Reactive blocking isn't a thing the way people want it to be a thing. Outside of an obvious channeled/casted ability the only thing you could call reactive blocking is using it to mitigate damage when you're in a dangerous situation, and that generally requires you to hold block for a few seconds or more.
Last i checked this was the alliance war section right? I've tried to be as considerate as possible to pve in what I stated in my op.
No need to come in here with ur pitch forks and torches. Yes I pve, yes I do end game raiding. Battle spirit is a thing and changes can be made though that.
And for those crying about mDK I assume you are new here and don't know who I am.
Reactive blocking isn't a thing the way people want it to be a thing. Outside of an obvious channeled/casted ability the only thing you could call reactive blocking is using it to mitigate damage when you're in a dangerous situation, and that generally requires you to hold block for a few seconds or more.
I would be 100% for increased cost of blocking that has been suggested if we also added true punishments for people who are mindlessly spamming attacks on someone blocking.
Sure, add scaling costs for blocking. Also make it so that if you attack someone blocking you become disoriented and knocked back (kind of like how NPC guards work) because you were foolish enough to attack someone blocking. This would make reactive blocking more a thing while also making enemies actually care whether you are blocking or not.
But I doubt people will like this, because it would ruin their ability to spam wrecking blow on an enemy being forced to hold block instead of just eating uninterruptable channeled attacks like a potato.
Can we take a moment to understand why dodgeroll and streak scale in cost?
They're one press, one use skills. Dodgeroll in particular is nearly a second of damage mitigation, snare immunity, repositioning, and a speed boost for most players using it a lot. Disregarding how good that is, because of the way the skills are used there's the potential to have high enough regen to cast them non-stop. This is broken. Everyone who played 1.6 remembers the infinite dodge builds, and a while before that the infinite streak builds. You don't run into the same issue with block because it's already been nerfed to disable stam regen and now it chunks your stamina every .25 seconds as opposed to .5 seconds last patch and 1 second at launch. I can't believe we're in a thread saying block doesn't cost enough when dodge roll got a buff and block effectively costs twice as much as the previous patch.
I can't be the only one who sees the difference between the skills and the fact that you can't have purely reactive defenses in a game with mostly instant cast abilities with no cooldown other than the 1sec global cd? Especially a defense that doesn't even stop you from taking damage, but simply lowers the incoming damage.
Nobody is saying that block should have the same cost scaling as dodgeroll, but it should function similarly. Block should have a lower base cost than current but each subsequent block within the window should cost X% more, ramping up until it is no longer possible to maintain full block.
Developer comments:This will be a buff if you block reactively and a nerf if you try to blocktard your way through a whole fight.
Using a window I would be punished for blocking every dizzying swing sent at me every second. Scaling for holding block would need to be severe enough to punish players who do nothing but block, but that would inadvertently also punish players who are using it just to survive a period of high burst. There's no way to fix this issue any better than it currently is.
Reactive blocking isn't a thing the way people want it to be a thing. Outside of an obvious channeled/casted ability the only thing you could call reactive blocking is using it to mitigate damage when you're in a dangerous situation, and that generally requires you to hold block for a few seconds or more. If I get bursted to low health instantly with no chance of avoiding that, and my only counterplay is to hold block... if I can't recover within 3 seconds because I'm defile debuffed or any number of reasons I should be punished for using my only form of damage mitigation? Because some random decided they'd go into pvp and do no damage, but sit there and watch you waste your time on them? I honestly haven't found a single person in BG's that was unkillable especially when I'm in a duo let alone full BG group. I've played a ton of BG's too. I've watched 4mans on stream waste their time trying to kill 1-2 people and you know what... those people were getting stunned by things other than fear so they damn sure weren't holding block the whole time. Pretty much all of them had guard or shield/resto ult.
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
And...
End with tower resources
The doors are over now, they need to end the towers.