Personofsecrets wrote: »houimetub17_ESO wrote: »sloppy_O_Shot wrote: »I have another quick question. Are they going to add any damage for the sword and shield, or have they said anything about lowering the cost of current stamina abilities? IDK maybe I'm doing something wrong but as a tank I do almost no damage with my main weapons. in all honesty even my spells don't do much damage because most abilities are set to help my team not myself. With this change we will have to change out skills to try an compensate for the lack of Stamina. I can't test it for myself (console) so this is why I'm asking.
Right now, there isnt really a damage option while tanking unless you run old and easy content like old dungeons, you can sacrifice some defensive abilities for some offensive ones, but dont expect amazing numbers.
This is an example of my VDSA DPS. It's not super, but it is what one would expect from a tank. For reference the DPS deal 500-600k damage. The difference in what we are doing is that I deal bits of damage to many enemies and the DPS deal a lot of damage to one enemy. This is something that I worked really hard to achieve and am a bit proud of because VDSA is all about finding ways to speed up the fights.
It just so happens that I completed VDSA on the PTS and was the tank. As you say, the content was doable.
That being said, there were a couple of waves were I fully ran out of stamina, which is abnormal, and there was nothing we could really do about it. I also lost caltrops from my build and didn't feel comfortable using pierce armor on occasion. That is the cost of such a nerf, but isn't the only cost.
One of my friends in that run discussed how they where going to have to totally change their tanking build because, after testing, being a stamina based Tank DPS didn't seem viable to them any longer. This is the current state of tanking. We have to do more than just taunt and block. That is what is expected of tanks because groups want to 'put the pedal to the metal.' The nerf is inhibitory to tanks being more versatile.
There are very specific strategies that get used on the final boss and the best one yet involved me bashing the Champion Marcauld add so that the add is stunned when it tries to drop it's Circle of Protection Heal. We struggled here and tried a few different strategies.
First we used negate on the circle of protection. That was cool, but a bit awkward. Then we tried for me to bash as is normal. That didn't quite work and I think the stamina regeneration ticks would have made a difference. The last strategy we used involved using an actual ultimate on Marcauld so that we could burn him down faster. That is the strategy that ended up leading to our success. So as you see, not only does the nerf affect the tank, but it also drastically changes what the DPS and healer has to do. Tanking sustain is now, in part, a function of how long a fight lasts and the nerf reinforces burning through enemies rather than following their mechanics.
Maybe none of the is bad per se because 'adaption' and 'change' is a priori good. Despite what anyone says about being able to adapt though, many people don't want the nerf and it is hypocritical when we look at foundations of the developmental process; not liking to nerf, not liking heavy handed nerfs, not making changes that cause players to totally switch their builds, etc, etc.
kendellking_chaosb14_ESO wrote: »Nightblade don't have class shield to hit like that Dragon or the Tank class with Templar right behind both my great times of a Templar tank die three times then a Dragon Knoght will not die as they are better at outlasting. So when ever I talk about tanks I default it to Dragon Knights. My main has limitless stamina and vigor my tank toon is a different story no go self heal do that a Nightblade without Vigor and 240 cp
Make a magicka based tank, maybe.
I don't know but "swallow soul" is not good ? sap essence ? soul shred and co ?
siphoning attacks with calltrop for stamina ?
You can try and find a way. There should be one.
ps : the DK class shield is garbage as a shield and don't last long when you tank, it's more a healing done bonus buff and a group shield.
houimetub17_ESO wrote: »Personofsecrets wrote: »houimetub17_ESO wrote: »sloppy_O_Shot wrote: »I have another quick question. Are they going to add any damage for the sword and shield, or have they said anything about lowering the cost of current stamina abilities? IDK maybe I'm doing something wrong but as a tank I do almost no damage with my main weapons. in all honesty even my spells don't do much damage because most abilities are set to help my team not myself. With this change we will have to change out skills to try an compensate for the lack of Stamina. I can't test it for myself (console) so this is why I'm asking.
Right now, there isnt really a damage option while tanking unless you run old and easy content like old dungeons, you can sacrifice some defensive abilities for some offensive ones, but dont expect amazing numbers.
This is an example of my VDSA DPS. It's not super, but it is what one would expect from a tank. For reference the DPS deal 500-600k damage. The difference in what we are doing is that I deal bits of damage to many enemies and the DPS deal a lot of damage to one enemy. This is something that I worked really hard to achieve and am a bit proud of because VDSA is all about finding ways to speed up the fights.
It just so happens that I completed VDSA on the PTS and was the tank. As you say, the content was doable.
That being said, there were a couple of waves were I fully ran out of stamina, which is abnormal, and there was nothing we could really do about it. I also lost caltrops from my build and didn't feel comfortable using pierce armor on occasion. That is the cost of such a nerf, but isn't the only cost.
One of my friends in that run discussed how they where going to have to totally change their tanking build because, after testing, being a stamina based Tank DPS didn't seem viable to them any longer. This is the current state of tanking. We have to do more than just taunt and block. That is what is expected of tanks because groups want to 'put the pedal to the metal.' The nerf is inhibitory to tanks being more versatile.
There are very specific strategies that get used on the final boss and the best one yet involved me bashing the Champion Marcauld add so that the add is stunned when it tries to drop it's Circle of Protection Heal. We struggled here and tried a few different strategies.
First we used negate on the circle of protection. That was cool, but a bit awkward. Then we tried for me to bash as is normal. That didn't quite work and I think the stamina regeneration ticks would have made a difference. The last strategy we used involved using an actual ultimate on Marcauld so that we could burn him down faster. That is the strategy that ended up leading to our success. So as you see, not only does the nerf affect the tank, but it also drastically changes what the DPS and healer has to do. Tanking sustain is now, in part, a function of how long a fight lasts and the nerf reinforces burning through enemies rather than following their mechanics.
Maybe none of the is bad per se because 'adaption' and 'change' is a priori good. Despite what anyone says about being able to adapt though, many people don't want the nerf and it is hypocritical when we look at foundations of the developmental process; not liking to nerf, not liking heavy handed nerfs, not making changes that cause players to totally switch their builds, etc, etc.
Im impressed with the dps numbers you shown me.
I will go with the BUTS first.
-I would take a solid theorycrafter to come up with the right build and counters to come mechanics in there to achieve it, which you and your group did. I must add a certain level of in game skill also to execute it. Also note that I suspect you guys had around 300 cp doing this which is considered high compared to the majority.
I feel like for less experienced players it might he difficult to reach this in content like vdsa. Also not that for some players, vdsa isnt much of a challenge anymore. I was able to tank/heal it once back in march. Healers could also pull out some dps in there.
This is why im unsure it would be possible in current 2 new vet versions of the IC dungeons.
ALTHOUGH, seems like some encounters would welcome unconventional builds. We theorycrafted a grp setup with 1 off healer/dps. Im sure some kind of 2 offtank setup with a build similar to what you used could be nice. Im thi king about the inhibitor fight in white gold tower. The 2 off tank could trade focus and sustain the dot while be able to pop portals and dmg the boss.
That would open the horizons in my opinion. If you find players who are able to fill those hybrid roles.
Not knowing your numbers (for yourself) is another expression for " i dont mind" or " i better dont wanna know". I can understand that, but how do you ever know how you compete?
Answer: you dont
You can do dsa and most vet dungeons without a dedicated heal, as well as you can do them atm without dedicated tanks. So...lets all just dps...
usmcjdking wrote: »I cannot reinforce enough that most tanks that are sub V-14 and don't have 200+ champ points can BARELY tank some of the at-level content as it is. Further gimping them will invalidate those individuals and will thin the herd of the tank role as more and more wash out during the leveling process.
@ZOS_JessicaFolsom, this change seems to be a rather kneejerk decision that didn't go through the typical testing phase/murderboard. Can you inform us about some other potential changes to shield & block that got passed over in favor of this change?
houimetub17_ESO wrote: »usmcjdking wrote: »I cannot reinforce enough that most tanks that are sub V-14 and don't have 200+ champ points can BARELY tank some of the at-level content as it is. Further gimping them will invalidate those individuals and will thin the herd of the tank role as more and more wash out during the leveling process.
@ZOS_JessicaFolsom, this change seems to be a rather kneejerk decision that didn't go through the typical testing phase/murderboard. Can you inform us about some other potential changes to shield & block that got passed over in favor of this change?
When I had 90 -100cp I didnt tank the same thing as easily. Was able to complete vdsa though. Those with low CP should find content at their level.
You must be foolish to expect to clear the same content as me with low cp. Even more foolish to demand that zos nerf content for same reason.
usmcjdking wrote: »houimetub17_ESO wrote: »usmcjdking wrote: »I cannot reinforce enough that most tanks that are sub V-14 and don't have 200+ champ points can BARELY tank some of the at-level content as it is. Further gimping them will invalidate those individuals and will thin the herd of the tank role as more and more wash out during the leveling process.
@ZOS_JessicaFolsom, this change seems to be a rather kneejerk decision that didn't go through the typical testing phase/murderboard. Can you inform us about some other potential changes to shield & block that got passed over in favor of this change?
When I had 90 -100cp I didnt tank the same thing as easily. Was able to complete vdsa though. Those with low CP should find content at their level.
You must be foolish to expect to clear the same content as me with low cp. Even more foolish to demand that zos nerf content for same reason.
Crack pipe my man. Put it down and soothe the blind rage.
I didn't say I expected to clear VDSA as a brand new fresh V1 tank with 0 Champ Points. I said AT LEVEL content. Like a V5 tank tanking V5 Veteran Banished Cells? Yeah, that won't happen. Praxin? FUHGETABOUTIT.
Tanking will be an afterthought. With the growing Champ Points, the soon-to-be meta will be to just build a tanky DPSer who slots inner fire and to just heal through the damage.
SeptimusDova wrote: »So when shards are cut off at the spigot what happens to tanky tanks? Serious question and yes think about it. If your Shart chucker goes down, logs rage quits, or any other thing what are you going to do? Me thinks now with the changes that tanks need temps sort of a dynamic duo. Lose one you lose the other no tank dead temp dead temp dead tank. Dead tanks really smell bad like rotten feet and khajiit dookies all in one left in the bottom of a deployment connex for a year. Yes that bad.
Personofsecrets wrote: »houimetub17_ESO wrote: »Personofsecrets wrote: »houimetub17_ESO wrote: »sloppy_O_Shot wrote: »I have another quick question. Are they going to add any damage for the sword and shield, or have they said anything about lowering the cost of current stamina abilities? IDK maybe I'm doing something wrong but as a tank I do almost no damage with my main weapons. in all honesty even my spells don't do much damage because most abilities are set to help my team not myself. With this change we will have to change out skills to try an compensate for the lack of Stamina. I can't test it for myself (console) so this is why I'm asking.
Right now, there isnt really a damage option while tanking unless you run old and easy content like old dungeons, you can sacrifice some defensive abilities for some offensive ones, but dont expect amazing numbers.
This is an example of my VDSA DPS. It's not super, but it is what one would expect from a tank. For reference the DPS deal 500-600k damage. The difference in what we are doing is that I deal bits of damage to many enemies and the DPS deal a lot of damage to one enemy. This is something that I worked really hard to achieve and am a bit proud of because VDSA is all about finding ways to speed up the fights.
It just so happens that I completed VDSA on the PTS and was the tank. As you say, the content was doable.
That being said, there were a couple of waves were I fully ran out of stamina, which is abnormal, and there was nothing we could really do about it. I also lost caltrops from my build and didn't feel comfortable using pierce armor on occasion. That is the cost of such a nerf, but isn't the only cost.
One of my friends in that run discussed how they where going to have to totally change their tanking build because, after testing, being a stamina based Tank DPS didn't seem viable to them any longer. This is the current state of tanking. We have to do more than just taunt and block. That is what is expected of tanks because groups want to 'put the pedal to the metal.' The nerf is inhibitory to tanks being more versatile.
There are very specific strategies that get used on the final boss and the best one yet involved me bashing the Champion Marcauld add so that the add is stunned when it tries to drop it's Circle of Protection Heal. We struggled here and tried a few different strategies.
First we used negate on the circle of protection. That was cool, but a bit awkward. Then we tried for me to bash as is normal. That didn't quite work and I think the stamina regeneration ticks would have made a difference. The last strategy we used involved using an actual ultimate on Marcauld so that we could burn him down faster. That is the strategy that ended up leading to our success. So as you see, not only does the nerf affect the tank, but it also drastically changes what the DPS and healer has to do. Tanking sustain is now, in part, a function of how long a fight lasts and the nerf reinforces burning through enemies rather than following their mechanics.
Maybe none of the is bad per se because 'adaption' and 'change' is a priori good. Despite what anyone says about being able to adapt though, many people don't want the nerf and it is hypocritical when we look at foundations of the developmental process; not liking to nerf, not liking heavy handed nerfs, not making changes that cause players to totally switch their builds, etc, etc.
Im impressed with the dps numbers you shown me.
I will go with the BUTS first.
-I would take a solid theorycrafter to come up with the right build and counters to come mechanics in there to achieve it, which you and your group did. I must add a certain level of in game skill also to execute it. Also note that I suspect you guys had around 300 cp doing this which is considered high compared to the majority.
I feel like for less experienced players it might he difficult to reach this in content like vdsa. Also not that for some players, vdsa isnt much of a challenge anymore. I was able to tank/heal it once back in march. Healers could also pull out some dps in there.
This is why im unsure it would be possible in current 2 new vet versions of the IC dungeons.
ALTHOUGH, seems like some encounters would welcome unconventional builds. We theorycrafted a grp setup with 1 off healer/dps. Im sure some kind of 2 offtank setup with a build similar to what you used could be nice. Im thi king about the inhibitor fight in white gold tower. The 2 off tank could trade focus and sustain the dot while be able to pop portals and dmg the boss.
That would open the horizons in my opinion. If you find players who are able to fill those hybrid roles.
I've heard several people suggest having to use 2 templars with breath of life for the Planar Inhibitor. As far as tanking it goes, I've already given my opinion about it.
I don't mind switching gear and skills so much - I do that 2 times in AA runs with hot keys and enjoy showing off Reflective Scaled DPS against Valarial. Switching roles outright is much more frustrating though and I'm not sure if the Planar Inhibitor has a middle ground for my DK tank. A tank taunting could be useful if adds spawn, but I also feel that if adds do start to spawn that the fight might just be over. It's hard to say as I have only had 3, maybe 4, hours of time against the Planar Inhibitor.
houimetub17_ESO wrote: »usmcjdking wrote: »I cannot reinforce enough that most tanks that are sub V-14 and don't have 200+ champ points can BARELY tank some of the at-level content as it is. Further gimping them will invalidate those individuals and will thin the herd of the tank role as more and more wash out during the leveling process.
@ZOS_JessicaFolsom, this change seems to be a rather kneejerk decision that didn't go through the typical testing phase/murderboard. Can you inform us about some other potential changes to shield & block that got passed over in favor of this change?
When I had 90 -100cp I didnt tank the same thing as easily. Was able to complete vdsa though. Those with low CP should find content at their level.
You must be foolish to expect to clear the same content as me with low cp. Even more foolish to demand that zos nerf content for same reason.
Sure..and 1+1 is 3Murmeltier wrote: »You need a good Intuition and Feeling for the Class,
This is simply WRONG. There are MANY different ways to regain STAMINA. Perhaps take the time you waste writing threads in studying a skill calculator or play TESO and take a look yourself. If you did´t (want to) recognize: there are already 4 pages written, before you posted.SeptimusDova wrote: »tanks need temps sort of a dynamic duo.
Rune_Relic wrote: »houimetub17_ESO wrote: »usmcjdking wrote: »I cannot reinforce enough that most tanks that are sub V-14 and don't have 200+ champ points can BARELY tank some of the at-level content as it is. Further gimping them will invalidate those individuals and will thin the herd of the tank role as more and more wash out during the leveling process.
@ZOS_JessicaFolsom, this change seems to be a rather kneejerk decision that didn't go through the typical testing phase/murderboard. Can you inform us about some other potential changes to shield & block that got passed over in favor of this change?
When I had 90 -100cp I didnt tank the same thing as easily. Was able to complete vdsa though. Those with low CP should find content at their level.
You must be foolish to expect to clear the same content as me with low cp. Even more foolish to demand that zos nerf content for same reason.
But wait... everyone is saying in the other thread that CP are trivial and its a L2P issue.
SeptimusDova wrote: »buzzz wrong answer homey I was silenced by zos just got back on at 1545-1600 you didnt read what I wrote or give it any serious thought.
I said what if you got no shards. I mean at All as in no temps to give them to you..
Personofsecrets wrote: »houimetub17_ESO wrote: »Sensesfail13 wrote: »I dont get it its also possible to take the cap off of a beer with a lighter but Id sure as hell rather use a bottle opener 3/4 of that isnt even tanking you were wretched at aggro and you were relying on a shield and heals which wont work in trials. Im sure eventually we'll all figure out another way to get around this nerf in the long run but why the hell should we when it doesnt need to be and shouldnt be implemented.
It is abundantly apparent that the developers just sat around a table scratching their heads like "how should we fix this hot mess we've created?" and one was like " I know lets just screw everybody, that will fix the problem. Derp." Block casting isnt a problem it has been an unintended consequence of game mechanics since beta along with animation cancelling which zenimax has publicly announced was unintended but good for the game. Same damn thing, and just because somebody or something is blocking doesnt mean they are unkillable it means that the player that moans and groans about having a tough time with them is just too moronic to change their tactics and learn how to play their class. A generic fix for a complicated problem, the Zenimax way.Tanking in 2.1 : it is possible, managable and supremely boring. Worthlessly agroing and kiting in circles terrified can be had in many new cool POS FTP games out there. Why should ESO be different!?
You guys sound like you did not test it out on the pts. Why bother complaining here about it.
All I read here is only ass-umptions
Well, it goes the other way as well.
@Ixtyr wrote that they were having fun adjusting to the nerf in veteran dungeons, but, on stream, said how they were dying, as the tank, in wayrest sewers of all places. He also wrote about how tanks aren't going to be able to just hold block any more. Not only should he know better than repeating that wrong-headed platitude, but on his stream @deltia discussed how just holding block was going to be more than possible after the update. What is the actual worst are the PVP DPS players, who have hardly a clue about the intricacies or esoteric parts of tanking and nor do they care because they see the change as good for some easily refuted reason.
What I mean to show by the above examples is that the people who are for the nerf haven't really been that reputable in their discussions.
I certainly don't want "is wayrest sewers still doable" to be the goal to balance tanking around and I certainly don't want people who make money from this game or PVP players telling me how things should be. It is also strange that some people think the nerf is fine because the play style it is meant to stop is still doable (ironic belief) while other people think the nerf is fine because it will make tanks release their block even though releasing blocking and then reblocking doesn't really work to preserve stamina that well due to how the stamina regeneration ticks work (not knowledgeable belief).
From that perspective, the people who want the nerf are really a confused bunch. Even worse is that the developers seem to share some of the logic of those players and it is fatal that such logic goes against development goals.
- Nerf
- Heavy handed nerf
- Sweeping change that invalidates some playstyles
- Makes being just as effective in PVE and PVP tougher for tanks
- Doesn't embrace players doing what they want despite design intent
All of those things have been against the developers vision for the game, but apparently their brand new vision of tanking is more important than not breaking those other long time foundation stones of their development.
houimetub17_ESO wrote: »Now I dont know about how everyone's gonna see this, but I think that NB might climb up into the tanking rank list.
Personally for me its pretty huge since I missed something in patch 2.1 that will make NB Crazy sustainable tanks. Now I must say I will main my NB as my tank class now.
If I compare it with DK and Templar, i'd say hes somewhere between the level of those two right now. Not yet at the DKs level yet since most ppl plays their tank on this class and they are still ''designed'' to outlast and take beatings.
Overall stats:
35+ k HP
+- 17k Stam and Magika.
Block cost redux glyphs.
5 pc imperium, 2pc lord warden, 3 jewel endurance and 2 pc + hp crafted set.
25k Spell resist 20k armor unbuffed. (30k - 25k buffed. 37k Spellresist with Lord Warden proc (overcapped)
CP:
Red: Mostly block cost redux (55 pts) rest in resists.
Green: 15% magika regen, 10% Stam regen on heavy attacks, rest between lower costs of magika/stam and Roll/Breakfree.
Blue: Split Healing effectiveness and Spell Damage.
Video herehttps://www.youtube.com/watch?v=VqrVi7wfhBQ
Explaination:
First off the CONS of the NB:
-Shadowbarrier : You major armor/spell resist lasts only about 11 sec. I consider using immovable instead but its a huge toll on your stam pool. At least I make it proc off Refreshing Path which help a lil with healing/damage.
-No blocking passive. Could be an issue if low CP or if you want to run something else than block cost on jewelry.
-No spammable DMG shield. Must rely on armor sets. Prefer Whitestrake over imperium since its crafted and its not random proc like Imperium; it procs when its needed when low hp. Has a very low CD.
Now PROS:
This ability makes NB tank OP (ok maybe not, but they are the real deal now): SIPHONING ATTACKS
-For 15 seconds, Restores 972 Stamina/magika every basic attack.
-10% Chance to restore an additional 1944 Stamina/Magika on non-basic attacks.
Of what I've seen during the dungeon (didnt test it out so this isnt 100% accurate).
-Light attack always restore almost 1k stam/mag
-Swallow Soul has 10% chance to proc an additional 1944 Stamina/Magika
-Heavy Attacks, should proc the 072 stam/mag recovery and have the 10% chance to proc the 2k.
Anyways, it still does regen a lot of stam.
Now you can just drop block to smack you enemy 1 or 2 times real quick to regen about 900-1800 stam. Beats any regen per seconds if you ask me.
Now imagine weaving this with Swallow soul. You also have a 10% chance to proc the almost 2k stam/magika regen.
Tested this mechanic in there, I forced myself to never take a single spear. I did not run Engine Guardian. I did not run Black Rose. My stam generation was amazing. My magika generation was good enough to let me spam swallow you most of the time.
Now with other PROS.
New 15% HP, Stamina and Magika Recovery instead of only 30% Stam recovery.
-Stam recovery isnt that important on tanks anymore as it will be at zero most of the time.
-Magika Recovery is HUGE. (I've put 50 CP in this).
Bolstering Darkness
-The 60% mitigation is unique and rteally shows
Swallow Soul
-Gives you extra heal received which is really nice.
-Super low cost spammable attack (1220 in PTS with the tank)
-Small and useful heal
-PASSIVES: +2 Ultimate Generation, +3% healing generated (not received) while slotted, +8% max magika while slotted.
-Spammable while blocking.
Mass Hysteria
-Good CC on trash and SOME bosses encounters (like the one in this video).
SIDE NOTE:
Tried Evil Hunter. was not impressed by it. Wanted to make it proc my normal attacks/Swallow soul. It did proc and help a lil but seems the cost of 2900 did put a toll on my stam.
Personofsecrets wrote: »houimetub17_ESO wrote: »Sensesfail13 wrote: »I dont get it its also possible to take the cap off of a beer with a lighter but Id sure as hell rather use a bottle opener 3/4 of that isnt even tanking you were wretched at aggro and you were relying on a shield and heals which wont work in trials. Im sure eventually we'll all figure out another way to get around this nerf in the long run but why the hell should we when it doesnt need to be and shouldnt be implemented.
It is abundantly apparent that the developers just sat around a table scratching their heads like "how should we fix this hot mess we've created?" and one was like " I know lets just screw everybody, that will fix the problem. Derp." Block casting isnt a problem it has been an unintended consequence of game mechanics since beta along with animation cancelling which zenimax has publicly announced was unintended but good for the game. Same damn thing, and just because somebody or something is blocking doesnt mean they are unkillable it means that the player that moans and groans about having a tough time with them is just too moronic to change their tactics and learn how to play their class. A generic fix for a complicated problem, the Zenimax way.Tanking in 2.1 : it is possible, managable and supremely boring. Worthlessly agroing and kiting in circles terrified can be had in many new cool POS FTP games out there. Why should ESO be different!?
You guys sound like you did not test it out on the pts. Why bother complaining here about it.
All I read here is only ass-umptions
Well, it goes the other way as well.
@Ixtyr wrote that they were having fun adjusting to the nerf in veteran dungeons, but, on stream, said how they were dying, as the tank, in wayrest sewers of all places. He also wrote about how tanks aren't going to be able to just hold block any more. Not only should he know better than repeating that wrong-headed platitude, but on his stream @deltia discussed how just holding block was going to be more than possible after the update. What is the actual worst are the PVP DPS players, who have hardly a clue about the intricacies or esoteric parts of tanking and nor do they care because they see the change as good for some easily refuted reason.
What I mean to show by the above examples is that the people who are for the nerf haven't really been that reputable in their discussions.
I certainly don't want "is wayrest sewers still doable" to be the goal to balance tanking around and I certainly don't want people who make money from this game or PVP players telling me how things should be. It is also strange that some people think the nerf is fine because the play style it is meant to stop is still doable (ironic belief) while other people think the nerf is fine because it will make tanks release their block even though releasing blocking and then reblocking doesn't really work to preserve stamina that well due to how the stamina regeneration ticks work (not knowledgeable belief).
From that perspective, the people who want the nerf are really a confused bunch. Even worse is that the developers seem to share some of the logic of those players and it is fatal that such logic goes against development goals.
- Nerf
- Heavy handed nerf
- Sweeping change that invalidates some playstyles
- Makes being just as effective in PVE and PVP tougher for tanks
- Doesn't embrace players doing what they want despite design intent
All of those things have been against the developers vision for the game, but apparently their brand new vision of tanking is more important than not breaking those other long time foundation stones of their development.
Super delayed response here - apologies. It's been a hella long week.
To clarify - when I stated that I couldn't just hold block anymore in the PTS, I was mostly talking about my specific build (very similar to both of my tanking builds I run with my NB on live right now). Deltia clarified that by mentioning that you can actually still permablock - you just have to build more for it, and it's not something that literally anyone can do anymore.
The problem in PvP is that EVERYONE holds block - if you don't, you're doing it wrong. You can't do that anymore, because it crushes your resource management. That's a good thing.
The way you can tank now is DIFFERENT - either you run a different build to try to permablock (which, btw, is still something that's nigh on impossible without having at least one Templar in the group funneling you resources back), or you begin to work more on timing your block vs. unblocks. Figuring out when you can afford to unblock for a couple seconds to get more regen is a big deal.
Finally - when I was in Veteran Wayrest Sewers, the only place I really struggled at first was on large packs of trash mobs - not bosses. Resource management seems a lot easier when you have anywhere from 1-3 enemies to deal with, not 10-15 on mega-pulls. Part of that had to do with me still playing around with the changes to Siphoning Attacks (again, I tank on a NB, not a DK or Templar) - and still more of it had to do with the fact that I basically kept my main PvE Tanking build from live almost exactly the same. I had a good balance of Magicka and Stamina, my Health was only around 27-28k with food, and virtually every skill I used was the same as what I'm used to using. Had I put more into Stamina and less in Magicka, swapped out some enchants, and/or (perhaps most notably) had a Templar running in the group with us (we didn't) - I probably would've been beyond fine. We wiped a couple times - twice, to be exact, and that was fairly early on (we had two players die to mechanics on one of the later bosses but still managed to finish it. Dumdum DPS derpitude, honestly).
It's not THAT drastic of a change in PvE in my experience. Where it really makes the difference is in PvP. Players aren't just holding block nonstop - especially the obnoxiously-hard-to-kill tank builds (you know, the people who can't do crap for damage nor kill anybody but just stand there and force 11 people to smack them silly) or Stamina DPS builds. You CAN still hold block if you want to build for it, but now it's actually a conscious choice that you need to make that DOES have legitimate sacrifices involved (either you lose damage or you're forced to run in a larger group that has Templars feeding you resources nonstop). That's where it's a good thing.
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The point is that the design has changed, and it is a bit of an adjustment. If you try to run into Veteran Dungeons next patch without making a single change to your build or style of play, you will feel the difference. It shouldn't be crippling to most players - not at all. But when you actually do adapt to it and relearn some mechanics, it does get more manageable, and in my opinion, more fun.