I understand why it's done such a way. Tanks in PvP may cast while holding block and it's difficult to kill them. But tank has low DPS to be dungerous to others. This nerf should be removed completely as it was before.
Agree. Could even be a 70% damage and heal reduction.trimsic_ESO wrote: »The solution could have been:
- 50% damage reduction when casting an ability while blocking.
Disagree : taunt one more add, out of blocking state, ... dead.trimsic_ESO wrote: »- Get out of the blocking state for 1s when casting an ability while blocking.
GhostShadows wrote: »mousekime111rwb17_ESO wrote: »MaximusDargus wrote: »I let myself to post here an opinion of @Aluapfant because it insightful (and original topic suddenly is not accessible for some reason). The full credit for this review of "0 stamina regeneration" change on PTS goes to @Aluapfant
I just wanted to make sure his opinion wont be gone.Aluapfant wrote:Hello,
Yesterday this orc tank and some very patient and incredible guildies went to the PTS to give trials a shot.
Background: Im an experienced trial tank who has cleared HM trials as a tank and healer (my main is a temp healer). I used my pre-patch trials tank gear: hist bark, bloodspawn and footman.
Guild: Nightfighters - some of the best players in DC US server. Currently in live mode our dps pulls btw 15-23k dps on average for the manticora and our healers have +6 month trial experience.
Trials: HRC and SO regular mode (we could probably have completed HM but it was a pure tank stamina regeneration assessment and experience plus FUN>seriousness).
Summary: The lack of stamina regen is not a problem for short fights. It become semi annoying for longer boss fights. And for really long boss fights it can be a big issue in current tanking gear.
Breakdown
HRC: all the bosses in HRC were manageable and with the help of a few shards and some incredible dps (yes, you guys blow my socks off) I was more than competent to tank this trial to completion.
SO: the manticora (burn strat) was fairly easy with a small attribute adjustment. Again, shards did help. Same with trash and mini bosses. My main issue was the Serpent. Each one of his hits took chunks of my stamina away and the amount I could regen while he wasn't hitting me did not help at all. I kept running out of stamina and even died once due to this (how embarrassing!). So yes, lack of stamina regeneration did play a large role in increasing the difficulty of this boss fight.
AA: <<we did not do this trial>> BUT the thought of tanking 4x of those axes in my current gear. brrrrrr notyvmkthxbye
__________
Can end game hard core raid guild tanks survive this change in stamina regen during blocking?It might be annoying but yes I think so.
Can regular/causal/average tanks complete trials with this change? I highly doubt it unless there are some new amazing sets/build combinations that keep the current mitigation/armour up and additionally give you more stamina (WAY MORE). OR a way to not lose as much stamina while getting hit by a very angry, very strong and VERY BIG trial bosses! The thought of trying this without the best of the best healers and dps my above-average trial guild has to offer gives me the shivers.
So,
do i think making stamina regeneration stop while blocking a stupid change for trial PVE content? yes I do! It is extremely unnecessary, especially for the majority of our ESO player base. For the 1% elite it can be a fun change but catering to those few seems silly...
Were these changes implemented without caring [or at least considering] PVE end game content? Yes, in my opinion they were. Especially without considering the average, fun loving tank and trial group with semi decent dps and a sense of adventure
Can this be fixed? I really hope so. But then I ask. Why the hell break it in the 1st place!?!
Anyhow, I hope other experienced fulltime tanks will give a more positive review of these changes so that ESO tank trial future looks less bleak.
Sincerely,
Larkia (smexy orc tank)
PS. trials as a whole seem incredibly nerfed. our dps were being silly and having [funtimes] and still wrecked things like our pants were on fire! Furthermore, a 30+min regular HRC and SO run netted us a 60k and a 90k+ score. Not that I am complaining ;-)
So, if my memory of Aluapfant serves me well (it's been over a year since I was in Nightfighters) then this quote can be pretty much taken as gospel. HOWEVER I must say - there is NOTHING WRONG with making some content, uh, 'exclusive'. If this patch goes through and only 1% of tanks are able to do the trials hard mode and get all of the new dungeon achievements and even then only with the best 1% of DPS and healers. I hate to say it but that kind of makes sense to me.I actually have some reasonable (I think it's reasonable at least) logic for having that stance too.
ESO being an MMO has an extremely varied demographic. Trying to make content that pleases everyone would result in a crappy watered down version of an otherwise fantastic game. Not only that, but the game itself is also large enough to 'be two games at once.' Think of it like, most of the vet pledge dungeons and all of the normal scaled dungeons are basically skyrim - hit a certain level and it's face roll. Trials, normal DSA, vCoH, VCoA and the normal versions of the new dungeons are basically Skyrim with difficulty mods attached - much the same deal as vanilla skyrim but with an actual need to learn combat mechanics. Hardmode trials, VDSA, the vet versions of the new dungeons - basically Darksouls - you'll die a lot, no matter how far you progress it remains difficult, a lot of people avoid it for it's difficulty but just as many are attracted to it (with varying success rates) for the same reason.
Call me devil's advocate here, but I honestly feel that ESO has reached a point where it CAN have exclusive elite content that is fun and rewarding for the top 1% and still leave less skilled - more casual players with plenty to do. As more and more content is released, currently casual and easy content will still exist for leveling purposes, currently average content will become casual and elite content will become the middle ground. Everyone will eventually have no death hardmode speed runs of SO, it's just that it'll likely not be till SEVERAL large expansions from now and no one will really care any more because there will be a new challenge on the block that only has one group on the leader board boasting a whopping great big score of 20 that needs to be beaten.
i agree with u that new content should be harder, for that 1% u said it!! problem is no1 talking here about new content, ppl talking about old crap content get harder because a nerf they did to ressources management just to make u spent more on crown store potions.
new content harder i m fine with it, my team will do it wen can able to do it, but here ppl talking about old content became harder.
i agree with u in almost all u said, just looks like u dont hunderstood wat other ppl was talking about.
i m fine if cant finish new IC dungeons right at 1st try, i m not ok if i cant finish other things that i have made before
WolfingHour wrote: »MaximusDargus wrote: »GhostShadows wrote: »mousekime111rwb17_ESO wrote: »MaximusDargus wrote: »I let myself to post here an opinion of @Aluapfant because it insightful (and original topic suddenly is not accessible for some reason). The full credit for this review of "0 stamina regeneration" change on PTS goes to @Aluapfant
I just wanted to make sure his opinion wont be gone.Aluapfant wrote:Hello,
Yesterday this orc tank and some very patient and incredible guildies went to the PTS to give trials a shot.
Background: Im an experienced trial tank who has cleared HM trials as a tank and healer (my main is a temp healer). I used my pre-patch trials tank gear: hist bark, bloodspawn and footman.
Guild: Nightfighters - some of the best players in DC US server. Currently in live mode our dps pulls btw 15-23k dps on average for the manticora and our healers have +6 month trial experience.
Trials: HRC and SO regular mode (we could probably have completed HM but it was a pure tank stamina regeneration assessment and experience plus FUN>seriousness).
Summary: The lack of stamina regen is not a problem for short fights. It become semi annoying for longer boss fights. And for really long boss fights it can be a big issue in current tanking gear.
Breakdown
HRC: all the bosses in HRC were manageable and with the help of a few shards and some incredible dps (yes, you guys blow my socks off) I was more than competent to tank this trial to completion.
SO: the manticora (burn strat) was fairly easy with a small attribute adjustment. Again, shards did help. Same with trash and mini bosses. My main issue was the Serpent. Each one of his hits took chunks of my stamina away and the amount I could regen while he wasn't hitting me did not help at all. I kept running out of stamina and even died once due to this (how embarrassing!). So yes, lack of stamina regeneration did play a large role in increasing the difficulty of this boss fight.
AA: <<we did not do this trial>> BUT the thought of tanking 4x of those axes in my current gear. brrrrrr notyvmkthxbye
__________
Can end game hard core raid guild tanks survive this change in stamina regen during blocking?It might be annoying but yes I think so.
Can regular/causal/average tanks complete trials with this change? I highly doubt it unless there are some new amazing sets/build combinations that keep the current mitigation/armour up and additionally give you more stamina (WAY MORE). OR a way to not lose as much stamina while getting hit by a very angry, very strong and VERY BIG trial bosses! The thought of trying this without the best of the best healers and dps my above-average trial guild has to offer gives me the shivers.
So,
do i think making stamina regeneration stop while blocking a stupid change for trial PVE content? yes I do! It is extremely unnecessary, especially for the majority of our ESO player base. For the 1% elite it can be a fun change but catering to those few seems silly...
Were these changes implemented without caring [or at least considering] PVE end game content? Yes, in my opinion they were. Especially without considering the average, fun loving tank and trial group with semi decent dps and a sense of adventure
Can this be fixed? I really hope so. But then I ask. Why the hell break it in the 1st place!?!
Anyhow, I hope other experienced fulltime tanks will give a more positive review of these changes so that ESO tank trial future looks less bleak.
Sincerely,
Larkia (smexy orc tank)
PS. trials as a whole seem incredibly nerfed. our dps were being silly and having [funtimes] and still wrecked things like our pants were on fire! Furthermore, a 30+min regular HRC and SO run netted us a 60k and a 90k+ score. Not that I am complaining ;-)
So, if my memory of Aluapfant serves me well (it's been over a year since I was in Nightfighters) then this quote can be pretty much taken as gospel. HOWEVER I must say - there is NOTHING WRONG with making some content, uh, 'exclusive'. If this patch goes through and only 1% of tanks are able to do the trials hard mode and get all of the new dungeon achievements and even then only with the best 1% of DPS and healers. I hate to say it but that kind of makes sense to me.I actually have some reasonable (I think it's reasonable at least) logic for having that stance too.
ESO being an MMO has an extremely varied demographic. Trying to make content that pleases everyone would result in a crappy watered down version of an otherwise fantastic game. Not only that, but the game itself is also large enough to 'be two games at once.' Think of it like, most of the vet pledge dungeons and all of the normal scaled dungeons are basically skyrim - hit a certain level and it's face roll. Trials, normal DSA, vCoH, VCoA and the normal versions of the new dungeons are basically Skyrim with difficulty mods attached - much the same deal as vanilla skyrim but with an actual need to learn combat mechanics. Hardmode trials, VDSA, the vet versions of the new dungeons - basically Darksouls - you'll die a lot, no matter how far you progress it remains difficult, a lot of people avoid it for it's difficulty but just as many are attracted to it (with varying success rates) for the same reason.
Call me devil's advocate here, but I honestly feel that ESO has reached a point where it CAN have exclusive elite content that is fun and rewarding for the top 1% and still leave less skilled - more casual players with plenty to do. As more and more content is released, currently casual and easy content will still exist for leveling purposes, currently average content will become casual and elite content will become the middle ground. Everyone will eventually have no death hardmode speed runs of SO, it's just that it'll likely not be till SEVERAL large expansions from now and no one will really care any more because there will be a new challenge on the block that only has one group on the leader board boasting a whopping great big score of 20 that needs to be beaten.
i agree with u that new content should be harder, for that 1% u said it!! problem is no1 talking here about new content, ppl talking about old crap content get harder because a nerf they did to ressources management just to make u spent more on crown store potions.
new content harder i m fine with it, my team will do it wen can able to do it, but here ppl talking about old content became harder.
i agree with u in almost all u said, just looks like u dont hunderstood wat other ppl was talking about.
i m fine if cant finish new IC dungeons right at 1st try, i m not ok if i cant finish other things that i have made before
Exactly this.
People want hard and not 'boring' gameplay? People should ask ZOS for engaging and difficult new content.
Not advocate for unjustified nerfs that will make all current content difficult. Too bad that when that 1% asks for that, they ignore a whole playerbase of new players who didnt spent months and years on grinding CP and getting best gear/cookie cutter builds.
0 stamina regen will affect every tank in ESO, there is no problem with making new content hard.
there is PROBLEM when devs listen to 1% of blase elite, gross on CP and best gear who will advocate for changes to which "they will adapt" ignoring the fact that beside their own faces, there is 99% of community left.
Unfortunately, ZOS has come a long way from the days of silly game systems that are a crapshoot wrapped as new content (hello undaunted gear, hello glass armor), but only for the worst.
And the amount of people, jaded by content starvation or by some ego trip that only harder is better ( as if this was like learning to do brain surgery), that lap this up as the best thing ever is just amazing.
wow did they actually close a bunch of the other threads complaining about this?
ZoS: we want feedback on this.
Players: It sucks.
ZoS: *cubes thread* try again.
mousekime111rwb17_ESO wrote: »GhostShadows wrote: »mousekime111rwb17_ESO wrote: »MaximusDargus wrote: »I let myself to post here an opinion of @Aluapfant because it insightful (and original topic suddenly is not accessible for some reason). The full credit for this review of "0 stamina regeneration" change on PTS goes to @Aluapfant
I just wanted to make sure his opinion wont be gone.Aluapfant wrote:Hello,
Yesterday this orc tank and some very patient and incredible guildies went to the PTS to give trials a shot.
Background: Im an experienced trial tank who has cleared HM trials as a tank and healer (my main is a temp healer). I used my pre-patch trials tank gear: hist bark, bloodspawn and footman.
Guild: Nightfighters - some of the best players in DC US server. Currently in live mode our dps pulls btw 15-23k dps on average for the manticora and our healers have +6 month trial experience.
Trials: HRC and SO regular mode (we could probably have completed HM but it was a pure tank stamina regeneration assessment and experience plus FUN>seriousness).
Summary: The lack of stamina regen is not a problem for short fights. It become semi annoying for longer boss fights. And for really long boss fights it can be a big issue in current tanking gear.
Breakdown
HRC: all the bosses in HRC were manageable and with the help of a few shards and some incredible dps (yes, you guys blow my socks off) I was more than competent to tank this trial to completion.
SO: the manticora (burn strat) was fairly easy with a small attribute adjustment. Again, shards did help. Same with trash and mini bosses. My main issue was the Serpent. Each one of his hits took chunks of my stamina away and the amount I could regen while he wasn't hitting me did not help at all. I kept running out of stamina and even died once due to this (how embarrassing!). So yes, lack of stamina regeneration did play a large role in increasing the difficulty of this boss fight.
AA: <<we did not do this trial>> BUT the thought of tanking 4x of those axes in my current gear. brrrrrr notyvmkthxbye
__________
Can end game hard core raid guild tanks survive this change in stamina regen during blocking?It might be annoying but yes I think so.
Can regular/causal/average tanks complete trials with this change? I highly doubt it unless there are some new amazing sets/build combinations that keep the current mitigation/armour up and additionally give you more stamina (WAY MORE). OR a way to not lose as much stamina while getting hit by a very angry, very strong and VERY BIG trial bosses! The thought of trying this without the best of the best healers and dps my above-average trial guild has to offer gives me the shivers.
So,
do i think making stamina regeneration stop while blocking a stupid change for trial PVE content? yes I do! It is extremely unnecessary, especially for the majority of our ESO player base. For the 1% elite it can be a fun change but catering to those few seems silly...
Were these changes implemented without caring [or at least considering] PVE end game content? Yes, in my opinion they were. Especially without considering the average, fun loving tank and trial group with semi decent dps and a sense of adventure
Can this be fixed? I really hope so. But then I ask. Why the hell break it in the 1st place!?!
Anyhow, I hope other experienced fulltime tanks will give a more positive review of these changes so that ESO tank trial future looks less bleak.
Sincerely,
Larkia (smexy orc tank)
PS. trials as a whole seem incredibly nerfed. our dps were being silly and having [funtimes] and still wrecked things like our pants were on fire! Furthermore, a 30+min regular HRC and SO run netted us a 60k and a 90k+ score. Not that I am complaining ;-)
So, if my memory of Aluapfant serves me well (it's been over a year since I was in Nightfighters) then this quote can be pretty much taken as gospel. HOWEVER I must say - there is NOTHING WRONG with making some content, uh, 'exclusive'. If this patch goes through and only 1% of tanks are able to do the trials hard mode and get all of the new dungeon achievements and even then only with the best 1% of DPS and healers. I hate to say it but that kind of makes sense to me.I actually have some reasonable (I think it's reasonable at least) logic for having that stance too.
ESO being an MMO has an extremely varied demographic. Trying to make content that pleases everyone would result in a crappy watered down version of an otherwise fantastic game. Not only that, but the game itself is also large enough to 'be two games at once.' Think of it like, most of the vet pledge dungeons and all of the normal scaled dungeons are basically skyrim - hit a certain level and it's face roll. Trials, normal DSA, vCoH, VCoA and the normal versions of the new dungeons are basically Skyrim with difficulty mods attached - much the same deal as vanilla skyrim but with an actual need to learn combat mechanics. Hardmode trials, VDSA, the vet versions of the new dungeons - basically Darksouls - you'll die a lot, no matter how far you progress it remains difficult, a lot of people avoid it for it's difficulty but just as many are attracted to it (with varying success rates) for the same reason.
Call me devil's advocate here, but I honestly feel that ESO has reached a point where it CAN have exclusive elite content that is fun and rewarding for the top 1% and still leave less skilled - more casual players with plenty to do. As more and more content is released, currently casual and easy content will still exist for leveling purposes, currently average content will become casual and elite content will become the middle ground. Everyone will eventually have no death hardmode speed runs of SO, it's just that it'll likely not be till SEVERAL large expansions from now and no one will really care any more because there will be a new challenge on the block that only has one group on the leader board boasting a whopping great big score of 20 that needs to be beaten.
i agree with u that new content should be harder, for that 1% u said it!! problem is no1 talking here about new content, ppl talking about old crap content get harder because a nerf they did to ressources management just to make u spent more on crown store potions.
new content harder i m fine with it, my team will do it wen can able to do it, but here ppl talking about old content became harder.
i agree with u in almost all u said, just looks like u dont hunderstood wat other ppl was talking about.
i m fine if cant finish new IC dungeons right at 1st try, i m not ok if i cant finish other things that i have made before
Oh, no I fully understand that it's going to hurt and confuse and make angry groups of people that they won't be able to complete some content they currently don't have much trouble with. BUT. Perhaps that content was never meant to be as easy as it is. ALSO trials and DSA aren't going to scale to v16 therefore should still be completable at max level with the same relative difficulty.
I just think that in spite of the initial hurt this change is going to cause, that maybe it'll still work out better for the health of the game and the community... once people get over the fact that they have to git gud to complete end game content or stick to silver keys :P.
GhostShadows wrote: »mousekime111rwb17_ESO wrote: »GhostShadows wrote: »mousekime111rwb17_ESO wrote: »MaximusDargus wrote: »I let myself to post here an opinion of @Aluapfant because it insightful (and original topic suddenly is not accessible for some reason). The full credit for this review of "0 stamina regeneration" change on PTS goes to @Aluapfant
I just wanted to make sure his opinion wont be gone.Aluapfant wrote:Hello,
Yesterday this orc tank and some very patient and incredible guildies went to the PTS to give trials a shot.
Background: Im an experienced trial tank who has cleared HM trials as a tank and healer (my main is a temp healer). I used my pre-patch trials tank gear: hist bark, bloodspawn and footman.
Guild: Nightfighters - some of the best players in DC US server. Currently in live mode our dps pulls btw 15-23k dps on average for the manticora and our healers have +6 month trial experience.
Trials: HRC and SO regular mode (we could probably have completed HM but it was a pure tank stamina regeneration assessment and experience plus FUN>seriousness).
Summary: The lack of stamina regen is not a problem for short fights. It become semi annoying for longer boss fights. And for really long boss fights it can be a big issue in current tanking gear.
Breakdown
HRC: all the bosses in HRC were manageable and with the help of a few shards and some incredible dps (yes, you guys blow my socks off) I was more than competent to tank this trial to completion.
SO: the manticora (burn strat) was fairly easy with a small attribute adjustment. Again, shards did help. Same with trash and mini bosses. My main issue was the Serpent. Each one of his hits took chunks of my stamina away and the amount I could regen while he wasn't hitting me did not help at all. I kept running out of stamina and even died once due to this (how embarrassing!). So yes, lack of stamina regeneration did play a large role in increasing the difficulty of this boss fight.
AA: <<we did not do this trial>> BUT the thought of tanking 4x of those axes in my current gear. brrrrrr notyvmkthxbye
__________
Can end game hard core raid guild tanks survive this change in stamina regen during blocking?It might be annoying but yes I think so.
Can regular/causal/average tanks complete trials with this change? I highly doubt it unless there are some new amazing sets/build combinations that keep the current mitigation/armour up and additionally give you more stamina (WAY MORE). OR a way to not lose as much stamina while getting hit by a very angry, very strong and VERY BIG trial bosses! The thought of trying this without the best of the best healers and dps my above-average trial guild has to offer gives me the shivers.
So,
do i think making stamina regeneration stop while blocking a stupid change for trial PVE content? yes I do! It is extremely unnecessary, especially for the majority of our ESO player base. For the 1% elite it can be a fun change but catering to those few seems silly...
Were these changes implemented without caring [or at least considering] PVE end game content? Yes, in my opinion they were. Especially without considering the average, fun loving tank and trial group with semi decent dps and a sense of adventure
Can this be fixed? I really hope so. But then I ask. Why the hell break it in the 1st place!?!
Anyhow, I hope other experienced fulltime tanks will give a more positive review of these changes so that ESO tank trial future looks less bleak.
Sincerely,
Larkia (smexy orc tank)
PS. trials as a whole seem incredibly nerfed. our dps were being silly and having [funtimes] and still wrecked things like our pants were on fire! Furthermore, a 30+min regular HRC and SO run netted us a 60k and a 90k+ score. Not that I am complaining ;-)
So, if my memory of Aluapfant serves me well (it's been over a year since I was in Nightfighters) then this quote can be pretty much taken as gospel. HOWEVER I must say - there is NOTHING WRONG with making some content, uh, 'exclusive'. If this patch goes through and only 1% of tanks are able to do the trials hard mode and get all of the new dungeon achievements and even then only with the best 1% of DPS and healers. I hate to say it but that kind of makes sense to me.I actually have some reasonable (I think it's reasonable at least) logic for having that stance too.
ESO being an MMO has an extremely varied demographic. Trying to make content that pleases everyone would result in a crappy watered down version of an otherwise fantastic game. Not only that, but the game itself is also large enough to 'be two games at once.' Think of it like, most of the vet pledge dungeons and all of the normal scaled dungeons are basically skyrim - hit a certain level and it's face roll. Trials, normal DSA, vCoH, VCoA and the normal versions of the new dungeons are basically Skyrim with difficulty mods attached - much the same deal as vanilla skyrim but with an actual need to learn combat mechanics. Hardmode trials, VDSA, the vet versions of the new dungeons - basically Darksouls - you'll die a lot, no matter how far you progress it remains difficult, a lot of people avoid it for it's difficulty but just as many are attracted to it (with varying success rates) for the same reason.
Call me devil's advocate here, but I honestly feel that ESO has reached a point where it CAN have exclusive elite content that is fun and rewarding for the top 1% and still leave less skilled - more casual players with plenty to do. As more and more content is released, currently casual and easy content will still exist for leveling purposes, currently average content will become casual and elite content will become the middle ground. Everyone will eventually have no death hardmode speed runs of SO, it's just that it'll likely not be till SEVERAL large expansions from now and no one will really care any more because there will be a new challenge on the block that only has one group on the leader board boasting a whopping great big score of 20 that needs to be beaten.
i agree with u that new content should be harder, for that 1% u said it!! problem is no1 talking here about new content, ppl talking about old crap content get harder because a nerf they did to ressources management just to make u spent more on crown store potions.
new content harder i m fine with it, my team will do it wen can able to do it, but here ppl talking about old content became harder.
i agree with u in almost all u said, just looks like u dont hunderstood wat other ppl was talking about.
i m fine if cant finish new IC dungeons right at 1st try, i m not ok if i cant finish other things that i have made before
Oh, no I fully understand that it's going to hurt and confuse and make angry groups of people that they won't be able to complete some content they currently don't have much trouble with. BUT. Perhaps that content was never meant to be as easy as it is. ALSO trials and DSA aren't going to scale to v16 therefore should still be completable at max level with the same relative difficulty.
I just think that in spite of the initial hurt this change is going to cause, that maybe it'll still work out better for the health of the game and the community... once people get over the fact that they have to git gud to complete end game content or stick to silver keys :P.
i still think this ressources management nerf, all ressources if u see is the sorc bolt, the roll dodge, WW passive, nb passive..
all this will make u need lot more potions, even pvp fights are longer and more potions needed, u think is for u have more fun, i think is for u spent more in crown store 3 potions. I was having fun enough permablocking bosses, for u is more fun dont permablocking, this change is not democratic if u force me to play like u want.
i m not telling u to permablock anything and if u think content is easy try do it naked i m just fine with it.
force me to play like u want is.... blah!!!
mousekime111rwb17_ESO wrote: »GhostShadows wrote: »mousekime111rwb17_ESO wrote: »GhostShadows wrote: »mousekime111rwb17_ESO wrote: »MaximusDargus wrote: »I let myself to post here an opinion of @Aluapfant because it insightful (and original topic suddenly is not accessible for some reason). The full credit for this review of "0 stamina regeneration" change on PTS goes to @Aluapfant
I just wanted to make sure his opinion wont be gone.Aluapfant wrote:Hello,
Yesterday this orc tank and some very patient and incredible guildies went to the PTS to give trials a shot.
Background: Im an experienced trial tank who has cleared HM trials as a tank and healer (my main is a temp healer). I used my pre-patch trials tank gear: hist bark, bloodspawn and footman.
Guild: Nightfighters - some of the best players in DC US server. Currently in live mode our dps pulls btw 15-23k dps on average for the manticora and our healers have +6 month trial experience.
Trials: HRC and SO regular mode (we could probably have completed HM but it was a pure tank stamina regeneration assessment and experience plus FUN>seriousness).
Summary: The lack of stamina regen is not a problem for short fights. It become semi annoying for longer boss fights. And for really long boss fights it can be a big issue in current tanking gear.
Breakdown
HRC: all the bosses in HRC were manageable and with the help of a few shards and some incredible dps (yes, you guys blow my socks off) I was more than competent to tank this trial to completion.
SO: the manticora (burn strat) was fairly easy with a small attribute adjustment. Again, shards did help. Same with trash and mini bosses. My main issue was the Serpent. Each one of his hits took chunks of my stamina away and the amount I could regen while he wasn't hitting me did not help at all. I kept running out of stamina and even died once due to this (how embarrassing!). So yes, lack of stamina regeneration did play a large role in increasing the difficulty of this boss fight.
AA: <<we did not do this trial>> BUT the thought of tanking 4x of those axes in my current gear. brrrrrr notyvmkthxbye
__________
Can end game hard core raid guild tanks survive this change in stamina regen during blocking?It might be annoying but yes I think so.
Can regular/causal/average tanks complete trials with this change? I highly doubt it unless there are some new amazing sets/build combinations that keep the current mitigation/armour up and additionally give you more stamina (WAY MORE). OR a way to not lose as much stamina while getting hit by a very angry, very strong and VERY BIG trial bosses! The thought of trying this without the best of the best healers and dps my above-average trial guild has to offer gives me the shivers.
So,
do i think making stamina regeneration stop while blocking a stupid change for trial PVE content? yes I do! It is extremely unnecessary, especially for the majority of our ESO player base. For the 1% elite it can be a fun change but catering to those few seems silly...
Were these changes implemented without caring [or at least considering] PVE end game content? Yes, in my opinion they were. Especially without considering the average, fun loving tank and trial group with semi decent dps and a sense of adventure
Can this be fixed? I really hope so. But then I ask. Why the hell break it in the 1st place!?!
Anyhow, I hope other experienced fulltime tanks will give a more positive review of these changes so that ESO tank trial future looks less bleak.
Sincerely,
Larkia (smexy orc tank)
PS. trials as a whole seem incredibly nerfed. our dps were being silly and having [funtimes] and still wrecked things like our pants were on fire! Furthermore, a 30+min regular HRC and SO run netted us a 60k and a 90k+ score. Not that I am complaining ;-)
So, if my memory of Aluapfant serves me well (it's been over a year since I was in Nightfighters) then this quote can be pretty much taken as gospel. HOWEVER I must say - there is NOTHING WRONG with making some content, uh, 'exclusive'. If this patch goes through and only 1% of tanks are able to do the trials hard mode and get all of the new dungeon achievements and even then only with the best 1% of DPS and healers. I hate to say it but that kind of makes sense to me.I actually have some reasonable (I think it's reasonable at least) logic for having that stance too.
ESO being an MMO has an extremely varied demographic. Trying to make content that pleases everyone would result in a crappy watered down version of an otherwise fantastic game. Not only that, but the game itself is also large enough to 'be two games at once.' Think of it like, most of the vet pledge dungeons and all of the normal scaled dungeons are basically skyrim - hit a certain level and it's face roll. Trials, normal DSA, vCoH, VCoA and the normal versions of the new dungeons are basically Skyrim with difficulty mods attached - much the same deal as vanilla skyrim but with an actual need to learn combat mechanics. Hardmode trials, VDSA, the vet versions of the new dungeons - basically Darksouls - you'll die a lot, no matter how far you progress it remains difficult, a lot of people avoid it for it's difficulty but just as many are attracted to it (with varying success rates) for the same reason.
Call me devil's advocate here, but I honestly feel that ESO has reached a point where it CAN have exclusive elite content that is fun and rewarding for the top 1% and still leave less skilled - more casual players with plenty to do. As more and more content is released, currently casual and easy content will still exist for leveling purposes, currently average content will become casual and elite content will become the middle ground. Everyone will eventually have no death hardmode speed runs of SO, it's just that it'll likely not be till SEVERAL large expansions from now and no one will really care any more because there will be a new challenge on the block that only has one group on the leader board boasting a whopping great big score of 20 that needs to be beaten.
i agree with u that new content should be harder, for that 1% u said it!! problem is no1 talking here about new content, ppl talking about old crap content get harder because a nerf they did to ressources management just to make u spent more on crown store potions.
new content harder i m fine with it, my team will do it wen can able to do it, but here ppl talking about old content became harder.
i agree with u in almost all u said, just looks like u dont hunderstood wat other ppl was talking about.
i m fine if cant finish new IC dungeons right at 1st try, i m not ok if i cant finish other things that i have made before
Oh, no I fully understand that it's going to hurt and confuse and make angry groups of people that they won't be able to complete some content they currently don't have much trouble with. BUT. Perhaps that content was never meant to be as easy as it is. ALSO trials and DSA aren't going to scale to v16 therefore should still be completable at max level with the same relative difficulty.
I just think that in spite of the initial hurt this change is going to cause, that maybe it'll still work out better for the health of the game and the community... once people get over the fact that they have to git gud to complete end game content or stick to silver keys :P.
i still think this ressources management nerf, all ressources if u see is the sorc bolt, the roll dodge, WW passive, nb passive..
all this will make u need lot more potions, even pvp fights are longer and more potions needed, u think is for u have more fun, i think is for u spent more in crown store 3 potions. I was having fun enough permablocking bosses, for u is more fun dont permablocking, this change is not democratic if u force me to play like u want.
i m not telling u to permablock anything and if u think content is easy try do it naked i m just fine with it.
force me to play like u want is.... blah!!!
I'm not telling you to play the way I like to play. I'm saying I want access to a moderate range of content that suits the way I like to play. I'm also saying that this change fairly well balances out an even amount of content to every demographic.
GhostShadows wrote: »mousekime111rwb17_ESO wrote: »GhostShadows wrote: »mousekime111rwb17_ESO wrote: »GhostShadows wrote: »mousekime111rwb17_ESO wrote: »MaximusDargus wrote: »I let myself to post here an opinion of @Aluapfant because it insightful (and original topic suddenly is not accessible for some reason). The full credit for this review of "0 stamina regeneration" change on PTS goes to @Aluapfant
I just wanted to make sure his opinion wont be gone.Aluapfant wrote:Hello,
Yesterday this orc tank and some very patient and incredible guildies went to the PTS to give trials a shot.
Background: Im an experienced trial tank who has cleared HM trials as a tank and healer (my main is a temp healer). I used my pre-patch trials tank gear: hist bark, bloodspawn and footman.
Guild: Nightfighters - some of the best players in DC US server. Currently in live mode our dps pulls btw 15-23k dps on average for the manticora and our healers have +6 month trial experience.
Trials: HRC and SO regular mode (we could probably have completed HM but it was a pure tank stamina regeneration assessment and experience plus FUN>seriousness).
Summary: The lack of stamina regen is not a problem for short fights. It become semi annoying for longer boss fights. And for really long boss fights it can be a big issue in current tanking gear.
Breakdown
HRC: all the bosses in HRC were manageable and with the help of a few shards and some incredible dps (yes, you guys blow my socks off) I was more than competent to tank this trial to completion.
SO: the manticora (burn strat) was fairly easy with a small attribute adjustment. Again, shards did help. Same with trash and mini bosses. My main issue was the Serpent. Each one of his hits took chunks of my stamina away and the amount I could regen while he wasn't hitting me did not help at all. I kept running out of stamina and even died once due to this (how embarrassing!). So yes, lack of stamina regeneration did play a large role in increasing the difficulty of this boss fight.
AA: <<we did not do this trial>> BUT the thought of tanking 4x of those axes in my current gear. brrrrrr notyvmkthxbye
__________
Can end game hard core raid guild tanks survive this change in stamina regen during blocking?It might be annoying but yes I think so.
Can regular/causal/average tanks complete trials with this change? I highly doubt it unless there are some new amazing sets/build combinations that keep the current mitigation/armour up and additionally give you more stamina (WAY MORE). OR a way to not lose as much stamina while getting hit by a very angry, very strong and VERY BIG trial bosses! The thought of trying this without the best of the best healers and dps my above-average trial guild has to offer gives me the shivers.
So,
do i think making stamina regeneration stop while blocking a stupid change for trial PVE content? yes I do! It is extremely unnecessary, especially for the majority of our ESO player base. For the 1% elite it can be a fun change but catering to those few seems silly...
Were these changes implemented without caring [or at least considering] PVE end game content? Yes, in my opinion they were. Especially without considering the average, fun loving tank and trial group with semi decent dps and a sense of adventure
Can this be fixed? I really hope so. But then I ask. Why the hell break it in the 1st place!?!
Anyhow, I hope other experienced fulltime tanks will give a more positive review of these changes so that ESO tank trial future looks less bleak.
Sincerely,
Larkia (smexy orc tank)
PS. trials as a whole seem incredibly nerfed. our dps were being silly and having [funtimes] and still wrecked things like our pants were on fire! Furthermore, a 30+min regular HRC and SO run netted us a 60k and a 90k+ score. Not that I am complaining ;-)
So, if my memory of Aluapfant serves me well (it's been over a year since I was in Nightfighters) then this quote can be pretty much taken as gospel. HOWEVER I must say - there is NOTHING WRONG with making some content, uh, 'exclusive'. If this patch goes through and only 1% of tanks are able to do the trials hard mode and get all of the new dungeon achievements and even then only with the best 1% of DPS and healers. I hate to say it but that kind of makes sense to me.I actually have some reasonable (I think it's reasonable at least) logic for having that stance too.
ESO being an MMO has an extremely varied demographic. Trying to make content that pleases everyone would result in a crappy watered down version of an otherwise fantastic game. Not only that, but the game itself is also large enough to 'be two games at once.' Think of it like, most of the vet pledge dungeons and all of the normal scaled dungeons are basically skyrim - hit a certain level and it's face roll. Trials, normal DSA, vCoH, VCoA and the normal versions of the new dungeons are basically Skyrim with difficulty mods attached - much the same deal as vanilla skyrim but with an actual need to learn combat mechanics. Hardmode trials, VDSA, the vet versions of the new dungeons - basically Darksouls - you'll die a lot, no matter how far you progress it remains difficult, a lot of people avoid it for it's difficulty but just as many are attracted to it (with varying success rates) for the same reason.
Call me devil's advocate here, but I honestly feel that ESO has reached a point where it CAN have exclusive elite content that is fun and rewarding for the top 1% and still leave less skilled - more casual players with plenty to do. As more and more content is released, currently casual and easy content will still exist for leveling purposes, currently average content will become casual and elite content will become the middle ground. Everyone will eventually have no death hardmode speed runs of SO, it's just that it'll likely not be till SEVERAL large expansions from now and no one will really care any more because there will be a new challenge on the block that only has one group on the leader board boasting a whopping great big score of 20 that needs to be beaten.
i agree with u that new content should be harder, for that 1% u said it!! problem is no1 talking here about new content, ppl talking about old crap content get harder because a nerf they did to ressources management just to make u spent more on crown store potions.
new content harder i m fine with it, my team will do it wen can able to do it, but here ppl talking about old content became harder.
i agree with u in almost all u said, just looks like u dont hunderstood wat other ppl was talking about.
i m fine if cant finish new IC dungeons right at 1st try, i m not ok if i cant finish other things that i have made before
Oh, no I fully understand that it's going to hurt and confuse and make angry groups of people that they won't be able to complete some content they currently don't have much trouble with. BUT. Perhaps that content was never meant to be as easy as it is. ALSO trials and DSA aren't going to scale to v16 therefore should still be completable at max level with the same relative difficulty.
I just think that in spite of the initial hurt this change is going to cause, that maybe it'll still work out better for the health of the game and the community... once people get over the fact that they have to git gud to complete end game content or stick to silver keys :P.
i still think this ressources management nerf, all ressources if u see is the sorc bolt, the roll dodge, WW passive, nb passive..
all this will make u need lot more potions, even pvp fights are longer and more potions needed, u think is for u have more fun, i think is for u spent more in crown store 3 potions. I was having fun enough permablocking bosses, for u is more fun dont permablocking, this change is not democratic if u force me to play like u want.
i m not telling u to permablock anything and if u think content is easy try do it naked i m just fine with it.
force me to play like u want is.... blah!!!
I'm not telling you to play the way I like to play. I'm saying I want access to a moderate range of content that suits the way I like to play. I'm also saying that this change fairly well balances out an even amount of content to every demographic.
u know i start get tired to explain to u, like i got tired to explain to other 2 persons here. a thiing that is so obvious to me that i start think if u have a brain realy!!
this old content is old to u, u have it done.
with new content u will move to there and never will be bk.
why should old content be harder to me than was to u?
u want harder content ask them for new content, dont ask them to make old harder
this 1% to much pro for the game, in their full gold sets should try finish content in blue or green sets if want try harder things, not force every other 99% players to leave the game cause cant finish 1 single thing.
i realy hope had it explained right this time, i know my inglish is not perfect and seams ur compreension is a bit low.
mousekime111rwb17_ESO wrote: »GhostShadows wrote: »mousekime111rwb17_ESO wrote: »GhostShadows wrote: »mousekime111rwb17_ESO wrote: »GhostShadows wrote: »mousekime111rwb17_ESO wrote: »MaximusDargus wrote: »I let myself to post here an opinion of @Aluapfant because it insightful (and original topic suddenly is not accessible for some reason). The full credit for this review of "0 stamina regeneration" change on PTS goes to @Aluapfant
I just wanted to make sure his opinion wont be gone.Aluapfant wrote:Hello,
Yesterday this orc tank and some very patient and incredible guildies went to the PTS to give trials a shot.
Background: Im an experienced trial tank who has cleared HM trials as a tank and healer (my main is a temp healer). I used my pre-patch trials tank gear: hist bark, bloodspawn and footman.
Guild: Nightfighters - some of the best players in DC US server. Currently in live mode our dps pulls btw 15-23k dps on average for the manticora and our healers have +6 month trial experience.
Trials: HRC and SO regular mode (we could probably have completed HM but it was a pure tank stamina regeneration assessment and experience plus FUN>seriousness).
Summary: The lack of stamina regen is not a problem for short fights. It become semi annoying for longer boss fights. And for really long boss fights it can be a big issue in current tanking gear.
Breakdown
HRC: all the bosses in HRC were manageable and with the help of a few shards and some incredible dps (yes, you guys blow my socks off) I was more than competent to tank this trial to completion.
SO: the manticora (burn strat) was fairly easy with a small attribute adjustment. Again, shards did help. Same with trash and mini bosses. My main issue was the Serpent. Each one of his hits took chunks of my stamina away and the amount I could regen while he wasn't hitting me did not help at all. I kept running out of stamina and even died once due to this (how embarrassing!). So yes, lack of stamina regeneration did play a large role in increasing the difficulty of this boss fight.
AA: <<we did not do this trial>> BUT the thought of tanking 4x of those axes in my current gear. brrrrrr notyvmkthxbye
__________
Can end game hard core raid guild tanks survive this change in stamina regen during blocking?It might be annoying but yes I think so.
Can regular/causal/average tanks complete trials with this change? I highly doubt it unless there are some new amazing sets/build combinations that keep the current mitigation/armour up and additionally give you more stamina (WAY MORE). OR a way to not lose as much stamina while getting hit by a very angry, very strong and VERY BIG trial bosses! The thought of trying this without the best of the best healers and dps my above-average trial guild has to offer gives me the shivers.
So,
do i think making stamina regeneration stop while blocking a stupid change for trial PVE content? yes I do! It is extremely unnecessary, especially for the majority of our ESO player base. For the 1% elite it can be a fun change but catering to those few seems silly...
Were these changes implemented without caring [or at least considering] PVE end game content? Yes, in my opinion they were. Especially without considering the average, fun loving tank and trial group with semi decent dps and a sense of adventure
Can this be fixed? I really hope so. But then I ask. Why the hell break it in the 1st place!?!
Anyhow, I hope other experienced fulltime tanks will give a more positive review of these changes so that ESO tank trial future looks less bleak.
Sincerely,
Larkia (smexy orc tank)
PS. trials as a whole seem incredibly nerfed. our dps were being silly and having [funtimes] and still wrecked things like our pants were on fire! Furthermore, a 30+min regular HRC and SO run netted us a 60k and a 90k+ score. Not that I am complaining ;-)
So, if my memory of Aluapfant serves me well (it's been over a year since I was in Nightfighters) then this quote can be pretty much taken as gospel. HOWEVER I must say - there is NOTHING WRONG with making some content, uh, 'exclusive'. If this patch goes through and only 1% of tanks are able to do the trials hard mode and get all of the new dungeon achievements and even then only with the best 1% of DPS and healers. I hate to say it but that kind of makes sense to me.I actually have some reasonable (I think it's reasonable at least) logic for having that stance too.
ESO being an MMO has an extremely varied demographic. Trying to make content that pleases everyone would result in a crappy watered down version of an otherwise fantastic game. Not only that, but the game itself is also large enough to 'be two games at once.' Think of it like, most of the vet pledge dungeons and all of the normal scaled dungeons are basically skyrim - hit a certain level and it's face roll. Trials, normal DSA, vCoH, VCoA and the normal versions of the new dungeons are basically Skyrim with difficulty mods attached - much the same deal as vanilla skyrim but with an actual need to learn combat mechanics. Hardmode trials, VDSA, the vet versions of the new dungeons - basically Darksouls - you'll die a lot, no matter how far you progress it remains difficult, a lot of people avoid it for it's difficulty but just as many are attracted to it (with varying success rates) for the same reason.
Call me devil's advocate here, but I honestly feel that ESO has reached a point where it CAN have exclusive elite content that is fun and rewarding for the top 1% and still leave less skilled - more casual players with plenty to do. As more and more content is released, currently casual and easy content will still exist for leveling purposes, currently average content will become casual and elite content will become the middle ground. Everyone will eventually have no death hardmode speed runs of SO, it's just that it'll likely not be till SEVERAL large expansions from now and no one will really care any more because there will be a new challenge on the block that only has one group on the leader board boasting a whopping great big score of 20 that needs to be beaten.
i agree with u that new content should be harder, for that 1% u said it!! problem is no1 talking here about new content, ppl talking about old crap content get harder because a nerf they did to ressources management just to make u spent more on crown store potions.
new content harder i m fine with it, my team will do it wen can able to do it, but here ppl talking about old content became harder.
i agree with u in almost all u said, just looks like u dont hunderstood wat other ppl was talking about.
i m fine if cant finish new IC dungeons right at 1st try, i m not ok if i cant finish other things that i have made before
Oh, no I fully understand that it's going to hurt and confuse and make angry groups of people that they won't be able to complete some content they currently don't have much trouble with. BUT. Perhaps that content was never meant to be as easy as it is. ALSO trials and DSA aren't going to scale to v16 therefore should still be completable at max level with the same relative difficulty.
I just think that in spite of the initial hurt this change is going to cause, that maybe it'll still work out better for the health of the game and the community... once people get over the fact that they have to git gud to complete end game content or stick to silver keys :P.
i still think this ressources management nerf, all ressources if u see is the sorc bolt, the roll dodge, WW passive, nb passive..
all this will make u need lot more potions, even pvp fights are longer and more potions needed, u think is for u have more fun, i think is for u spent more in crown store 3 potions. I was having fun enough permablocking bosses, for u is more fun dont permablocking, this change is not democratic if u force me to play like u want.
i m not telling u to permablock anything and if u think content is easy try do it naked i m just fine with it.
force me to play like u want is.... blah!!!
I'm not telling you to play the way I like to play. I'm saying I want access to a moderate range of content that suits the way I like to play. I'm also saying that this change fairly well balances out an even amount of content to every demographic.
u know i start get tired to explain to u, like i got tired to explain to other 2 persons here. a thiing that is so obvious to me that i start think if u have a brain realy!!
this old content is old to u, u have it done.
with new content u will move to there and never will be bk.
why should old content be harder to me than was to u?
u want harder content ask them for new content, dont ask them to make old harder
this 1% to much pro for the game, in their full gold sets should try finish content in blue or green sets if want try harder things, not force every other 99% players to leave the game cause cant finish 1 single thing.
i realy hope had it explained right this time, i know my inglish is not perfect and seams ur compreension is a bit low.
You've explained yourself right every time. I KNOW that the new content will be hard, but you can't seriously expect me to be content with having a sum total of 2 dungeons in a game that I will have as of IC payed > 200 dollars on, that I find fun. I WILL go back and do VDSA a few times - the Master's weapons will still be good even 2 VR ranks below the cap, trials are the only large group content for PVE in the game - I'd like to be able to at least find their hard modes fun. What I'm saying is that this change enables me to have fun in a larger portion of the game and - despite what you think, DOESN'T lock you out from an obscene amount of content.
mousekime111rwb17_ESO wrote: »Oh, no I fully understand that it's going to hurt and confuse and make angry groups of people that they won't be able to complete some content they currently don't have much trouble with. BUT. Perhaps that content was never meant to be as easy as it is. ALSO trials and DSA aren't going to scale to v16 therefore should still be completable at max level with the same relative difficulty.
I just think that in spite of the initial hurt this change is going to cause, that maybe it'll still work out better for the health of the game and the community... once people get over the fact that they have to git gud to complete end game content or stick to silver keys :P.
DO NOT remove stamina regen while blocking. You are make a blanket SYSTEMIC change in order to address 2 artificially created issues.
Artificially Created Issue #1 - Perma Blocking PvP'ers - They do not do any damage anyway. If you are whining about these players, L2P. Learn to prioritize your targets. If you are a ganker and you cannot 1 shot a defensively oriented character, that is how it should be. Sorry! They don't do a lot of damage anyhow. Pick the squishy guy that does more damage or heals and kill them 1st. Your welcome.
Artificially Created Issue #2 - PvE content is too Easy for tanks - This could not be more subjective. Go run VDSA, Trials, hell even Vet Pledges with a group of your average ESO players. They are still challenging. Tanks need to be active as hell, taunting, cc'ing, self healing, and adding their own damage.
The problem lies with DPS being WAY to high for current content in some groups. Mobs literally die before they can even use their mechanics. Veteran Dungeons can be cleared in <10 minutes without skipping anything. It is an AoE destruction fest. This has nothing to do with Perma blocking tanks lol.
Hell, in most cases you do not even need a tank. How the hell will removing stamina regen fix this?
MaximusDargus wrote: »"0 stamina regeneration while blocking" is some sick plan to cripple every tank in the PVE
Is this some kind of plan to cater every whim of PVPers? Because everyone know its them who complain every time they cant kill someone with one shot macro?
Tanking right now on live server is nothing near boring. Actually stripping tanks from their right to have stamina regeneration will make tanking boring after 1.7
Against popular belief, tanks do not only taunt and hold block. They also sprint to run from AOE circles, dodge roll to avoid big AOEs.
They are usually the last one standing when whole group goes down. They are capable of resing people even if attacked by multiple mobs while standing in AOE. They can survive alone long enough to charge an ultimate with high damage shield (leap or magma shell) and bring whole party back to game.
But not anymore. Thanks to ZOS "0 stamina regen while blocking" now every bit of tank stamina will be precious and spent only on blocking attacks.
No more rolling, no more dodging, no more sprinting to save party members who went down.
Only NOW thanks to "0 stamina regen while blocking" nerf, tanking will become boring and not possible for those who are not in the 1% of know every mechanic without looking at boss.
If you think its not true, and you still are a tank then you probably spent last 50 dungeon runs with your special selected group of perfect DPSes and Healers doing your perfect runs and your group chat was full of "FTC report player X on enemy Y DPS OVER 9000!!". And of course when your perfect run didnt go as planned, one dps got killed then everyone on chat started crying "wipe wipe" because its not like, a party can get up in middle of fight and recover from that situation? No, in the perfect world boss dies in 30 seconds and if not whole party suicides to restart. I know runs like that, with sick DPS tanks do become "taunt and block". But you cant think that EVERYONE runs in PERFECT party.
Try running a 100% pug with people who never been in that dungeon, see how "boring" tanking is. Take some random s with you and teach them. See how it goes.
"0 stamina regeneration while blocking" is unjustified nerf that will hurt all current and future tanks in ESO. Soon every capital city: "over 9000 DPS lf1m tank" becuase who wants to play a role that:
1st. Wont be able to tank because is constantly running out of stamina
2nd. Cant kill anything because TANK is not a DPS (dont mistake tank with a: full stam build dps with sword and board or any other role with a taunt)bosmern_ESO wrote: »I prefer tanking this way, you have to actually think being a tank instead of holding your shield up and spam cast one ability, it was really boring and anyone could be a good tank.
Another person spreading false rumours of "tanks being boring"
Personofsecrets wrote: »DO NOT remove stamina regen while blocking. You are make a blanket SYSTEMIC change in order to address 2 artificially created issues.
Artificially Created Issue #1 - Perma Blocking PvP'ers - They do not do any damage anyway. If you are whining about these players, L2P. Learn to prioritize your targets. If you are a ganker and you cannot 1 shot a defensively oriented character, that is how it should be. Sorry! They don't do a lot of damage anyhow. Pick the squishy guy that does more damage or heals and kill them 1st. Your welcome.
Artificially Created Issue #2 - PvE content is too Easy for tanks - This could not be more subjective. Go run VDSA, Trials, hell even Vet Pledges with a group of your average ESO players. They are still challenging. Tanks need to be active as hell, taunting, cc'ing, self healing, and adding their own damage.
The problem lies with DPS being WAY to high for current content in some groups. Mobs literally die before they can even use their mechanics. Veteran Dungeons can be cleared in <10 minutes without skipping anything. It is an AoE destruction fest. This has nothing to do with Perma blocking tanks lol.
Hell, in most cases you do not even need a tank. How the hell will removing stamina regen fix this?
@ZOS_GinaBruno , Long time, no talk
I just wanted to quote @cbjr73 for sharing sentiments that I also deeply hold. I'm going to share a couple stories that, I believe, are related to the quote.
Last week, or maybe the week before, I was looking through guild stores and saw a player looking for a tank to complete their veteran dungeon pledge with. I generally enjoy the pledges and figured that I would complete the daily with them. The conversation that we had follows.
So as you see, I didn't respond in time, and the other players went ahead and did the dungeon without a tank. I wasn't needed and that has been a theme for a long time.
Going back to 1.5, I learned this same lesson when a player wanted players for farming the shoes of Adroitness. I learned this when groups were looking for one last player to farm the Malubeth helmet. People didn't want a tank. They didn't need a tank. A tank would just slow them down.
What I find interesting is many people's impression of what tanks do. Many people have parroted what Eric Wrobel said, that tanking is uninteractive and boring. What amuses, and worries, me is that people who have a totally wrong impression of tanking are ones that have helped drive the stamina regeneration nerf. Let me explain.
I ended up joining the imaged players group for the City of Ash run that they talked about. The group leader spent about 7 minutes looking for a tank after I had joined. The problem? Well, my health was too low in their opinion. Suddenly the player who just completed a veteran dungeon without a tank was now worried that their tank didn't have enough health. I tried to reason with him. I said that I would raise my health if we had a problem at any point of the run by switching my gear, I said that I had done the dungeon many times before, and I showed him the master weapon that I had earned from recent VDSA weekly leaderboard run where I used the same low health build. He wasn't coming around.
Finally, another player got back into teamspeak and wondered what the problem with the group was and what we were waiting on. Fortunately the person who just came back had played with me, when I was the tank, in AA hard mode the exact day before and they were able to convince the group leader that I am indeed a tank. The score I achieved from those AA runs is present in the above image.
We went on to have not a single problem in COA, but two things come to mind. First of all, how many people, like that group leader, who know little about tanking and won't listen to reason, are responsible for the stamina regeneration nerf? Second, if we had been playing on PTS, that group leader would have been totally justified. Tanks wont be as versatile in the near future due to this heavy handed and fun ruining stamina regeneration nerf.
Thank you.
Tanks aren't supposed to be "versatile", tanks are supposed to be tanks (high health, high dmg mitigation).
If you want a game where you can play a "Healer DPS Tank" that does everything, there's GW2 for you (renown for it's excellent PvE *cough*). The trinity exists for a reason.
When you can run dungeons in DPS gear just by holding block and getting some heals, there's a problem and I'm glad to see they're addressing this issue.
Tanks aren't supposed to be "versatile", tanks are supposed to be tanks (high health, high dmg mitigation).
If you want a game where you can play a "Healer DPS Tank" that does everything, there's GW2 for you (renown for it's excellent PvE *cough*). The trinity exists for a reason.
When you can run dungeons in DPS gear just by holding block and getting some heals, there's a problem and I'm glad to see they're addressing this issue.
MaximusDargus wrote: »"0 stamina regeneration while blocking" is some sick plan to cripple every tank in the PVE
Is this some kind of plan to cater every whim of PVPers? Because everyone know its them who complain every time they cant kill someone with one shot macro?
Tanking right now on live server is nothing near boring. Actually stripping tanks from their right to have stamina regeneration will make tanking boring after 1.7
Against popular belief, tanks do not only taunt and hold block. They also sprint to run from AOE circles, dodge roll to avoid big AOEs.
They are usually the last one standing when whole group goes down. They are capable of resing people even if attacked by multiple mobs while standing in AOE. They can survive alone long enough to charge an ultimate with high damage shield (leap or magma shell) and bring whole party back to game.
But not anymore. Thanks to ZOS "0 stamina regen while blocking" now every bit of tank stamina will be precious and spent only on blocking attacks.
No more rolling, no more dodging, no more sprinting to save party members who went down.
Only NOW thanks to "0 stamina regen while blocking" nerf, tanking will become boring and not possible for those who are not in the 1% of know every mechanic without looking at boss.
If you think its not true, and you still are a tank then you probably spent last 50 dungeon runs with your special selected group of perfect DPSes and Healers doing your perfect runs and your group chat was full of "FTC report player X on enemy Y DPS OVER 9000!!". And of course when your perfect run didnt go as planned, one dps got killed then everyone on chat started crying "wipe wipe" because its not like, a party can get up in middle of fight and recover from that situation? No, in the perfect world boss dies in 30 seconds and if not whole party suicides to restart. I know runs like that, with sick DPS tanks do become "taunt and block". But you cant think that EVERYONE runs in PERFECT party.
Try running a 100% pug with people who never been in that dungeon, see how "boring" tanking is. Take some random s with you and teach them. See how it goes.
"0 stamina regeneration while blocking" is unjustified nerf that will hurt all current and future tanks in ESO. Soon every capital city: "over 9000 DPS lf1m tank" becuase who wants to play a role that:
1st. Wont be able to tank because is constantly running out of stamina
2nd. Cant kill anything because TANK is not a DPS (dont mistake tank with a: full stam build dps with sword and board or any other role with a taunt)bosmern_ESO wrote: »I prefer tanking this way, you have to actually think being a tank instead of holding your shield up and spam cast one ability, it was really boring and anyone could be a good tank.
Another person spreading false rumours of "tanks being boring"
Btw They are not getting rid your your stam regen.... its fine. learn to block when really needed and not holding down your I win button for boring gameplay. 1.7 will be anything but boring because you actually have to think about your reactions and timing abilities.
Everyone on PTS ive talked to loves this change.
You can still block a lot of abilities without running out if you actually play right and create a new build.
THANK YOU ZOS FOR LISTENING! DONT GIVE IN TO THE CAREBEARS! STAY STRONG WITH YOUR CHANGES!
DO NOT remove stamina regen while blocking. You are make a blanket SYSTEMIC change in order to address 2 artificially created issues.
Artificially Created Issue #1 - Perma Blocking PvP'ers - They do not do any damage anyway. If you are whining about these players, L2P. Learn to prioritize your targets. If you are a ganker and you cannot 1 shot a defensively oriented character, that is how it should be. Sorry! They don't do a lot of damage anyhow. Pick the squishy guy that does more damage or heals and kill them 1st. Your welcome.
Artificially Created Issue #2 - PvE content is too Easy for tanks - This could not be more subjective. Go run VDSA, Trials, hell even Vet Pledges with a group of your average ESO players. They are still challenging. Tanks need to be active as hell, taunting, cc'ing, self healing, and adding their own damage.
The problem lies with DPS being WAY to high for current content in some groups. Mobs literally die before they can even use their mechanics. Veteran Dungeons can be cleared in <10 minutes without skipping anything. It is an AoE destruction fest. This has nothing to do with Perma blocking tanks lol.
Hell, in most cases you do not even need a tank. How the hell will removing stamina regen fix this?
When you can run dungeons in DPS gear just by holding block and getting some heals, there's a problem and I'm glad to see they're addressing this issue.
GhostShadows wrote: »MaximusDargus wrote: »
everytime i do wat u said, and stop block on bosses i get hit cause i dont blcok nk on time, is not a l2p problem is a server latency problem.
"Everyone on PTS ive talked to loves this change. " if i belived u talk with any1, i would tell u that ur talking with rong ppl
"everytime i do wat u said, and stop block on bosses i get hit cause i dont blcok nk on time"
... uhh... yeah that would be the definition of a learn to play issue. Yes there can be lag but there is a high chance that your just not that good in PVE and need to adjust.
A possible solution would be to keep zero regeneration while blocking and put another passive in sword and shield line. While having a sword and shield equipped, when you block an attack you get major stm recovery which allows increase stm recovery when you drop your block. Kind of a slight catchup mechanic between blocking while still having to block selectively because if you don't block something you won't get the buff. This will assist PVEers in sustaining their their stm between blocking and help prevent perms-blocking in PVP because opposing Characters can try and prevent you from gaining the buff by fearing you or stunning you so they can attack and you won't be able to just hold block because even with the buff, your stm will only regenerate when your block is down.
A possible solution would be to keep zero regeneration while blocking and put another passive in sword and shield line. While having a sword and shield equipped, when you block an attack you get major stm recovery which allows increase stm recovery when you drop your block. Kind of a slight catchup mechanic between blocking while still having to block selectively because if you don't block something you won't get the buff. This will assist PVEers in sustaining their their stm between blocking and help prevent perms-blocking in PVP because opposing Characters can try and prevent you from gaining the buff by fearing you or stunning you so they can attack and you won't be able to just hold block because even with the buff, your stm will only regenerate when your block is down.