.MaximusDargus wrote: »where in QA video noone was actually tanking
sabresandiego_ESO wrote: »
Speaking of PVE, this change only affects tanks. But eventually they will adapt their builds and nothing will actually change. DDs are still able to blockcast without any penalty. It would be more interesting to have reduced damage in block, because it would force every one (dds, tanks, healers) to think more when to block and when not to block.
In my opinion removing stamina regen in block is too uncreative decision, that won't make PVE more interesting or difficult for good groups.
Speaking of PVE, this change only affects tanks. But eventually they will adapt their builds and nothing will actually change. DDs are still able to blockcast without any penalty. It would be more interesting to have reduced damage in block, because it would force every one (dds, tanks, healers) to think more when to block and when not to block.
In my opinion removing stamina regen in block is too uncreative decision, that won't make PVE more interesting or difficult for good groups.
Incorrect.
Currently, you don't really blockcast in PvE, unless you're also doing the role of a tank (at which point, this change really affects your play). By blockcasting, you lose significant portion of your DPS (light/heavy attacks).
Now, what you actually do as a damage dealer is block canceling, a different concept. Your typical rotation (if you're a good player) is: LA->cancel with Ability->cancel with block. If you want to add extra burst (e.g. in PvP), you add a bash instead of block at the end (this delays next rotation however).
How does the blocking change affect this? Well, simple.
Every time you block cancel something, your stamina regeneration resets and you have to wait another two seconds for a new stamina tick, which may get delayed if you block cancel the following rotation as well.
Needless to say, this affects your sustain dramatically and probably means block canceling is no longer a good idea.
WolfingHour wrote: »MaximusDargus wrote: »
This is as far as "you can be anyone" goes. Tell people they can be healers in any way. Make them find out hard way that they are useless because ZOS nerfed stamina regen and every healer will now must have shards.
Not if it's a Nightblade tank. Nightblade tank doesn't need shards.
I'm just curious, why do you think NB Tank doesn't need shards?
Syphoning attacks + Caltrops + paths + sap.
All of the syphoning attack procs will keep you near full
I've tested my usual rotations with some tweaks in a nirncrux mine (granted, it was with a template) and this is nowhere near true. That fight in live is hard and very long, but not impossible, as it should be for a tank.
I'm waiting for the EU char copy to test my main, but I'm not holding my breath.
Personofsecrets wrote: »Plaid13ub17_ESO wrote: »This change is just as bad as i expected it to be. It puts a severe limit on what tanks can do. 100% loss of stam regen is just way too far. Removing the ability for a tank to fight isnt fun for anyone except the dps players killing them in pvp.
Maybe adding a buff to the taunts in game could fix the pvp problem. Make it so when you block targets you have taunted you gain back stamina.
Or change it to 25%- 50% reduction in stam regen while blocking.
Right now this massive nerf favors DK and NB tanks and pushes templar and sorc tanks way down on the list of desired classes for tanks.
Every other role in the game can stack enough regen to never stop fighting or healing. Why should it be any different for tanks?
Why do tanks get punished for doing what the role is built to do? Healers dont get punished for healing dps dont get punished for doing damage why do tanks get punished for mitigating damage?
This nerf made no sense when it was first announced and it makes absolutely no sense now that its on the test server and we can see how bad it really is. It is not the end of the world for DK or NB tanks. and i have tested both. But my templar tank does suffer badly because of it and my sorc tank already had issues with stamina management to start with havnt no class abilty at all to refill or regen stam. Now with the change to the self healing on sorcs the sorc tank heals are far worse since they no longer trigger off dots.
Tanks are already the least played role by a long shot. Do we really need anything to make them even less popular? They already have no place in pvp since they do no real damage and anyone can out heal the low damage a true tank does. (talking real tanks here not dps in heavy armor with a shield that is a whole different problem!)
@ZOS_BrianWheeler
I think the above quite is true. I felt majorly gimped on the PTS, while using my PVE tanking gear, and playing as a tank. I do not feel gimped or overpowered on live
A. Are tanks really problematic in PVP or do they offer a cool and unique way of playing?
B. Are tanks really not going to be able to bring their PVE gear into PVP now due to it no longer being effective?
Play, such as Sypher's DK, is part of what got me interested in ESO PVP. Please don't invalidate that play.https://www.youtube.com/watch?v=mCK_D_nc7Lo
MaximusDargus wrote: »sabresandiego_ESO wrote: »
/me Looks at users signature
*So nice when people who actually have something to do with tanking take a voice about this change.*
Plaid13ub17_ESO wrote: »Still the only people that like this change at all are the pvp dps players that want to kill tanks easy. This is a Massive nerf to pve tanking and it is destroying almost all builds for tanking. You now need specific builds and class to tank. Just destroying the whole concept of the play the way you want to game this was set up to be.
It seems it has been balanced for tanks that are DKs with LOTS of champ points. What about templar or sorc tanks? What about new players that are just starting?
Personofsecrets wrote: »Plaid13ub17_ESO wrote: »This change is just as bad as i expected it to be. It puts a severe limit on what tanks can do. 100% loss of stam regen is just way too far. Removing the ability for a tank to fight isnt fun for anyone except the dps players killing them in pvp.
Maybe adding a buff to the taunts in game could fix the pvp problem. Make it so when you block targets you have taunted you gain back stamina.
Or change it to 25%- 50% reduction in stam regen while blocking.
Right now this massive nerf favors DK and NB tanks and pushes templar and sorc tanks way down on the list of desired classes for tanks.
Every other role in the game can stack enough regen to never stop fighting or healing. Why should it be any different for tanks?
Why do tanks get punished for doing what the role is built to do? Healers dont get punished for healing dps dont get punished for doing damage why do tanks get punished for mitigating damage?
This nerf made no sense when it was first announced and it makes absolutely no sense now that its on the test server and we can see how bad it really is. It is not the end of the world for DK or NB tanks. and i have tested both. But my templar tank does suffer badly because of it and my sorc tank already had issues with stamina management to start with havnt no class abilty at all to refill or regen stam. Now with the change to the self healing on sorcs the sorc tank heals are far worse since they no longer trigger off dots.
Tanks are already the least played role by a long shot. Do we really need anything to make them even less popular? They already have no place in pvp since they do no real damage and anyone can out heal the low damage a true tank does. (talking real tanks here not dps in heavy armor with a shield that is a whole different problem!)
@ZOS_BrianWheeler
I think the above quite is true. I felt majorly gimped on the PTS, while using my PVE tanking gear, and playing as a tank. I do not feel gimped or overpowered on live
A. Are tanks really problematic in PVP or do they offer a cool and unique way of playing?
B. Are tanks really not going to be able to bring their PVE gear into PVP now due to it no longer being effective?
Play, such as Sypher's DK, is part of what got me interested in ESO PVP. Please don't invalidate that play.https://www.youtube.com/watch?v=mCK_D_nc7Lo
I believe the only way Sypher was able to win that fight was because heal debuffs were stacking. I don't think they stack anymore. I'm not saying he would have lost the fight but he wouldn't have won it without stacked debuffs.
Plaid13ub17_ESO wrote: »That sounds much better. Tanks need to regen stam... its just absurd that they would even consider making it zero.
Plaid13ub17_ESO wrote: »That sounds much better. Tanks need to regen stam... its just absurd that they would even consider making it zero.
if its absurd to consider it, what is it to blindly implement it?
serjomalekrwb17_ESO wrote: »Wear The new Black Rose set.... with gliffs on block cost reduction.....
A lot of items from PTS seem to have impenetrable on them. I do sincerely hope they will change that before it goes live.Personofsecrets wrote: »...We also lose all of our traits on Histbark armor in exchange for impenetrable traits on the Black Rose set.
Personofsecrets wrote: »@serjomalekrwb17_ESO , Thank you for the suggestion.
The issue with the Black Rose Set is that it doesn't always return as much stamina as the Histbark Set does. That means the set isn't necessarily a trade up for tanking in the future under the stamina regeneration nerf.
You correctly point out that it should be used with block cost reduction jewelry. As a player adds block cost reduction, the Black Rose set eventually becomes better than the Histbark set at stamina preservation.
That being said there are a few things going on.
1. Only players that can put 100 champion points into block cost mitigation, and wear block cost mitigation jewelry enchants, are going to get good returns from Black Rose compared to Histbark.
2. The issue with stacking block cost reduction is that after 50% block cost reduction (by using bracing and fortress), additional block cost reduction is added as though mitigation was soft capped. 100 champion points will claim to give 25%, but only give 12.5%. 3 Jewelry pieces may claim to give about 26% mitigation, but will only give 13. We may have to add Jewlery Enchants and Champion points to make Black Rose really good, but this has inefficiency written all over it.
3. A nerf is a nerf. If we use Black Rose over Histbark, then we lose the 20% damage mitigation from Histbark. We also lose all of our traits on Histbark armor in exchange for impenetrable traits on the Black Rose set. What about the champion points it takes to boost block cost mitigation and optimize Black Rose, but can be used in a different way while using Histbark?
Overall, there is a point where diminished returns of block cost reduction and these other downsides of using Black Rose cause the Black Rose set to be a very mediocre set.
I prefer these solutions :
- no damage done (or a lot reduced) while blocking (like siphoning strikes). If people want to deal damage, they have to stop blocking.
- add to the skill "Defensive posture" : while this ability is slotted : allow stamina regeneration while blocking, weapon and spell damage are reduced by 70% (for exemple).
Take away all and bring back just a half to make a man happy. OMG!Plaid13ub17_ESO wrote: »Best solution i have seen that would keep everyone happy would be 50% reduction in stam regen while blocking...
Tanks has low damage now and will do it even less. Cool!Plaid13ub17_ESO wrote: »...make blocking pvp attacks cost twice as much.
Take away all and bring back just a half to make a man happy. OMG!Plaid13ub17_ESO wrote: »Best solution i have seen that would keep everyone happy would be 50% reduction in stam regen while blocking...Tanks has low damage now and will do it even less. Cool!Plaid13ub17_ESO wrote: »...make blocking pvp attacks cost twice as much.
A lot of items from PTS seem to have impenetrable on them. I do sincerely hope they will change that before it goes live.Personofsecrets wrote: »...We also lose all of our traits on Histbark armor in exchange for impenetrable traits on the Black Rose set.