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.
Why can't they just buff heavy armor without slapping us in the face at the same time?
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?
zerosingularity wrote: »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.
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.
vladimilianoub17_ESO1 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
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.
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
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.
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.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.
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.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.
Sugaroverdose wrote: »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.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.
Ghost-Shot wrote: »if you want to be a damage dealer go put on light or medium armor.
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!
SirSilverMask wrote: »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?
MrTarkanian48 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.
Personofsecrets 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.
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.
Reorx_Holybeard wrote: »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.
arth-grogalith wrote: »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.
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.