Restore Bracing - Never Ask for Buffs

  • Armitas
    Armitas
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    Why can't they just buff heavy armor without slapping us in the face at the same time?
    Retired.
    Nord mDK
  • Sugaroverdose
    Sugaroverdose
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    Armitas wrote: »
    Why can't they just buff heavy armor without slapping us in the face at the same time?

    Because @Wrobel
  • Autolycus
    Autolycus
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    code65536 wrote: »
    Autolycus wrote: »
    The value of glyphs have been buffed in the DB update; Is this exclusively for weapon enchants, or all enchants?

    Can someone with the PTS please let me know what the amount of block cost reduction is awarded for a "champion 160 equivalent" jewelry glyph?

    It's exclusively for weapons enchants.

    Every single one of my VR16/CP160 jewelry enchants--including the block-cost reduction ones--have the exact same numerical values on PTS as they do on Live.

    Awesome, thanks for the insight. So what is that, something like reduced cost of blocking by ~300 per glyph?
  • hrothbern
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    Armitas wrote: »
    Why can't they just buff heavy armor without slapping us in the face at the same time?

    basically I see 3 actions done by ZOS:
    ZOS nerfed Blocking
    and they decoupled Blocking from HA
    and they gave HA a buff

    NOW HA is freed from the Blocking benefits, we will see on the free market of Armor choices by the playerbase, how valuable HA currently is on her own merits !!!
    And if the amount of people choosing HA on her own Armor merits is very low.....
    (To be measured by amount of hours played by HA builds in endgame content !!!)
    ZOS has no excuse anymore not to be more generous to buff up HA

    The current separation of Blocking benefits for HA is a fact now.... we have to deal with it

    And towards the value of HA on the free market... we have to wait and see... but my guess we need some significant further buffs

    EDIT:
    My only immediate concern is that the current HA with or without Sturdy will be ok to fulfill the Tank role in raids.
    If that is not ok, we should make noise on our war drums immediately

    Edited by hrothbern on April 27, 2016 5:04PM
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • code65536
    code65536
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    Autolycus wrote: »
    code65536 wrote: »
    Autolycus wrote: »
    The value of glyphs have been buffed in the DB update; Is this exclusively for weapon enchants, or all enchants?

    Can someone with the PTS please let me know what the amount of block cost reduction is awarded for a "champion 160 equivalent" jewelry glyph?

    It's exclusively for weapons enchants.

    Every single one of my VR16/CP160 jewelry enchants--including the block-cost reduction ones--have the exact same numerical values on PTS as they do on Live.

    Awesome, thanks for the insight. So what is that, something like reduced cost of blocking by ~300 per glyph?

    203
    Nightfighters ― PC/NA and PC/EU

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  • zerosingularity
    zerosingularity
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    Everyone who thinks only end-game stuff like vMoL needs a tank, do keep in mind that while the other earlier content (BC, FG, etc...) is crap easy and needs no tanks, this is ONLY for the highly seasoned players. Newer players still need a tank for these, and THAT is the issue.

    Tanks are still needed for all the group content, just to varying degrees. This nerf hits less experienced tanks in PvE AND PvP the most.
    Edited by zerosingularity on April 27, 2016 5:08PM
    NA-PC

    Kaineth - Stamina Nightblade (Weakest Player Ever!)
    Elena Stormwood - Magicka Sorcerer (vMA no Death 12/21/15 Score 401148)
    Sheila Feyrondas - Magicka Dragonknight Tank (Frost staves are gonna be fun!)

    *Disclaimer* I fail at emotional communication, so assume what I say is NOT meant to be offensive.
  • hrothbern
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    Everyone who thinks only end-game stuff like vMoL needs a tank, do keep in mind that while the other earlier content (BC, FG, etc...) is crap easy and needs no tanks, this is ONLY for the highly seasoned players. Newer players still need a tank for these, and THAT is the issue.

    exactly @zerosingularity ,

    New blood, newbies, that want to pick up the tank role, should not be discouraged, but kept enthusiastic about their choice.
    If end-game tanks get into problems in the new raids with the DB Block nerf,
    new Tank will have problems as a Tank in the old raids.
    "I still do not understand why I followed the advice of Captain Rana to bring the villagers of Bleakrock into safety. We should have fought for our village and not have backed down, with our tail between our legs. Now my home village is in shambles, the houses burning, the invaders feasting.I swear every day to Shor that after Molag Bal has been defeated, I will hunt down the invaders and restore peace in Bleakrock and drink my mead with my friends at the market place".PC-EU
  • SirSilverMask
    Greydir wrote: »
    Sorry guys, but this discussion is degrading from the Topic being about Bracing and Block costs towards the viability of different Tank builds and Play styles in PvP only.

    I get it that there are viable and maybe even good Builds for PvP Tanks and HA Hybrid DPs but the core of it is: The Place where Tanks are really needed in This game are the Endgame Trials in PvE. Nearly all other content is sadly easily playable without a dedicated Tank, more so after the Nerfs to vWGT, vICP and vCoA.

    This leaves the only PvE Tanking to be done the Trials, be it the Axes in the Archive, the Warrior in Hel-Ra, the Manticora or the Serpent in Sanctum or nearly every Pull in vMoL.
    Since a good Number of those encounters can one-shot a Tank with mitigation via Armor if the Tank is not blocking all the time the Nerf is happening there.

    The impact on players, that play Raidcontent is huge, and hugely expensive too. I do not think that Tanking will be outright impossible after the changes, but that the hurdles to get into Tanking in a PvE environment are getting even higher, so the playerbase playing Tanks wears thin. This makes this change a huge expense for the PvE players, which will in turn lead to the PvE content further being watered down to counteract the sudden and steep Learning curve. This perpetual cycle of nerfs to content following Nerfs to Important elements of group play will lead to people being fed up with a game holding no real Mechanic apart from stack and burn anymore.

    This in turn leads to the ongoing PvP vs PvE discussion, which will in this case neither benefit the game nor its community.

    Totally agree, if ZOS wants to keep tanking in the game, they need to ensure that tanks are not nerfed. Whenever I que up as for a random dungeon as a tank, I start within 30 seconds compared to dps which can take 2 hours or heals which usually takes a few minutes at least. For the top tier tanks, yes they will be able to adapt and continue, but the nerf makes it even harder for newer tanks to reach the real endgame content being vMoL and maybe the new vSO.
    DDuke wrote: »
    code65536 wrote: »
    DDuke wrote: »
    DDuke wrote: »
    code65536 wrote: »
    I don't know where ZOS gets the idea that people (who know how to play this game) want these idiotic hybrid builds. DPS in heavy armor? Why? Heavy armor is for tanking. Removing the most important tanking passive in heavy armor and replacing it with this hybrid nonsense? What in bloody blazes was @Wrobel thinking?!

    And, no, Constitution is not suitable compensation for the simple fact that it does not scale. It's a flat resource return every X seconds, regardless of how many things are beating on you. Contrast that with block cost reduction, which reduces the cost of every block (vs. reducing the cost of one block every X seconds). If you're tanking a single enemy, sure, Constitution makes up for the difference. But if you are tanking those Trash Pulls From Hell in vMoL where there's a gazillion things beating on your, Constitution is a joke.

    I urge you to take a look at several RPG archetypes, such as "Warrior" or "Paladin", which have always traditionally used heavy armor while dealing damage.

    Shoehorning damage dealers into either becoming "rogues" or "mages" helps nobody & monotonizes the game.


    I'm happy that after 2 years, ZOS is finally taking some steps to alleviate this problem.


    Also, as I've stated numerous times in this thread: you do not need to tape down RMB to tank in this game. If you do, you're doing something wrong.


    vMoL & possibly new SO might be a different story, but people will adapt & survive. Just like they did when "tanking died" after they removed stamina regen while blocking.

    By putting brackets in " tanking died" are you implaying that tanking are not dying and there are many of them in game?You living under a rock? Why you think ZOS even made a thread to improve them?

    Yes, and I actually think there's starting to be more & more different tank builds in the game.

    Peronally, two of my four V16 characters are tanks, and neither of them is a permablocker or in any significant way hampered by this change to Bracing :)

    The buffs tanks are getting in this patch greatly outweigh the cons, unless all you do is hold right mouse button.

    It's good ZOS made that thread on how to improve tanking even further, just like they made feedback threads on almost everything else.

    And have your tanks survived the AA axes or the vMoL pulls? Or are they PvP "tanks"?

    I haven't tanked trials with them (only done all 4-man content), but I know AA axes are more than doable (as they don't one shot you), though the boss dies so fast it doesn't matter what you do tbh <.<.

    I do agree that atleast Rakkhat in vMoL probably requires you to permablock (or well, you can probably squeeze in a light/heavy attack between boss attacks if you're good, though it's risky).

    Mob pulls... well, considering those Shadowguard AoEs one shot my stamblade even when he blocks, I'd say you probably want to hold block there as well :D

    Whatever the case, they'll still be doable (I will again refer you to the people claiming AA hardmode would become impossible after regen nerf) - in 12-man content you have templars & synergies to keep your stamina up.

    None of the content will be impossible, but it will make it more difficult, which means that fewer people will even want to try learning to tank and there is already a lack of tanks. I'm sorry but saying you haven't tanked trials means that you don't really understand how the nerf will hit. As pointed out by quite a few people, experienced groups don't even need a real tank for most 4 man dungeons. Tanks should not have to rely on templars to be able to do their job in trials. Tanks are being nerfed which does not line up well with the fact that ZOS is nerfing dungeons because people can't complete them.
    Why can't heavy armor benefit from the bracing passive of 20% plus sturdy trait if they want it, just like medium armor wearers still benefit from reduced dodge roll cost and can use well-fitted to further decrease the cost of dodge roll.
    Heavy armor is already the least worn armor, so why not give it more buffs to increase viability instead of nerfing desired traits?
  • Autolycus
    Autolycus
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    code65536 wrote: »
    Autolycus wrote: »
    code65536 wrote: »
    Autolycus wrote: »
    The value of glyphs have been buffed in the DB update; Is this exclusively for weapon enchants, or all enchants?

    Can someone with the PTS please let me know what the amount of block cost reduction is awarded for a "champion 160 equivalent" jewelry glyph?

    It's exclusively for weapons enchants.

    Every single one of my VR16/CP160 jewelry enchants--including the block-cost reduction ones--have the exact same numerical values on PTS as they do on Live.

    Awesome, thanks for the insight. So what is that, something like reduced cost of blocking by ~300 per glyph?

    203

    Hmm, okay. I am not online and am unable to check it at the moment. I thought it was higher, like 304 or something close to that. I'm okay with this number anyway. The more I look into it, the less of a concern the block cost becomes for me. Thanks!
  • Armitas
    Armitas
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    How does this work with the dropped sets for tanking? Is there a chance to get the blocking trait or did they go through all of the heavy armor sets for tanking to add it in.
    Edited by Armitas on April 27, 2016 6:01PM
    Retired.
    Nord mDK
  • Ghost-Shot
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    I don't tank in PVE so I can't really comment about that but in PVP the entire reason for using heavy armor was the block cost reduction, with the 7 pieces of gold sturdy armor you basically brake even on block cost reduction at 21% reduction but give up other useful traits like impen/divines/infused so really you are losing stats to gain back your block cost reduction. The buff to constitution is really good as it was kind of pointless before but there shouldn't be damage on heavy armor anyway, heavy armor is for tanking not damage dealing. Please stop making everything in this game about damage, if you want to be a damage dealer go put on light or medium armor.
  • Autolycus
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    Ghost-Shot wrote: »
    I don't tank in PVE so I can't really comment about that but in PVP the entire reason for using heavy armor was the block cost reduction, with the 7 pieces of gold sturdy armor you basically brake even on block cost reduction at 21% reduction but give up other useful traits like impen/divines/infused so really you are losing stats to gain back your block cost reduction. The buff to constitution is really good as it was kind of pointless before but there shouldn't be damage on heavy armor anyway, heavy armor is for tanking not damage dealing. Please stop making everything in this game about damage, if you want to be a damage dealer go put on light or medium armor.

    Many tanks (both pve and pvp) utilize jewelry glyphs to supplement their damage potential anyway. Changing Bracing to Wrath, at least for these tanks, simply means switching jewelry glyphs for sustain, rather than damage, with some consideration for a few sturdy pieces, not 7/7.

    As a pvp tank (with little to no issues with sustain in full heavy armor) I can say my biggest setback was a lack of damage.
    Edited by Autolycus on April 27, 2016 6:20PM
  • Sugaroverdose
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    Autolycus wrote: »
    Ghost-Shot wrote: »
    I don't tank in PVE so I can't really comment about that but in PVP the entire reason for using heavy armor was the block cost reduction, with the 7 pieces of gold sturdy armor you basically brake even on block cost reduction at 21% reduction but give up other useful traits like impen/divines/infused so really you are losing stats to gain back your block cost reduction. The buff to constitution is really good as it was kind of pointless before but there shouldn't be damage on heavy armor anyway, heavy armor is for tanking not damage dealing. Please stop making everything in this game about damage, if you want to be a damage dealer go put on light or medium armor.

    Many tanks (both pve and pvp) utilize jewelry glyphs to supplement their damage potential anyway. Changing Bracing to Wrath, at least for these tanks, simply means switching jewelry glyphs for sustain, rather than damage, with some consideration for a few sturdy pieces, not 7/7.

    As a pvp tank (with little to no issues with sustain in full heavy armor) I can say my biggest setback was a lack of damage.
    Now you will have sustain issues which will not allow you to get more damage, if your build isn't made the same way as @DDuke has, which relies on puncturing sweeps selfheal and empowering sweeps for survivability.
  • HoloYoitsu
    HoloYoitsu
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    Ghost-Shot wrote: »
    I don't tank in PVE so I can't really comment about that but in PVP the entire reason for using heavy armor was the block cost reduction, with the 7 pieces of gold sturdy armor you basically brake even on block cost reduction at 21% reduction but give up other useful traits like impen/divines/infused so really you are losing stats to gain back your block cost reduction. The buff to constitution is really good as it was kind of pointless before but there shouldn't be damage on heavy armor anyway, heavy armor is for tanking not damage dealing. Please stop making everything in this game about damage, if you want to be a damage dealer go put on light or medium armor.
    Scrub ghost, if you want to tank you just equip the correct shield. Heavy armor is for ERP, medium armor is for 1vXing, and light armor is for getting Xv1'd.
    136j8f.jpg
  • Autolycus
    Autolycus
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    Autolycus wrote: »
    Ghost-Shot wrote: »
    I don't tank in PVE so I can't really comment about that but in PVP the entire reason for using heavy armor was the block cost reduction, with the 7 pieces of gold sturdy armor you basically brake even on block cost reduction at 21% reduction but give up other useful traits like impen/divines/infused so really you are losing stats to gain back your block cost reduction. The buff to constitution is really good as it was kind of pointless before but there shouldn't be damage on heavy armor anyway, heavy armor is for tanking not damage dealing. Please stop making everything in this game about damage, if you want to be a damage dealer go put on light or medium armor.

    Many tanks (both pve and pvp) utilize jewelry glyphs to supplement their damage potential anyway. Changing Bracing to Wrath, at least for these tanks, simply means switching jewelry glyphs for sustain, rather than damage, with some consideration for a few sturdy pieces, not 7/7.

    As a pvp tank (with little to no issues with sustain in full heavy armor) I can say my biggest setback was a lack of damage.
    Now you will have sustain issues which will not allow you to get more damage, if your build isn't made the same way as @DDuke has, which relies on puncturing sweeps selfheal and empowering sweeps for survivability.

    I have never had sustain issues. Not when stam recovery while blocking was removed, not when they nerfed siphoning attacks, and I ask for a shards in any form of content about once per week, purely out of convenience. This is different for me than a stamplar tank, sure. I can run Guard (the current version, not the new DB version) for 100% of a fight without ever running out of stamina, and I'm in a magicka build with only 900 stam recovery. I sincerely doubt that this is at all the case for me, and after speaking to one of my stamplar tanks who has tested it on the pts, it's not an issue for him either.
    Edited by Autolycus on April 27, 2016 6:37PM
  • Arthg
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    Ghost-Shot wrote: »
    if you want to be a damage dealer go put on light or medium armor.

    I quite frankly don't understand the assumption that people in HA should hit like soaked tagliatelle.
    There can be balance without it.
    People in HA should be able to hit hard too, but at a much slower rhythm, and in a predictable way - as HA is cumbersome.
    Wrath somehow catches something very right in my humble opinion.

    However, relative to the bonuses of LA and MA, the loss of Bracing does seem like a catastrophe. But I honestly don't see either why this perk was in HA in the first place, if not clumsily to offset the clear inferiority of HA...
    In the end: true tanks are survivors. They'll rise from the Bracing nerf.
    PC/EU. NoCP PvP. sDK Orc IRL. Flawless tamperor. Pro scrub.
  • MrTarkanian48
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    Autolycus wrote: »
    code65536 wrote: »
    Autolycus wrote: »
    code65536 wrote: »
    Autolycus wrote: »
    The value of glyphs have been buffed in the DB update; Is this exclusively for weapon enchants, or all enchants?

    Can someone with the PTS please let me know what the amount of block cost reduction is awarded for a "champion 160 equivalent" jewelry glyph?

    It's exclusively for weapons enchants.

    Every single one of my VR16/CP160 jewelry enchants--including the block-cost reduction ones--have the exact same numerical values on PTS as they do on Live.

    Awesome, thanks for the insight. So what is that, something like reduced cost of blocking by ~300 per glyph?

    203

    Hmm, okay. I am not online and am unable to check it at the moment. I thought it was higher, like 304 or something close to that. I'm okay with this number anyway. The more I look into it, the less of a concern the block cost becomes for me. Thanks!

    The glyph reduces Bash cost by 304, and Block Cost by 203.
    Wood Elf Stam NB (PVP)
    Redguard Stam Sorc (PVP)
    Altmer NB (DPS)
    Imperial DK (Tank)
    Redguard DK (DPS)
    Altmer Templar (Healer)

    EP - PS4
  • DDuke
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    None of the content will be impossible, but it will make it more difficult, which means that fewer people will even want to try learning to tank and there is already a lack of tanks. I'm sorry but saying you haven't tanked trials means that you don't really understand how the nerf will hit. As pointed out by quite a few people, experienced groups don't even need a real tank for most 4 man dungeons. Tanks should not have to rely on templars to be able to do their job in trials. Tanks are being nerfed which does not line up well with the fact that ZOS is nerfing dungeons because people can't complete them.
    Why can't heavy armor benefit from the bracing passive of 20% plus sturdy trait if they want it, just like medium armor wearers still benefit from reduced dodge roll cost and can use well-fitted to further decrease the cost of dodge roll.
    Heavy armor is already the least worn armor, so why not give it more buffs to increase viability instead of nerfing desired traits?

    Look, those are all valid points & I understand where you're coming from.

    But if you look at it from a different angle, isn't this also encouraging people that try out tanking to actually figure out viable, good builds that don't rely on taping down the RMB & sitting there like a sponge?

    Isn't it encouraging players new to tanking to learn how to manage their resources?
    If I was new to this game and I was told that all I have to do is hold right mouse button & taunt, I probably wouldn't be that excited about the whole prospect of tanking.

    Instead, having to time blocks & use skills to manage resources makes for much more engaging gameplay.


    Also, heavy armor is already more than viable and they're making it even more viable for a bigger variety of builds in this patch.

    Just from pure stamina sustain perspective, Constitution change is going to boost it by a lot, allowing you to block more. In the case of DKs, this passive becomes especially strong since they can use the magicka they get from Constitution to restore stamina as well.
    Getting more health also means less "emergency blocking", and more healing received means less pressure, which means less blocking required.
    Then you have Defending granting around 1,5% more mitigation and so many other things that help with tanking & sustain.


    Basicly what I'm trying to say is that there's a lot of changes to tanking and we shouldn't tunnel vision on the block cost being changed.
  • Autolycus
    Autolycus
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    Autolycus wrote: »
    code65536 wrote: »
    Autolycus wrote: »
    code65536 wrote: »
    Autolycus wrote: »
    The value of glyphs have been buffed in the DB update; Is this exclusively for weapon enchants, or all enchants?

    Can someone with the PTS please let me know what the amount of block cost reduction is awarded for a "champion 160 equivalent" jewelry glyph?

    It's exclusively for weapons enchants.

    Every single one of my VR16/CP160 jewelry enchants--including the block-cost reduction ones--have the exact same numerical values on PTS as they do on Live.

    Awesome, thanks for the insight. So what is that, something like reduced cost of blocking by ~300 per glyph?

    203

    Hmm, okay. I am not online and am unable to check it at the moment. I thought it was higher, like 304 or something close to that. I'm okay with this number anyway. The more I look into it, the less of a concern the block cost becomes for me. Thanks!

    The glyph reduces Bash cost by 304, and Block Cost by 203.

    Ah yes, perfect. Thanks for the clarification.
  • NBrookus
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    Since I haven't been able to scrap up a dungeon group for real testing, I did some mini tests to day, tanking a couple of giants and mammoths in Wrothger solo.

    When tanking a single attacker, the resource sustain is better. Since I am already regen-oriented tank, I rarely had resource issues except in the most difficult content or when DPS was low. I currently have no CP or enchants or armor bonuses in block cost reduction.

    With a single (slow) attacker, my sustain was crazy high; my bars hardly moved.

    However with multiple hard hitters on you, the loss of Bracing is significant. I had stamina issues. Block cancelling heavy attacks was mandatory. These 4 NPCs hit pretty hard in their individual blows, but in no way begin to compare to trial mobs in the frequency and power of blows. You just can't always weave in heavy attacks.

    I could probably adapt (I might try pulling the Footman set back out; switch back to Engine Guardian) to the blocking nerfs, but my utility to the group in terms of shields and heals would go down, and my ability to swap out gear and turn into a mediocre DPS for solo content would suffer. This all sounds about as appealing as a root canal.

    Speccing into being a permablock tank dependent on templars for shards is probably a lot easier, and I suspect most new tanks will end up doing that. Again.

  • Xsorus
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    Xsorus wrote: »
    Liofa wrote: »
    I will lose 3 Infused and 4 Divines effect for %1 cost reduction increase . Thanks for the great buff to the heavy armor . Now I can do more DPS with Pierce Armor ! Isn't this just great for PvE tanks ? How I love getting nerfed in every patch for ''PvP purposes'' .

    In the next DLC :

    Heavy Armor passive added . ''Stupidly Brave'' : If using 5 or more Heavy , gain the ability ''Helmet Throw'' . Throw your helmet to the enemy , dealing no damage but 0.5 second stun and gain Minor Expedition until you get your helmet back . It takes 2 slots in your Ability Bar due to throwing and taking the helmet are different actions .

    200 weapon power and spell power is more damage then you'll get from divines or infused. If you went for bonus health you now get double the health bonus you got before; and you now get a crap ton more regen back as well... Under no circumstances are you being nerfed.

    How do you rationally ignore the thief and shadow stone? It can't be that hard to just think for a moment.

    "Are there any things that people would want from divines that increases their damage? Hehe, I guess only weapon and spell damage!"

    Are you really that disconnected?

    This is a big nerf as calculated in the OP.

    I can ignore thief because you're only gaining around 4 to 5% more crit chance if you're doing infused + divines; you're basically ending up with equal damage but better resource management and more Hp then before... Notice I don't mention shadow because you sure as hell weren't going to have over 50% chance to crit while wearing 5 heavy in a tanking setup.
  • Greydir
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    DDuke wrote: »
    But if you look at it from a different angle, isn't this also encouraging people that try out tanking to actually figure out viable, good builds that don't rely on taping down the RMB & sitting there like a sponge?

    Isn't it encouraging players new to tanking to learn how to manage their resources?
    If I was new to this game and I was told that all I have to do is hold right mouse button & taunt, I probably wouldn't be that excited about the whole prospect of tanking.

    For one this might be correct in the endcontent with a Ton of CP, since they help with Resource management a lot. If you are a new Tank, you will have to learn your Resource Management. If you tank in Trials you have to be able to manage your Ressources in Permablock even now. Lets Take for example the Axes in AA:
    I can hold them for a Little over Two minutes before it gets really critical. This is ample time for my DDs to kill the Mage. The Problem is: If you once release the block the Axes will stun you in hit, and you will not be able to get back up without potentialy losing aggro and your healer. Also for me even when i Permablock, Tanking is much more than being a damage Sponge. As good PvE Tank I need to structure a Fight, position my enemies for swift removal from the playing field, direct the cleaves of the Bosses away from my teammates, read and announce the next action of a boss and all that while managing my dwindeling Resource Pool. This gets even harder, if someone in the group is bad at positioning or if the group has lower damage. This is a mentaly taxing position to mentain while having final mental capacitys. The more I need to source out of these capacitys to maintain my survival the easier it gets to make possibly fatal mistakes on the other areas. Do not misunderstand : i like being challenged in such a way but the harder it gets for the Tank, the harder it is for the rest of the group as well. This will then raise the difficulty which means even less people will be able to sucsessfully clear a trial, which leads to more people giving up on said content, which in turn will rob the games of great experiences to be had.
    Ebenherzpakt
    Sir Greydir - Dunmer DK
    Don Greydir - Kajit NB
    Ser Greydir - Imperial DK
    Dieser-Greydir-Heilt - Argonier Templer
    Greydir Finsterklinge - Bretone NB
    Greydir Drakenson - Nord Hüter
    Clear: vAA HM - vHrC HM - vSO HM - vMoL HM - vHoF TTT - vAS [+2] - vCR [+3] GH - vSS HM - vKA HM - vRG
  • Llilium
    Llilium
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    I too ran some simple block cost tests on Live/PTS to see the exact difference for my stamina DK tank. I used a custom add-on to get the stamina cost of blocking.


    Ugh. I'm sick and tired of PvE tanking taking a hit because of PvP. The stam regen nerf was in response to PvP permablockers. And now this "improvement" of heavy armor is in response to PvPers who, for some reason, think that it's a great idea to do DPS in heavy.

    thing is, PVP tanks don't even have a reason to be nerfed either. blocking already screws us over in the first place because we drop stam and never regain it while blocking. HA tanks don't pose a threat to ANYONE and can be ignored, they simply provide as much CC as they can before dying anyway. so, no they're not nerfing pve as a result of pvp, they are nerfing it all because they are f****ing spiteful. i was extremely excited when i saw the changes to sturdy, but that was BEFORE i realized they ripped the ONLY decent HA passive we have. why don't they add Bracing to sword and shield passives? that would make everything fine to me.


    Edited by Llilium on April 27, 2016 8:50PM
  • Personofsecrets
    Personofsecrets
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    Swords and shields has an even better passive than bracing, it is called fortress and it adds 30% block cost reduction
  • Personofsecrets
    Personofsecrets
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    Everybody, DDuke was hugely in favor of the stam regen while blocking nerf. Don't think for a second that they debate honestly and in good faith now.
    Edited by Personofsecrets on April 27, 2016 10:13PM
  • Personofsecrets
    Personofsecrets
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    Ghost-Shot wrote: »
    if you want to be a damage dealer go put on light or medium armor.

    I quite frankly don't understand the assumption that people in HA should hit like soaked tagliatelle.
    There can be balance without it.
    People in HA should be able to hit hard too, but at a much slower rhythm, and in a predictable way - as HA is cumbersome.
    Wrath somehow catches something very right in my humble opinion.

    However, relative to the bonuses of LA and MA, the loss of Bracing does seem like a catastrophe. But I honestly don't see either why this perk was in HA in the first place, if not clumsily to offset the clear inferiority of HA...
    In the end: true tanks are survivors. They'll rise from the Bracing nerf.

    @ZOS_Finn

    Bracing was very clearly added with a big picture of tanking in mind. Bracing just happens to give, when added with fortress, 50% block cost reduction. The two passives stacked without diminished returns (unlike the sturdy trait I am told). Tanks were just meant to have, at least, 50% block cost reduction. You didn't have to remake the wheel here. I'll go as far to say that I would be more happy if you undid all buffs for heavy armor, removed the sturdy trait, and leave bracing alone. Go ahead and even keep the new increased block cost (whatever it may be). That is how much I value Bracing.
  • Personofsecrets
    Personofsecrets
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    Ghost-Shot wrote: »
    I don't tank in PVE so I can't really comment about that but in PVP the entire reason for using heavy armor was the block cost reduction, with the 7 pieces of gold sturdy armor you basically brake even on block cost reduction at 21% reduction but give up other useful traits like impen/divines/infused so really you are losing stats to gain back your block cost reduction. The buff to constitution is really good as it was kind of pointless before but there shouldn't be damage on heavy armor anyway, heavy armor is for tanking not damage dealing. Please stop making everything in this game about damage, if you want to be a damage dealer go put on light or medium armor.

    According to what someone said in this thread the block cost reduction added to sturdy is affected by diminished returns. That means it can't even give back the 20% that we lose from missing bracing. Thanks for stopping by @Ghost-Shot .
  • SirSilverMask
    ZOS is nerfing dungeons because people already can't complete them. Then they nerf tanks ability to hold aggro on multiple enemies by removing bracing thus increasing the cost of blocking. Now those that play the game most and probably spend the most money on the game do not have content that really challenges anymore except for veteran trials (for that matter why are they veteran trials anymore since there are no more veterans) and maybe veteran maelstrom arena. If ZOS wants to keep people interested in the game, there should be new and challenging content, and they should not nerf classes or roles to make the content more challenging. ZOS is nerfing PvE tanking and almost getting rid of the need for tanks, and if they want to keep making challenging content and keep growing a player base while maintaining the traditional roles of tank, dd, and healer, they should not nerf tanking. Otherwise content will continue to become easier and easier, which is no fun for the majority of those who most actively play the game. The change of bracing to wrath in no way helps pve tanking, and will not help to create people to actually know how to tank difficult content.
  • Tabre
    Tabre
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    I honestly haven't tanked much at all recently but at first glance, this looks like another nerf against tanks. Why do tanks need to be nerfed again?
    "You sleep rather soundly for a murderer. That's good. You'll need a clear conscience for what I'm about to propose."
  • HoloYoitsu
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    Tabre wrote: »
    I honestly haven't tanked much at all recently but at first glance, this looks like another nerf against tanks. Why do tanks need to be nerfed again?
    Wrobel calls it "buffs". :joy:
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