Stam Management :).


    For the umpteenth time.

    "We don't know if the new change to ping-pong, where players have to play with sponges rather than their traditional paddles is going to be really that bad. Who has tested if it is bad? Nobody. Plus there are a bunch of other changes that are happening which could make playing with sponges work a-okay! "

    As I have also wrote time and time again. Tanking is currently about resource management. You can find my references to that in my signature links "keeping all resources balanced is the biggest job of the tank."

    I hate the ping pong analogy, the ping pong analogy might be accurate if say they removed the damage reduction from blocking or something extreme like that, instead they're making blocking consume in the worst case scenario, 600 more stamina per second. (that means after 40 whole seconds of blocking stuff that currently leaves your stamina bar static you'll run dry. (Time for a potion and 2 templar spears.)

    Also they're going to be increasing the ways to stamina manage and probably aiming for an extreme case being able to bring an extra 600 stam per second to the table (for a net change of nothing from live) YAYY.

    Thank you mousekime for the thoughtful reply.

    An easier fix to this change is to not implement it in the first place. It is odd to me that we have to even discuss how broken the mechanic could be. I expect it to have been tested about as much as extended chains and, even worse, silver leash was tested going into 1.6.

    As far as the ping pong analogy, the reason it works is because the stamina regeneration change is extreme. I think you a greatly shoehorning tanks into a specific builds or ways of playing by assuming how long it will take the to run out of stamina while blocking. By the way, 600 stamina/second is about how much stamina a tank loses while on the final boss of AA hardmode with full block cost reduction. What you are indicating is that all fights in the game are going to be as stamina intensive as the current most stamina intensive fight is. Again, that is certainly extreme. You are not in tune with tanking at a high level. Rolling, pierce armor, deep slash, bash, and blocking all cost stamina. It is rare to have full stamina as a tank and it is easy to run out when not actively working to keep it balanced.

    Fair point, though from my experience (as a stamina nightblade tank running siphoning attacks) it is quite possible to stay maxed on stamina even, say tanking 2 axes (I need shards on 3 - potions and shards on 4). I figure that at the very least dragonknights and nightblades should be able to compensate for this change in their current state. (Like I said, siphoning attacks + a massive stam pool makes tanking a breeze - and magma armour allows free heavy attack spam ONTOP OF giving a chunk of stamina back on the initial cast (is also going to give more stamina back to staminacentric dk tanks next patch no less) )

    Mind you 450-600 stamina per second could be hard to compensate for for a lot of players. I know for a fact it'll certainly knock out some more magicka oriented or hybrid styles of tanking but it certainly should be doable. I mean maybe it'll come to running two axe tanks for AA, maybe it'll come down to letting your dps and healer take some light load aggro. Maybe it'll come down to wide-range buffs to abilities that help sustain stamina, maybe they'll change the stam regen buff from 20% increase to stam regen to 'regenerate x stamina per second) to bypass this change directly. Maybe it'll come down to content that was once exclusive (I couldn't do vdsa pre1.6 for example) to be exclusive again.

    Hey again Mousekime,

    Thank you for pointing out all of the ways that players may be able to get stamina back. Nightblade will be an interesting choice. My current solution for the AA fight, if you can call it a solution, is eternal yokeda.

    1. Taunt axes and atronarch and hold block until stamina runs out.
    2. potion, and hold block until stamina runs out.
    3. molten armor and dont hold block through its duration.
    4. hold block until stamina is out and eventually die for the eternal yokeda bonus.
    5. molten armor and dont hold block through its duration.
    6. hold block until stamina is out and hope the fight is over and not to be completed again for another 20 minutes.

    Again, that is only a solution in name. In spirit I think such a strategy is very unintuitive and destructive towards most of what tanks have been working on for ages (keeping resources balanced).
    Edited by Personofsecrets on July 26, 2015 9:57AM
  • mousekime111rwb17_ESO
    Bromburak wrote: »
    Design ignorance at its best when you define DSA = ESO only.

    Let me rephrase

    Do content that matches your skill level in a group at said same skill level, without a tank.
    (PS I listed 7 things that require a tank, not just one you dolt)
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Just curious @mousekime111rwb17_ESO , for what reason do you attribute not being able to complete vdsa in 1.5?
  • Bromburak
    Bromburak
    ✭✭✭✭✭
    Do content that matches your skill level in a group at said same skill level, without a tank.
    (PS I listed 7 things that require a tank, not just one you dolt)

    You can turn words around or being immature with any kind of offence as long as you want, I stick with my opinion that ESO doesn't have a good tanking concept and mechanics, there is lot room for improvement.

    Edited by Bromburak on July 26, 2015 10:05AM
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Bromburak wrote: »
    Bromburak wrote: »
    DDuke wrote: »

    it also should make PvE more interesting for tanks

    Independent of the discussed change in this thread, a lot more is required for making a tank interesting ...

    The whole ESO design is not really tank friendly because its main focus are hybrid mechanics.
    With this background its not really fun to play a tank in ESO for a reason.

    Tanking is what players make it.

    First you need a system that really requires a tank. Not the case in ESO.

    You mean a system with lower DPS.

    The Mantikora fight being a shining example atm.
    Edited by Personofsecrets on July 26, 2015 10:04AM
  • mousekime111rwb17_ESO
    Domander wrote: »
    I'm very much looking forward to this change with block. Block should be something used strategically.
    Domander wrote: »
    I'm very much looking forward to this change with block. Block should be something used strategically.

    This. Time your blocks rather than tape down the key. Also confirmed with some tanks that run regularly that the Manti's autoattacks are indeed very slow on the swing timers and only will hit a proper tank build for 8-9k... it's just the specials (also a low swing speed) that hurt if you miss blocking, and those are as well-telegraphed as they look ;). Just like in PVP you should only be blocking selectively/timing when, anyways... that just shifts it to PVE as well. I think it's a fix, frankly, for both just as much as eachother.

    There is going to be very little strategic about what is to come.

    As has been written about many times. Stamina regeneration ticks occur every 2 seconds and enemy attacks occur all at different rates. That is especially so when multiple enemies are queing up different kinds of attacks against the tank.

    Unblocking for the chance of getting a stamina regeneration tick during the small opportunity that it occurs while at the same time there is no incoming attack has nothing to do with strategy and everything to do with wild chance.

    A simple fix the regen ticks is to simply have holding block PAUSE the timer instead of stopping it (such a fix could also be applied to moving in stealth). If that isn't implemented WITH 1.7 I'd expect it to be shortly thereafter.
    actosh wrote: »
    Guys/Girls calm down. We will have to wait and see what skillchanges are being intruduced with the new blocking system.
    U cant use the current game to say that it wont work. I dont think it will be a problem against hard hitting solo bosses like in trials. The Axes in AA were never a problem with low stam reg and i tell the Templars always that they can place there spears where they want to cause i dont need em. U just need to manage your ressources and the biggest impact this change will have for me is in vdsa, but only if i run with a low dps grp.

    Next week we will have the chance to test this and as always, there will be a solution for every class to handle their Stam Management :).


    For the umpteenth time.

    "We don't know if the new change to ping-pong, where players have to play with sponges rather than their traditional paddles is going to be really that bad. Who has tested if it is bad? Nobody. Plus there are a bunch of other changes that are happening which could make playing with sponges work a-okay! "

    As I have also wrote time and time again. Tanking is currently about resource management. You can find my references to that in my signature links "keeping all resources balanced is the biggest job of the tank."

    I hate the ping pong analogy, the ping pong analogy might be accurate if say they removed the damage reduction from blocking or something extreme like that, instead they're making blocking consume in the worst case scenario, 600 more stamina per second. (that means after 40 whole seconds of blocking stuff that currently leaves your stamina bar static you'll run dry. (Time for a potion and 2 templar spears.)

    Also they're going to be increasing the ways to stamina manage and probably aiming for an extreme case being able to bring an extra 600 stam per second to the table (for a net change of nothing from live) YAYY.

    Thank you mousekime for the thoughtful reply.

    An easier fix to this change is to not implement it in the first place. It is odd to me that we have to even discuss how broken the mechanic could be. I expect it to have been tested about as much as extended chains and, even worse, silver leash was tested going into 1.6.

    As far as the ping pong analogy, the reason it works is because the stamina regeneration change is extreme. I think you a greatly shoehorning tanks into a specific builds or ways of playing by assuming how long it will take the to run out of stamina while blocking. By the way, 600 stamina/second is about how much stamina a tank loses while on the final boss of AA hardmode with full block cost reduction. What you are indicating is that all fights in the game are going to be as stamina intensive as the current most stamina intensive fight is. Again, that is certainly extreme. You are not in tune with tanking at a high level. Rolling, pierce armor, deep slash, bash, and blocking all cost stamina. It is rare to have full stamina as a tank and it is easy to run out when not actively working to keep it balanced.

    Fair point, though from my experience (as a stamina nightblade tank running siphoning attacks) it is quite possible to stay maxed on stamina even, say tanking 2 axes (I need shards on 3 - potions and shards on 4). I figure that at the very least dragonknights and nightblades should be able to compensate for this change in their current state. (Like I said, siphoning attacks + a massive stam pool makes tanking a breeze - and magma armour allows free heavy attack spam ONTOP OF giving a chunk of stamina back on the initial cast (is also going to give more stamina back to staminacentric dk tanks next patch no less) )

    Mind you 450-600 stamina per second could be hard to compensate for for a lot of players. I know for a fact it'll certainly knock out some more magicka oriented or hybrid styles of tanking but it certainly should be doable. I mean maybe it'll come to running two axe tanks for AA, maybe it'll come down to letting your dps and healer take some light load aggro. Maybe it'll come down to wide-range buffs to abilities that help sustain stamina, maybe they'll change the stam regen buff from 20% increase to stam regen to 'regenerate x stamina per second) to bypass this change directly. Maybe it'll come down to content that was once exclusive (I couldn't do vdsa pre1.6 for example) to be exclusive again.

    Hey again Mousekime,

    Thank you for pointing out all of the ways that players may be able to get stamina back. Nightblade will be an interesting choice. My current solution for the AA fight, if you can call it a solution, is eternal yokeda.

    1. Taunt axes and atronarch and hold block until stamina runs out.
    2. potion, and hold block until stamina runs out.
    3. molten armor and dont hold block through its duration.
    4. hold block until stamina is out and eventually die for the eternal yokeda bonus.
    5. molten armor and dont hold block through its duration.
    6. hold block until stamina is out and hope the fight is over and not have to be completed again for another 20 minutes.

    Again, that is only a solution in name. In spirit I think such a strategy is very unintuitive and destructive towards most of what tanks have been working on for ages (keeping resources balanced).

    You may actually have a little bit of luck with luminous shard (they give magicka over time aswell as a larger stam boost than basic or blazing) and spamming the *** out of igneous shield while you've got magicka (1.2k stam back per cast @ 25k total stam) 11 seconds of magma shell spamming heavy attacks and keeping heroic slash active (11 seconds of heavy attack should easily bring to back to full stam). With heroic slash active and sneaking in a light attack every time you pop igneous (spacing 6 seconds apart (which will generate 200 stam per second if that's all the magicka you can spare) ) you can as a DK generate close to 4 ultimate per second meaning you only have to keep your stamina up with shards and pots for 40 seconds after magma shell runs out. (34 seconds if you run a 10% ult cost reduction set). I reckon that should be doable. Even less time with the blood spawn set (close to 25 seconds I'd say)

    I would very much like to see which one of us is right though (that's what the PTS is for though isn't it).
  • mousekime111rwb17_ESO
    Just curious @mousekime111rwb17_ESO , for what reason do you attribute not being able to complete vdsa in 1.5?

    Not being able to push such remarkable dps that groups can skip mechanics that I can't deal with (like splitting before 75% when I won't have my ult up after the intial split)
  • mousekime111rwb17_ESO
    Bromburak wrote: »
    Do content that matches your skill level in a group at said same skill level, without a tank.
    (PS I listed 7 things that require a tank, not just one you dolt)

    You can turn words around or being immature with any kind of offence as long as you want, I stick with my opinion that ESO doesn't have a good tanking concept and mechanics, there is lot room for improvement.

    And I'll stick with disagreeing with you. Besides the fact is that if you're doing content that matches your personal skill level and point of character progression, you need a tank. Yes groups CAN burn through most of the vet dungeons without one, but let me tell you right now that a tank is always preferred and 75% of the time required.
  • Plaid13ub17_ESO
    Plaid13ub17_ESO
    ✭✭✭
    The pvp players posting in this pve thread clearly just want to nerf the living crap out of tanks because they have trouble killing them in pvp with their burst damage builds.

    The fact is right now Good tanks do run low on stamina and magicka. They are constantly doing stuff. A tank not being able to regen stamina while blocking is the same as a dps not being able to regen stamina or magicka while attacking.

    The only tanks that dont have to constantly watch their stamina and magicka pools are the bad tanks that do do nothing but taunt and block. And perhaps maybe a NB tank running siphoning attacks and caltrops or very high champ rank tanks.

    If you are not running low on resources as a tank you are not doing enough. This change will do nothing but make tanks weaker make some builds obsolete and unplayable and make every tank focus on nothing but taunting and blocking and stam management. You will need tons of block cost reduction and will have way less stamina/magicka for doing other stuff. Taunting debuffing heals shields attacks will all be reduced a ton.

    All this for one reason and one reason alone. DPS players are pissed that tanks the defensive role in the game... are hard to kill. Of course they are hard to kill thats their job! Tanks give up lots of damage in trade for this defense now because pvp players cry about it tanks give up lots of damage in trade for very little defense. We know where the mindset of the devs are with this they clearly play dps. This is why the hard caps were removed for everything except defense. You can do absurd insane amounts of damage but you cant have absurd insane amounts of defense. And now that defense is being nerfed. In pvp high defense tank builds are already almost useless. The dps builds in heavy armor with a shield are good but thats not a tank. They should make the cost of blocking scale with your base health stat. So tank builds with twice as much health as stam or magicka would be able to block much much easier then those dps builds using shields and heavy armor. Then make blocking attacks from players cost twice as much. Problem solved without hurting true tank builds.

  • Bromburak
    Bromburak
    ✭✭✭✭✭
    Bromburak wrote: »
    Bromburak wrote: »
    DDuke wrote: »

    it also should make PvE more interesting for tanks

    Independent of the discussed change in this thread, a lot more is required for making a tank interesting ...

    The whole ESO design is not really tank friendly because its main focus are hybrid mechanics.
    With this background its not really fun to play a tank in ESO for a reason.

    Tanking is what players make it.

    First you need a system that really requires a tank. Not the case in ESO.

    You mean a system with lower DPS.

    I mean what I said!

    ESO doesn't have a good tanking concept and mechanics, the class architecture is focussing a hybrid system to mainly support solo game play and casual mass. Choosing a specific role or "hardcore" raiding is not really the case in ESO because ZOS is adressing a totally different target group.

    Thats why tanks or trinity system in general are poorly designed and imo not good enough for a modern game with raid support.
  • mousekime111rwb17_ESO
    Bromburak wrote: »
    Bromburak wrote: »
    Bromburak wrote: »
    DDuke wrote: »

    it also should make PvE more interesting for tanks

    Independent of the discussed change in this thread, a lot more is required for making a tank interesting ...

    The whole ESO design is not really tank friendly because its main focus are hybrid mechanics.
    With this background its not really fun to play a tank in ESO for a reason.

    Tanking is what players make it.

    First you need a system that really requires a tank. Not the case in ESO.

    You mean a system with lower DPS.

    I mean what I said!

    ESO doesn't have a good tanking concept and mechanics, the class architecture is focussing a hybrid system to mainly support solo game play and casual mass. Choosing a specific role or "hardcore" raiding is not really the case in ESO because ZOS is adressing a totally different target group.

    Thats why tanks or trinity system in general are poorly designed and imo not good enough for a modern game with raid support.

    Soooooooo, you don't like content that requires one person be beefy enough to take all the hits while the rest of the group is only required to cop a certain threshold (survive roomwide aoe). Or you don't like making a build that can't do anything. Or you have never done and never intend to do end game group content and subsequently don't understand the mechanics of it. Which one because you're really confusing me at this point.
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    Bromburak wrote: »
    Bromburak wrote: »
    Bromburak wrote: »
    DDuke wrote: »

    it also should make PvE more interesting for tanks

    Independent of the discussed change in this thread, a lot more is required for making a tank interesting ...

    The whole ESO design is not really tank friendly because its main focus are hybrid mechanics.
    With this background its not really fun to play a tank in ESO for a reason.

    Tanking is what players make it.

    First you need a system that really requires a tank. Not the case in ESO.

    You mean a system with lower DPS.

    I mean what I said!

    ESO doesn't have a good tanking concept and mechanics, the class architecture is focussing a hybrid system to mainly support solo game play and casual mass. Choosing a specific role or "hardcore" raiding is not really the case in ESO because ZOS is adressing a totally different target group.

    Thats why tanks or trinity system in general are poorly designed and imo not good enough for a modern game with raid support.

    Let's discuss your ideas a little bit.

    In my mind tanks currently do the following things.

    1. Aggro sink
    2. Damage sink
    3. Major DPS through debuffing enemy armor
    4. Major virtual healing through debuffing enemy damage
    5. Crowed control such as snares and roots
    6. Fringe benefits of utilizing powerful abilities that DPS players don't have room to use such as Rapid Maneuver and Extended Chains.

    In your mind, in your ideal game, what should tanks be doing?
  • Reznique
    Reznique
    ✭✭✭✭
    I have an idea how to make tanking even worse in ESO-

    Each time you want to block you will have to enter a CAPTCHA! So whenever you press the "Block" button, you will have to type something like "IKU54Q".

    recaptcha-example.gif
  • Personofsecrets
    Personofsecrets
    ✭✭✭✭✭
    ✭✭✭
    OLIVI3R wrote: »
    I have an idea how to make tanking even worse in ESO-

    Each time you want to block you will have to enter a CAPTCHA! So whenever you press the "Block" button, you will have to type something like "IKU54Q".

    recaptcha-example.gif

    I like this idea because it bring taking away from being boring and uninteractive. Additionally, I would like to see this change on the next PTS so that way we can test the change to see if it is good to go or if it needs to be slightly tuned.
    Edited by Personofsecrets on July 26, 2015 10:38AM
  • olemanwinter
    olemanwinter
    ✭✭✭✭✭
    DDuke wrote: »
    I'll no longer be able to solo vet dungeons either by rolling around, boo hoo...
    I don't really care, because that's a good thing.

    Can you please post a video of you solo'ing a vet dungeon to completion while you still can, before the neft. thanks.
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    DDuke wrote: »
    ]

    I'll no longer be able to solo vet dungeons either by rolling around, boo hoo...
    I don't really care, because that's a good thing.

    I invite everyone to go through most of DDuke's comments in this thread where DDuke makes the important point that players are just whining.

    That is really a great insight that DDuke has contributed to this thread time and time again. I think he is really spot on, certainly not ignoring anything important that anyone else has said, and I appreciate that commentary because calling players whiners isn't a commentary that is common on the forums, but it certainly does get a great point across.

    Really DDuke? You are soloing veteran dungeons by rolling around? Wow, you must be a really good player to be able to perform such a feet. You totally don't have a PVP bias when confronting the ways that players enjoy PVE. Being able to master such mechanics and content along with being able justify unrelated nerfs to your exploits takes a very astute, well trained, mind. If anything, you shouldn't be commenting here, you should be giving your feedback directly to the developers. Actually, you should be sending them your resume as they could clearly use a talent such as yours in the designing of this game.

    Well, I may not be a professional game designer, but neither are you.

    Yet, you are so heavily objecting to changes made by professional game designers, changes you have not even tested yet on PTS.

    All because they do not adher to your strict views of "I'm a tank, I should never run out of stamina".

    Call that a strawman if you wish, I call that a deduction of what you're thinking.


    Not only that, you're also refusing to listen to reason presented by opposing sides of the argument, then accusing them of the same (ah, the irony is palpable).


    And the fact of the matter is, if you know what gear to use as a tank, you currently never ever run out of stamina (unless you have like 20 mobs or enemy players hitting you).

    This is why so-called "tanks" are slapping on DPS gear because their job is too easy.


    Also, it is a far cry to accuse me of having a "PvP bias" when somewhere between 75%-80% of my time in this game has been spent doing PvE.


    How about making some constructive feedback instead (for once), rather than crying about something you have never even tested?

    In case this solution to permablock brings more problems with it (still remains to be seen), how would you:
    • Make resource management really matter for a tank, especially in boss fights?
    • Encourage people not to taunt every mob in the room, reducing the role of dps to most basic "hack&slash"?
    • Encourage people to CC dangerous trash mobs, rather than having them tanked?

    Awaiting your constructive feedback.*

    *Calling for upcoming balance changes to be dismantled because you feel they wont work well isn't exactly what can be considered constructive criticism. In fact, it falls under the definition of destructive criticism.
    Edited by DDuke on July 26, 2015 11:34AM
  • olemanwinter
    olemanwinter
    ✭✭✭✭✭
    This game is going to continue to bounce from rail to rail of imbalance until they STOP treating all abilities the same inside and outside of PvP. TREAT THE ABILITIES DIFFERENTLY.

    This was being done 10 freaking years ago when I was playing Guild Wars ONE.

    Everyone in this thread arguing against the upcoming PvE tanking problem is doing so because of PvP.

    YOU'RE BOTH RIGHT!

    Both arguments are valid. The perma-blocking nerf is needed in Cyrodiil. It's also absurdly unneeded in PvE (can anyone link me a thread before this proposed change where people talked about blocking being too easy in pve? I bet not)

    The only thing that is invalid is Zos' insistence on continuing to constantly throw either PvP or PvE under the bus in an attempt to balance something on the other side.

    If you guys at Zos can't figure out how to make abilities act differently in PvP, I can probably get you an email address from 2003 for Guild Wars support and they can explain how for ya.
  • Bromburak
    Bromburak
    ✭✭✭✭✭
    Bromburak wrote: »
    Bromburak wrote: »
    Bromburak wrote: »
    DDuke wrote: »

    it also should make PvE more interesting for tanks

    Independent of the discussed change in this thread, a lot more is required for making a tank interesting ...

    The whole ESO design is not really tank friendly because its main focus are hybrid mechanics.
    With this background its not really fun to play a tank in ESO for a reason.

    Tanking is what players make it.

    First you need a system that really requires a tank. Not the case in ESO.

    You mean a system with lower DPS.

    I mean what I said!

    ESO doesn't have a good tanking concept and mechanics, the class architecture is focussing a hybrid system to mainly support solo game play and casual mass. Choosing a specific role or "hardcore" raiding is not really the case in ESO because ZOS is adressing a totally different target group.

    Thats why tanks or trinity system in general are poorly designed and imo not good enough for a modern game with raid support.

    Let's discuss your ideas a little bit.

    In my mind tanks currently do the following things.

    1. Aggro sink
    2. Damage sink
    3. Major DPS through debuffing enemy armor
    4. Major virtual healing through debuffing enemy damage
    5. Crowed control such as snares and roots
    6. Fringe benefits of utilizing powerful abilities that DPS players don't have room to use such as Rapid Maneuver and Extended Chains.

    In your mind, in your ideal game, what should tanks be doing?

    Great , more theories. How about implementation?

    The right tank choice is class dependent and main duties of tanking are restricted in ESO.
    The reason for this is the already mentioned architecture, it builds on a hybrid system that is not designed for a specific role.

    As well there is a huge lack of group harmony and synergies, one example is that some classes MUST make a morph choice that is better for the group, and some classes don't. Again a balancing issue because different handling of unique class flexibility.

    On top of it ESO doesn't make any difference between PvE and PvP, its just merging skills and effects. They make a decision for a specific situation without covering all aspects in this game. This makes the skill system unstable and many patches questionable. From a neutral design perspective you cannot treat every change (not only tank specific) the same way because it has a different impact in PvE and PvP.

    They do this, because its a hybrid based class system that doesn't require a derived role logic.
    Sorry, but thats the way how the system works, balancing symptoms without solving real problems.
    Edited by Bromburak on July 26, 2015 11:42AM
  • DDuke
    DDuke
    ✭✭✭✭✭
    ✭✭✭✭
    DDuke wrote: »
    I'll no longer be able to solo vet dungeons either by rolling around, boo hoo...
    I don't really care, because that's a good thing.

    Can you please post a video of you solo'ing a vet dungeon to completion while you still can, before the neft. thanks.

    I don't have the gear for that (since I don't play a rollerblade), but it is doable (and I know many who have done it) for vet dungeons such as Darkshade & CoH (as these don't have undodgeable mechanics that instantly kill you or lock you down).

    In theory, CoA & Spindle should also be doable this way, but you'll need some serious DPS to outDPS other mechanics.
  • olemanwinter
    olemanwinter
    ✭✭✭✭✭
    DDuke wrote: »
    I don't have the gear for that

    This is my shocked face. I love how you first phrased it "I won't be able to solo anymore". lol
    DDuke wrote: »
    but it is doable (and I know many who have done it)

    Awesome. Can you please post a link to someone else soloing a vet dungeon to completion? Thanks.
Sign In or Register to comment.