Playing the PTS it was far too easy to just run me out of stamina via unblockable CC as well as high burst abilities such as wrecking blow that I would have to block. Instead of just balancing the abilities that are overpowered, we get these giant gameplay adjustments literally every major patch.
hellkrasher wrote: »ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
I like this, shows that ZOS knows what they want for the game, and will try to achive it no matter what. Every single change in the game will make some ppl happy and some not to so much. This change in particular i see it as needed for making tanking and overall defense been harder in pve and pvp.
ZOS, if you think this is the way, go for it, as you guys can make mistakes, we, the community, normally dont know what we really want, so go ahead and try it.
From Argentina i say to you all, keep the good work ^^. Have a nice day.
Well spooken*TOPIC CLOSED*
Darnathian wrote: »hellkrasher wrote: »ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
I like this, shows that ZOS knows what they want for the game, and will try to achive it no matter what. Every single change in the game will make some ppl happy and some not to so much. This change in particular i see it as needed for making tanking and overall defense been harder in pve and pvp.
ZOS, if you think this is the way, go for it, as you guys can make mistakes, we, the community, normally dont know what we really want, so go ahead and try it.
From Argentina i say to you all, keep the good work ^^. Have a nice day.
Well spooken*TOPIC CLOSED*
Oh because it's so hard to press three buttons to get 30k shields back up for defense? Seriously. What is wrong with you people. I want to scream. Literally. That there is so much self gain from 2 other classes. Amazing
Seriously think about the gap right now between DPS builds and tank builds in PVP right now. Blocking holds back the wave for a little then still crashes by. This makes it much worse now for survivability.
As they say. The rich get richer.
You want it harder in PVE fine. Go ahead. But for PVP as a tank since release I can tell you this is a killer for that play style.
bowmanz607 wrote: »unmmm really. 1.6 brought in a ton of people, so um ya no. apparently you think that everyone seems to think that this is a bad mechanic.based on the number of places in which ZoS gets their information from I find that it is a good balance of the player base that they listen too. with all the posts that start out like this one, there are just as many people in those posts supporting the change. moreover, it is way more common for people to yell on these forums about something they dont like then something they like. Your idead that everyone will just leave (and what the OP suggest) is based off the idea that the voices in the forums are the end all and be all of the eso community. that is simply wrong. in fact many players welcome the change. will it change builds...ofcourse it will. this is an mmo builds will constantly be changing an so will the game meta. if you do not like that then you are playing the wrong type of game. This allows for more active involvement in combat from the tanks in pve. this also opens the door for many new and diverse tanking builds along with new group mechanics while fighting in trials or DSA etc. for pvp, the change is obvious and stops perma-blocking. in fact, i tested out a magicka dk build with sword an board and i was able to block for sometime before my stamina was depleted and that was without using a potion or speccing anything into stamina. i only put about 20 points into reduce block cost. so, i can only imagine a tank actually specced out to block most of the time is able to do even with this change. moreover, in pve the bosses have animation ques for what and when the next attack will be. this gives time in between shots to stop blocking through in a light attack or heavy see the animation and block again. it really is not hat complicated it is all about timing. just as a dps needs to know th animations to be able to dodgeroll out of something before it hits you. the same idea is now spread to all roles. it requires higher situational awarness that is all. the people that will leave will do so b/c they are mad that their build and the way they learned to play will no longer work the same. that is ridiculous and i wouldnt want to play with those players anyway. many players will tweak or change their builds and practice those new uilds until they have what they want. 2 months down the road we wont even think twice about this change. good players will welcome the change and take on the opportunity to conquer a new challenge. other players it may take a little longer to figure out, but ultimately they will figure it out and it will become the norm. I ask you what is really the big issue here? you cant block forever? as it should be. it was a BS mechanic anyway. however, just as a perma-dodger can still spec to dodgeroll a hefty amount (way more then anyone needs), just as a perma-bolt escape player can still spec to bolt escape a ton (again way more than is needed), a perma-blocker can still well block for a long time (once again way more then is needed). except this time if you spec for those rolls, you will drasctically be lacking in other areas. this is how it should be. noone should be able to out dps another player while they are perma blocking. i will never get the outcry against this change. i welcome solid reasoning, but i have yet to find it. Bottom line is this makes the game much better all around, but wu=ill require some tweaking to get it right.
This game is about freedom and playing the way you want. Caps don't sound like freedom. The game has become much better after they've finally removed these horrible caps. Pre 1.6, everything was clear: Everything into health.
Now you can choose to spend and increase them the way you like.
People want to get the maximum out of their character, they want to push their strenghts as much as possible. Few players appreciate a balanced build, which is still easier without softcaps.
This game is about freedom and playing the way you want. Caps don't sound like freedom. The game has become much better after they've finally removed these horrible caps. Pre 1.6, everything was clear: Everything into health.
Now you can choose to spend and increase them the way you like.
People want to get the maximum out of their character, they want to push their strenghts as much as possible. Few players appreciate a balanced build, which is still easier without softcaps.
With softcaps it was everything into health, without softcaps, its get 18-20K health then everything into primary stat and spam skill that does most damage. Without softcaps, there is no more freedom than there was with them. It has gotten to where you can stack certain things in such a way that dps is insane and there is not need for tanks or healers in some content. And those that do appreciate a balanced build, there is no room for them anymore because everything is about cookie cutter builds that get the highest dps parse to steam roll content.
While softcaps were not the greatest thing, getting rid of them created more problems (balance specific) then it fixed.
kaorunandrak wrote: »bowmanz607 wrote: »unmmm really. 1.6 brought in a ton of people, so um ya no. apparently you think that everyone seems to think that this is a bad mechanic.based on the number of places in which ZoS gets their information from I find that it is a good balance of the player base that they listen too. with all the posts that start out like this one, there are just as many people in those posts supporting the change. moreover, it is way more common for people to yell on these forums about something they dont like then something they like. Your idead that everyone will just leave (and what the OP suggest) is based off the idea that the voices in the forums are the end all and be all of the eso community. that is simply wrong. in fact many players welcome the change. will it change builds...ofcourse it will. this is an mmo builds will constantly be changing an so will the game meta. if you do not like that then you are playing the wrong type of game. This allows for more active involvement in combat from the tanks in pve. this also opens the door for many new and diverse tanking builds along with new group mechanics while fighting in trials or DSA etc. for pvp, the change is obvious and stops perma-blocking. in fact, i tested out a magicka dk build with sword an board and i was able to block for sometime before my stamina was depleted and that was without using a potion or speccing anything into stamina. i only put about 20 points into reduce block cost. so, i can only imagine a tank actually specced out to block most of the time is able to do even with this change. moreover, in pve the bosses have animation ques for what and when the next attack will be. this gives time in between shots to stop blocking through in a light attack or heavy see the animation and block again. it really is not hat complicated it is all about timing. just as a dps needs to know th animations to be able to dodgeroll out of something before it hits you. the same idea is now spread to all roles. it requires higher situational awarness that is all. the people that will leave will do so b/c they are mad that their build and the way they learned to play will no longer work the same. that is ridiculous and i wouldnt want to play with those players anyway. many players will tweak or change their builds and practice those new uilds until they have what they want. 2 months down the road we wont even think twice about this change. good players will welcome the change and take on the opportunity to conquer a new challenge. other players it may take a little longer to figure out, but ultimately they will figure it out and it will become the norm. I ask you what is really the big issue here? you cant block forever? as it should be. it was a BS mechanic anyway. however, just as a perma-dodger can still spec to dodgeroll a hefty amount (way more then anyone needs), just as a perma-bolt escape player can still spec to bolt escape a ton (again way more than is needed), a perma-blocker can still well block for a long time (once again way more then is needed). except this time if you spec for those rolls, you will drasctically be lacking in other areas. this is how it should be. noone should be able to out dps another player while they are perma blocking. i will never get the outcry against this change. i welcome solid reasoning, but i have yet to find it. Bottom line is this makes the game much better all around, but wu=ill require some tweaking to get it right.
You say some very interesting things here, though I would suggest(not trying to be a jerk) editing the post and formatting it a bit so there's a higher chance of people reading it.
Now there is one line in your post I would like to point out and highlight here for everyone to see "For pvp, the change is obvious and stops perma-blocking. In fact, I tested out a magicka dk build with sword and board and I was able to block for sometime before my stamina was depleted and that was without using a potion or speccing anything into stamina. I only put about 20 points into reduce block cost. so, I can only imagine a tank actually specced out to block most of the time is able to do even with this change."
This right here is the LARGEST problem with the change, IT DOES NOT STOP MAGIKA BUILDS from perma-blocking during fights. Think about it bowman your a magika Dk with sword and board only using your stamina for blocking, your still able to heal/buff/attack firing off abilities using your magika surviving and killing no problem right?
Ok flip it around your a stamina build, you have built to be a weapon user so you are using STAMINA BASED abilities in combat ONTOP of using your stamina pool to block, how long do you think your going to be able to keep that block up now? How long do you think your going to be able to cast? How effective in combat do you think your going to be in a pvp situation where players are dropping high damage attacks like surprise attack or lethal arrow? Or high damage, hard cc attacks like jabs, frags, and wrecking blow forcing you to break free or block?
Now the devils advocate answer I have being hearing a lot of and I get the feeling the dev's are also leaning towards is well use more magika abilities on your bar. Now for me I'm a stamina DPS I am fully invested into stamina to maximize my stamina abilities, I do use two magika abilities Eruption to stack with caltrops for DPS and igneous shield to buff the heal on my rally not to mention grant the minor brutality and heal 5% of my stamina as a dk. I can use my magika abilties maybe 4-5? times before my magika bar is done. So how is "use more magikia" abilities an effective option for me or any of the other stamina players out there?
The answer to that question I keep seeing is "L2P spec some into magika and use more magika abilities!". So then as a stamina based toon in order to make up for this change I need to spec hybrid, a spec they will support in FUTURE patches but not currently, in an attempt to make my self more survivable in pvp and take a burst and overall DPS loss to do so. But a magika build can continue to spec ENTIRELY into magika and remain mostly unharmed by this change cause L2P newb right?
No sorry that's not fair and not balanced gameplay, magika has access to some of the best heals, buffs, damage, utility, and cc abilities in the game most of which while staying at range and out of immediate danger and all while not having to rely on an overly stressed resource pool. They need to address these issues and rethink this regen change while taking in more then "pve tanking is boring", they need to look at the effects in pvp, they need to look at the effects on stamina dps, and if not then they need to nerf magikas ass into the ground to compensate. Which btw as much as I hate magika (sorry I'm a 2 handed warrior at heart) I don't want them to do, I want them to make a real balanced change that will result in addressing the problem on both sides.
kaorunandrak wrote: »No sorry that's not fair and not balanced gameplay
This game is about freedom and playing the way you want. Caps don't sound like freedom. The game has become much better after they've finally removed these horrible caps. Pre 1.6, everything was clear: Everything into health.
Now you can choose to spend and increase them the way you like.
People want to get the maximum out of their character, they want to push their strenghts as much as possible. Few players appreciate a balanced build, which is still easier without softcaps.
With softcaps it was everything into health, without softcaps, its get 18-20K health then everything into primary stat and spam skill that does most damage. Without softcaps, there is no more freedom than there was with them. It has gotten to where you can stack certain things in such a way that dps is insane and there is not need for tanks or healers in some content. And those that do appreciate a balanced build, there is no room for them anymore because everything is about cookie cutter builds that get the highest dps parse to steam roll content.
While softcaps were not the greatest thing, getting rid of them created more problems (balance specific) then it fixed.
ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
And how will getting rid of 100% of Stamina Regen whilst Blocking be good for the Long Term Health of the Game; care to give me details on why this extreme decision was made and how about a better idea since you guys are too stubborn to think in the middle of the percentage how about a reduction of 50% or less. LISTEN TO THE COMMUNITY and stop being so vague in your descriptions.
bowmanz607 wrote: »ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
And how will getting rid of 100% of Stamina Regen whilst Blocking be good for the Long Term Health of the Game; care to give me details on why this extreme decision was made and how about a better idea since you guys are too stubborn to think in the middle of the percentage how about a reduction of 50% or less. LISTEN TO THE COMMUNITY and stop being so vague in your descriptions.
They are listening to the community. The forums are but one means to do so and do not represent the thoughts of the community as a whole.
bowmanz607 wrote: »
This game is about freedom and playing the way you want. Caps don't sound like freedom. The game has become much better after they've finally removed these horrible caps. Pre 1.6, everything was clear: Everything into health.
Now you can choose to spend and increase them the way you like.
People want to get the maximum out of their character, they want to push their strenghts as much as possible. Few players appreciate a balanced build, which is still easier without softcaps.
With softcaps it was everything into health, without softcaps, its get 18-20K health then everything into primary stat and spam skill that does most damage. Without softcaps, there is no more freedom than there was with them. It has gotten to where you can stack certain things in such a way that dps is insane and there is not need for tanks or healers in some content. And those that do appreciate a balanced build, there is no room for them anymore because everything is about cookie cutter builds that get the highest dps parse to steam roll content.
While softcaps were not the greatest thing, getting rid of them created more problems (balance specific) then it fixed.
Thing is you can play as you want but that does not mean you don't have weaknesses or draw backs. For instance, you state that you have troubles in pvp cause your specced to pve tank. Well your drawback is pvp viability. When I go from pvp to pve I do not expect to use the same setup. I change gear and skills etc.
bowmanz607 wrote: »ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
And how will getting rid of 100% of Stamina Regen whilst Blocking be good for the Long Term Health of the Game; care to give me details on why this extreme decision was made and how about a better idea since you guys are too stubborn to think in the middle of the percentage how about a reduction of 50% or less. LISTEN TO THE COMMUNITY and stop being so vague in your descriptions.
They are listening to the community. The forums are but one means to do so and do not represent the thoughts of the community as a whole.
I know that but they have written as if they Don't listen to the community at the same time.
bowmanz607 wrote: »bowmanz607 wrote: »ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
And how will getting rid of 100% of Stamina Regen whilst Blocking be good for the Long Term Health of the Game; care to give me details on why this extreme decision was made and how about a better idea since you guys are too stubborn to think in the middle of the percentage how about a reduction of 50% or less. LISTEN TO THE COMMUNITY and stop being so vague in your descriptions.
They are listening to the community. The forums are but one means to do so and do not represent the thoughts of the community as a whole.
I know that but they have written as if they Don't listen to the community at the same time.
I would disagree. I mean 1.6 happened b/c of community feedback on the progression system. Stam abilities in class cause 9f community. Removing perma blocking, dodging, streak because community asked for. In fact they have seemed much more community responsive and involved since lambert took over. And it was not even bad before that.
bowmanz607 wrote: »ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
And how will getting rid of 100% of Stamina Regen whilst Blocking be good for the Long Term Health of the Game; care to give me details on why this extreme decision was made and how about a better idea since you guys are too stubborn to think in the middle of the percentage how about a reduction of 50% or less. LISTEN TO THE COMMUNITY and stop being so vague in your descriptions.
They are listening to the community. The forums are but one means to do so and do not represent the thoughts of the community as a whole.
I know that but they have written as if they Don't listen to the community at the same time.
bowmanz607 wrote: »ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
And how will getting rid of 100% of Stamina Regen whilst Blocking be good for the Long Term Health of the Game; care to give me details on why this extreme decision was made and how about a better idea since you guys are too stubborn to think in the middle of the percentage how about a reduction of 50% or less. LISTEN TO THE COMMUNITY and stop being so vague in your descriptions.
They are listening to the community. The forums are but one means to do so and do not represent the thoughts of the community as a whole.
I know that but they have written as if they Don't listen to the community at the same time.
Not listening ≠ not agreeing.
nimander99 wrote: »Its going to be s-hit storm when it hits live, lol. Cant wait for the 5 million complaints in forums... my popcorn popper is primed.
bowmanz607 wrote: »bowmanz607 wrote: »ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
And how will getting rid of 100% of Stamina Regen whilst Blocking be good for the Long Term Health of the Game; care to give me details on why this extreme decision was made and how about a better idea since you guys are too stubborn to think in the middle of the percentage how about a reduction of 50% or less. LISTEN TO THE COMMUNITY and stop being so vague in your descriptions.
They are listening to the community. The forums are but one means to do so and do not represent the thoughts of the community as a whole.
I know that but they have written as if they Don't listen to the community at the same time.
I would disagree. I mean 1.6 happened b/c of community feedback on the progression system. Stam abilities in class cause 9f community. Removing perma blocking, dodging, streak because community asked for. In fact they have seemed much more community responsive and involved since lambert took over. And it was not even bad before that.
Involved yes but not entirely since they are pretty much ignoring this issue until the deadline.
nimander99 wrote: »Its going to be s-hit storm when it hits live, lol. Cant wait for the 5 million complaints in forums... my popcorn popper is primed.
If it happens change will happen quite quickly.
kaorunandrak wrote: »You also stated you tested on a magika build not a
are you talking to me ? Yes I did. But again I was specced to do it and was rarely targeted cause was I'm group. Have no tested how long it lasts with getting directly hit. As for a stamina build I always thought blocking was a worse case scenario since I need that stamina for other things. Same with a magicka build not specced for it. Blocking was worse case scenario. As for a pure stamina tank like build...I have only heard feedback from guild is that are very effective at what they do. For pve content they were able to stack stamina and reduce cost and sill be effective using magicka taunts. For pvp it was still effective to a degree. They were able to block for sometime, but there is now drawback to it. For instance, if they were holding black they could for awhile but would have to do other things to get out of the situation cause they could not dk it forever. So instead of just sitting there infinitely holding block they could hold it for awhile until they found their opportunity to strike or get into a new better position. It forces perma blockers to utilize other mechanics but with still being able to rely on blocking for a lot of mitigation. Again, it makes people for active in combat which can knly make people and the game better. Also, there are sheilds such as the undaunted one that work well based on max gealth, so putting more into health will not only allow you to take more hits but also use sheilds in between blocks. He you can even block then cast sheilds then attack for a little while you regen some then block and repeat. J mean there are so many different ways to approach this new mechanic it just seems like many people on the forums complain are either not testing and complaining or are 5 eating their current builds on live and complaing. Or perhaps they are not throughly testing and are not putting in the work it requires to find what does work and basically give up cause they don't want to invest the time.
bowmanz607 wrote: »Sensesfail13 wrote: »ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
Of course you are happy with the changes it is more than apparent that none of you actually play your own game. Look forward to a mass exodus of players following this patch, just like the 1.6 patch. Hope you enjoy your game of nerf bats now because sooner or later you wont have a job to swing them with.
unmmm really. 1.6 brought in a ton of people, so um ya no. apparently you think that everyone seems to think that this is a bad mechanic.based on the number of places in which ZoS gets their information from I find that it is a good balance of the player base that they listen too. with all the posts that start out like this one, there are just as many people in those posts supporting the change. moreover, it is way more common for people to yell on these forums about something they dont like then something they like. Your idead that everyone will just leave (and what the OP suggest) is based off the idea that the voices in the forums are the end all and be all of the eso community. that is simply wrong. in fact many players welcome the change. will it change builds...ofcourse it will. this is an mmo builds will constantly be changing an so will the game meta. if you do not like that then you are playing the wrong type of game. This allows for more active involvement in combat from the tanks in pve. this also opens the door for many new and diverse tanking builds along with new group mechanics while fighting in trials or DSA etc. for pvp, the change is obvious and stops perma-blocking. in fact, i tested out a magicka dk build with sword an board and i was able to block for sometime before my stamina was depleted and that was without using a potion or speccing anything into stamina. i only put about 20 points into reduce block cost. so, i can only imagine a tank actually specced out to block most of the time is able to do even with this change. moreover, in pve the bosses have animation ques for what and when the next attack will be. this gives time in between shots to stop blocking through in a light attack or heavy see the animation and block again. it really is not hat complicated it is all about timing. just as a dps needs to know th animations to be able to dodgeroll out of something before it hits you. the same idea is now spread to all roles. it requires higher situational awarness that is all. the people that will leave will do so b/c they are mad that their build and the way they learned to play will no longer work the same. that is ridiculous and i wouldnt want to play with those players anyway. many players will tweak or change their builds and practice those new uilds until they have what they want. 2 months down the road we wont even think twice about this change. good players will welcome the change and take on the opportunity to conquer a new challenge. other players it may take a little longer to figure out, but ultimately they will figure it out and it will become the norm. I ask you what is really the big issue here? you cant block forever? as it should be. it was a BS mechanic anyway. however, just as a perma-dodger can still spec to dodgeroll a hefty amount (way more then anyone needs), just as a perma-bolt escape player can still spec to bolt escape a ton (again way more than is needed), a perma-blocker can still well block for a long time (once again way more then is needed). except this time if you spec for those rolls, you will drasctically be lacking in other areas. this is how it should be. noone should be able to out dps another player while they are perma blocking. i will never get the outcry against this change. i welcome solid reasoning, but i have yet to find it. Bottom line is this makes the game much better all around, but wu=ill require some tweaking to get it right.
Darnathian wrote: »hellkrasher wrote: »ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
I like this, shows that ZOS knows what they want for the game, and will try to achive it no matter what. Every single change in the game will make some ppl happy and some not to so much. This change in particular i see it as needed for making tanking and overall defense been harder in pve and pvp.
ZOS, if you think this is the way, go for it, as you guys can make mistakes, we, the community, normally dont know what we really want, so go ahead and try it.
From Argentina i say to you all, keep the good work ^^. Have a nice day.
Well spooken*TOPIC CLOSED*
Oh because it's so hard to press three buttons to get 30k shields back up for defense? Seriously. What is wrong with you people. I want to scream. Literally. That there is so much self gain from 2 other classes. Amazing
Seriously think about the gap right now between DPS builds and tank builds in PVP right now. Blocking holds back the wave for a little then still crashes by. This makes it much worse now for survivability.
As they say. The rich get richer.
You want it harder in PVE fine. Go ahead. But for PVP as a tank since release I can tell you this is a killer for that play style.
Sensesfail13 wrote: »bowmanz607 wrote: »Sensesfail13 wrote: »ZOS_RichLambert wrote: »Couple things:
- We understand this is topic that is near and dear to everyone's heart. It will take some adjustment from certain play styles that some of you have grown accustomed to.
- We look at feedback from multiple places. (/feedback, /bug, social media, other websites, guild meetings...etc) Not just forum posts.
- Like Eric has said a few times, we're pretty happy with the change - there might be some tweaks, but overall this is something we feel is a really good thing for the long term health of the game.
Of course you are happy with the changes it is more than apparent that none of you actually play your own game. Look forward to a mass exodus of players following this patch, just like the 1.6 patch. Hope you enjoy your game of nerf bats now because sooner or later you wont have a job to swing them with.
unmmm really. 1.6 brought in a ton of people, so um ya no. apparently you think that everyone seems to think that this is a bad mechanic.based on the number of places in which ZoS gets their information from I find that it is a good balance of the player base that they listen too. with all the posts that start out like this one, there are just as many people in those posts supporting the change. moreover, it is way more common for people to yell on these forums about something they dont like then something they like. Your idead that everyone will just leave (and what the OP suggest) is based off the idea that the voices in the forums are the end all and be all of the eso community. that is simply wrong. in fact many players welcome the change. will it change builds...ofcourse it will. this is an mmo builds will constantly be changing an so will the game meta. if you do not like that then you are playing the wrong type of game. This allows for more active involvement in combat from the tanks in pve. this also opens the door for many new and diverse tanking builds along with new group mechanics while fighting in trials or DSA etc. for pvp, the change is obvious and stops perma-blocking. in fact, i tested out a magicka dk build with sword an board and i was able to block for sometime before my stamina was depleted and that was without using a potion or speccing anything into stamina. i only put about 20 points into reduce block cost. so, i can only imagine a tank actually specced out to block most of the time is able to do even with this change. moreover, in pve the bosses have animation ques for what and when the next attack will be. this gives time in between shots to stop blocking through in a light attack or heavy see the animation and block again. it really is not hat complicated it is all about timing. just as a dps needs to know th animations to be able to dodgeroll out of something before it hits you. the same idea is now spread to all roles. it requires higher situational awarness that is all. the people that will leave will do so b/c they are mad that their build and the way they learned to play will no longer work the same. that is ridiculous and i wouldnt want to play with those players anyway. many players will tweak or change their builds and practice those new uilds until they have what they want. 2 months down the road we wont even think twice about this change. good players will welcome the change and take on the opportunity to conquer a new challenge. other players it may take a little longer to figure out, but ultimately they will figure it out and it will become the norm. I ask you what is really the big issue here? you cant block forever? as it should be. it was a BS mechanic anyway. however, just as a perma-dodger can still spec to dodgeroll a hefty amount (way more then anyone needs), just as a perma-bolt escape player can still spec to bolt escape a ton (again way more than is needed), a perma-blocker can still well block for a long time (once again way more then is needed). except this time if you spec for those rolls, you will drasctically be lacking in other areas. this is how it should be. noone should be able to out dps another player while they are perma blocking. i will never get the outcry against this change. i welcome solid reasoning, but i have yet to find it. Bottom line is this makes the game much better all around, but wu=ill require some tweaking to get it right.
Show me the numbers because because my guild management tools dont lie and no numbers on incoming vs. outcoming players have been released by ZoS to my knowledge.
I wont even acknowledge the rest of the large run-on sentence after saying you tested out blocking on a magicka dk (WTF) and probably have never touched a trial or anything resembling a tank worthy experience. So Ill say this once, GTFO troll.
Personofsecrets wrote: »Here is the state of a guild that USED TO HAVE GUILD TALKS with ZOS.
MaximusDargus wrote: »stuff
TheBonesXXX wrote: »MaximusDargus wrote: »stuff
No changes to PvE, but you actively voice your opinion about TV stones in your signature, if you had credibility, it's gone now.
Infinite resources while mitigating tons of damage doesn't make sense and the change is a correction in a really bad design flaw. Having a high amount of health, spell resist, and armor while blocking major attacks does make sense however.
They are changing a lot of design flaws in this game, this is a major one with many to come. Managing resources in this should have been paramount from the start.