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[PVP] Let's talk about Perma-blocking solutions [November Monthly Combat Update]

Ashanne
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@ZOS_GinaBruno

What we need is a block fatigue mechanic included in the BattleSpirit or you are going to kill the game for all but true perma blockers (3xglyps reduction, full sturdy, etc). You will punish more the Mag sorc with 12k Stamina (2 meteors and RIP) than the troll tanks you find in PVP.

Hear me out, i have a suggestion:

A block fatigue like the roll dodge fatigue. First second you block, the cost is low and it builds up over time to a max of 5 seconds and the it release the block for 5 seconds (so you cant block for more than 5 seconds). First second on blocking it takes away stamina 1 tick per second, 2nd second u block it takes away stam every 0.5 sec, 3rd it takes 0.25 seconds up until 5 seconds and then you block drops completely. You can start blocking again after 5 seconds only. And it would start again.

This would encourage tactical block. So basically, make blocking between 4-5 seconds unreasonably expensive while the 1-3 seconds manageable in cost.
And to avoid abuse, you can make it so the cost multiplier does not reset unless u do not block for 5 seconds (this should start when u are in combat). For example, if I block 2 seconds and then i stop blocking, but then i block again without the 5 seconds it continues to build higher block cost.

And while you do improvements in combat, please check the stamina vanishing in mist form and also the missing heals.


-Skaffa-
  • paulsimonps
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    Can we stop with these dropping block ideas? This is not an action combat game, a huge majority of abilities does their damage before animations even hit. So reacting to those abilities is impossible. This is not Dark Souls, I mean I wish it was like that but its not. Having us drop block for that long will not help anyone, being pushed just a little bit and then you are dead, try blocking anything and your block cost will go through the roof and you are dead. This is another thing that will hurt others more than tanks, tanks already have higher resistance and overall survivability. They did take their extra damage away though so there is that.

    What the devs said about changing the formula of block costing sounds a lot better, changing what takes priority so that you have to invest more heavily into it to get low block cost and there for suffer too much in other regards so that they are no threat to anyone. Like I've said before, its not the perma blockers that are the problem, its the people that know when to stop blocking and go on the offensive while still blocking a lot, but not permanently.
  • usmcjdking
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    Permablocking needs no addressing.

    The weakness of permablocking is naturally mobility - but mobility literally offers no substantial combat advantage to the non-permablocker unless you are just trying to run away.

    300 degree blocking radius or bust. Permablocking doesn't need to be resolved. AFK 360 AOE RMB GODLIKE blocking needs to be removed.
    Edited by usmcjdking on November 5, 2017 9:44AM
    0331
    0602
  • ak_pvp
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    If they increase block cost over time, add stamina regen , then make it exponentially increase, that way you are punished for perma blocking, but lose little for tactically doing it.

    In my opinion they should leave block as is. God knows its been nerfed enough. No one likes turtling up with block at half base movement speed. You also lose a lot speccing into a block build, and the only place they are a serious issue is in BGs. Instead what they should do:
    • Give better counters. Things like dots that go through block need some sort of buff, if you are against a permablock temp, or even against someone who has one in their group, say bye to your dots. Have them deal damage if purged/cloaked, or ignore some resists.
    • Give better alternatives. Templars and DKs are forced to run block due to having little other defense. Stam builds run heavy+blocky builds because medium passives, dodge roll and sets suck. (Improved sneak? Everything and its mother ignoring dodge, and 7th/fury out doing anything medium) Add more dynamic stuff so people aren't forced to run tank builds to not be mowed down by zergs, give DK and templar better/alternate defenses rather than being a meat shield. Make medium defenses/damage better.
    Edited by ak_pvp on November 5, 2017 10:37AM
    MagDK main. PC/EU @AK-ESO
    Best houseknight EU.
  • aeowulf
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    Personally I think there should be zero cost on blocking, it blocks 90% of front damage, 25% side damage (exact numbers would need figuring) but it should not be able to block ground based AE's or rear attacks. Also it should utilise the GCD so it is fast to activate, but slow to do anything after.
  • charley222
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    i play dk tank got 50% damage reduction now i dont run all shield reduction cost because i make any damage , Perma-blocking tank dont make any damage they are just meat shield to push the fron line , yes is got some type of ridicule Perma-blocking tank and they are all running, Blood Spawn this helmet are the issue , is more easy just to balance some item compare to coding some new Mechanics :)
    the wall of the covenant
  • Amdar_Godkiller
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    Every class needs one ability that deals execute damage against blocking or damage-shielded targets. It's that simple.
  • Qbiken
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    Change the way block-cost is calculated (so that block-cost enchants become less powerful) and the problem is fixed. How much more simple can it be?? We don´t need changes to battle spirit or new fatigue debufs added, just change the way block-cost is calculated and the problem is *** solved.
  • Alagras
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    I've thought the same, with exact same solutions for a while, and now think it's a false good idea. It's true that in a game supposed to reward timing and awareness, we shouldn't be allowed to have a nap on a "cut damage by half" button.

    However
    This is not an action combat game, a huge majority of abilities does their damage before animations even hit. So reacting to those abilities is impossible. This is not Dark Souls, I mean I wish it was like that but its not.

    This. This, unfortunately.
    Most hits land before animation shows they do (if at all). So it would be much more tricky than one might think, not to say plain impossible, to make it work the way you think it would. Especially in PvP, as mobs attacks can be anticiâted much miore than players ones. I still love this idea and keep thinking about something that would make it work, but that would take a very different game.

    That being said you're plain right to propose what you think would improve the game.

    Edit: And it's not about "fixing OP permablock builds" to me, it would be about introducing a more dynamic defense system rewarding timing. But I don't see block fatigue, even finely balanced, working in ESO.

    Edited by Alagras on November 6, 2017 4:46PM
  • Qbiken
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    Give better alternatives. Templars and DKs are forced to run block due to having little other defense. Stam builds run heavy+blocky builds because medium passives, dodge roll and sets suck. (Improved sneak? Everything and its mother ignoring dodge, and 7th/fury out doing anything medium) Add more dynamic stuff so people aren't forced to run tank builds to not be mowed down by zergs, give DK and templar better/alternate defenses rather than being a meat shield. Make medium defenses/damage better.

    I think @ak_pvp hit the nail in the coffer here. I
  • SirCritical
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    Qbiken wrote: »
    Change the way block-cost is calculated (so that block-cost enchants become less powerful) and the problem is fixed. How much more simple can it be?? We don´t need changes to battle spirit or new fatigue debufs added, just change the way block-cost is calculated and the problem is *** solved.

    And you gutted PvE tanking, thank you.

    Really do ANYTHING you want with blocking, even remove it to hell, but add it to Battle Spirit. Problems solved.
  • Qbiken
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    Qbiken wrote: »
    Change the way block-cost is calculated (so that block-cost enchants become less powerful) and the problem is fixed. How much more simple can it be?? We don´t need changes to battle spirit or new fatigue debufs added, just change the way block-cost is calculated and the problem is *** solved.

    And you gutted PvE tanking, thank you.

    Really do ANYTHING you want with blocking, even remove it to hell, but add it to Battle Spirit. Problems solved.

    @Asardes @Liofa @Woeler

    Would a change to the way block-cost is calculated gutt PvE tanking??
  • Asardes
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    Qbiken wrote: »
    Qbiken wrote: »
    Change the way block-cost is calculated (so that block-cost enchants become less powerful) and the problem is fixed. How much more simple can it be?? We don´t need changes to battle spirit or new fatigue debufs added, just change the way block-cost is calculated and the problem is *** solved.

    And you gutted PvE tanking, thank you.

    Really do ANYTHING you want with blocking, even remove it to hell, but add it to Battle Spirit. Problems solved.

    @Asardes @Liofa @Woeler

    Would a change to the way block-cost is calculated gutt PvE tanking??

    No, if it's done smartly, as I stated above. In brief I think the base cost of blocking should be greatly reduced, to aid people not having a big stamina pool and/or block cost reduction block several attacks, but subsequent attacks blocked in a certain period should have increasing cost to discourage people from perma-blocking. This won't be an issue in PvE where combat is scripted for the most part. I also think 1H+S passives and skills should be reworked to mitigate this new mechanic, by decreasing the block cost increase ticks and/or shorten the period they stack. Also I think resource recovery tick should be changed to once per second to let stamina (and magicka if you are using a frost staff) recover if dropping block for short periods. It makes no sense to have block cost tick every 0.25s but resource recovery only tick every 2s as it's way too penalizing and it encourages perma-blocking instead of discouraging it - you have nothing to lose if you spec into and perma block.
    Edited by Asardes on November 6, 2017 5:18PM
    Beta tester since February 2014, played ESO-TU October 2015 - August 2022, currently on an extended break
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  • paulsimonps
    paulsimonps
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    Qbiken wrote: »
    Qbiken wrote: »
    Change the way block-cost is calculated (so that block-cost enchants become less powerful) and the problem is fixed. How much more simple can it be?? We don´t need changes to battle spirit or new fatigue debufs added, just change the way block-cost is calculated and the problem is *** solved.

    And you gutted PvE tanking, thank you.

    Really do ANYTHING you want with blocking, even remove it to hell, but add it to Battle Spirit. Problems solved.

    @Asardes @Liofa @Woeler

    Would a change to the way block-cost is calculated gutt PvE tanking??

    Kinda disappointing I was not linked too :tongue: If they just swapped the enchantments to be first rather than second to last in the calculations then the lowest possible block cost would go from 49 to 438. Remove Alteration mastery and it goes from 88 up to 466. This would indeed make it a lot harder for some tanks that are used to blocking a lot. A common thing most tanks do is to just use 4 Sturdy and that would be a difference of 241 up to 575. So we can already see that diminishing returns are hitting hard there. But obviously you can place the enchantments in different spots on the calculation and get different results.

    As well they could also adjust the values of Sturdy, CP, Fortress or Absorb Magic, they also stated they might change the base block cost to account for these changes so we can't really tell right now. Done right the calculations could be good for PvE Tanks too, but the example shown would not be good for PvE Tanks. Though I guess it would force a lot of people to learn how to heavy attack as a tank, even in trials. But again, done right it won't affect PvE but will affect those Builds that people are complaining about where they can block a lot but still deal a lot of damage. Obviously pure perma blocker tanks in PvP That spec for that and deal no damage would be unaffected but neither should they, they are fine as is, its the damage dealing blockers that are a danger.

  • Cagro
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    We need a grab move like in fighting games or make bash stun a blocking target. Problem solved.
  • paulsimonps
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    Cagro wrote: »
    We need a grab move like in fighting games or make bash stun a blocking target. Problem solved.

    There are already plenty of attacks that stun through block now, no need to add another one.
  • Ankael07
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    I like the block fatigue idea but lets face it... as long as we have this horrible lag and animation cancelling its near impossible to react to many skills in a split second.
    If you want me to reply to your comment type @Ankael07 in it.
  • SirCritical
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    Qbiken wrote: »
    Qbiken wrote: »
    Change the way block-cost is calculated (so that block-cost enchants become less powerful) and the problem is fixed. How much more simple can it be?? We don´t need changes to battle spirit or new fatigue debufs added, just change the way block-cost is calculated and the problem is *** solved.

    And you gutted PvE tanking, thank you.

    Really do ANYTHING you want with blocking, even remove it to hell, but add it to Battle Spirit. Problems solved.

    @Asardes @Liofa @Woeler

    Would a change to the way block-cost is calculated gutt PvE tanking??

    Lol, thanks for calling the best against my opinion! Even if you missed to inv paulsimonps :D

    You know, I have just a single, simple 'weapon' for this fight: ZOS can't do this smartly, and you know this. I don't have anything against balanced PvP, really. But ZOS always hits PvE hard, when they want to balance PvP. That's what I have issues with.
    Edited by SirCritical on November 6, 2017 5:52PM
  • Pasdev
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    you are not tired of complaining about it. who dies in front of a tank? let it go and move on. why do you feel the need to kill everyone? it often happens that I confront someone who is just blocking, another stacking shields, another who is disappearing all the time and I could go on with other situations where no one dies. Where is the problem?
  • Trinity_Is_My_Name
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    Geez Louise. Enough of these Nerf threads. Please just stop this nonsense.
  • Personofsecrets
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    @ZOS_RichLambert

    Can you stop with the witch hunt already? Witches Festival ended last week.
    Rest in Peace:
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    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Personofsecrets
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    By the way, I don't dare to not hold block in certain instances.

    @ZOS_RichLambert

    Try tanking the last boss of the Blessed Crucible dungeon. The telegraph for that wind up heavy attack is awful and she hits players with that attack before she appears to be making that connection.

    Try tanking the last boss of Bloodroot Forge and you will find that roll dodging is an effective way of preventing a big heavy attack from damaging you, but you will also find that "just holding block the whole time" is way safer because the telegraph is terrible and the boss can hit a roll dodging player, after blocking has stopped, but before roll dodge invulnerable frames have started, at the beginning and end of said dodge rolls. This whole roll dodge a heavy attack mechanic is what I like to call poopy doopy.

    Try tanking the final boss of Asylum Sanctorium. You will find that you better be blocking at the end of every lightning phase before there is any indication of danger because, if you don't, there is a chance that the boss literally animation cancels it's lightning phase into a deadly one shot auto attack. I've even had the boss cancel it's fiery steam breath attack into a a deadly auto attack after it's putting down of AOE cone, but before doing any of the AOE cone effect or damage, and kill me during a time that, you guessed it, I wasn't blocking.

    Blocking is a mechanic to be treasured and cherished. Please stop dumping all over it and the tanking roll.
    Rest in Peace:
    The Dragonknight
    2014-2025

    This commemoration is for the class that has constantly been plundered and dismantled by designers for no obvious reason while other classes continue to have coherent skill lines and feel both powerful and cool.
  • Ashanne
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    Reread the post. Noone is asking for nerfs here. Read also the main communication from ZOS. They want to increase the block cost (formula most likely - and this is really bad, sets or cps)

    There is a misconception running around in cyrodil that mag dk /templars or any 16k stamina pool with s&b is a permablocker. Those people (that also got ZOS attention) need to try to go permablock in PVP. As I mentioned, yes there are troll builds that can tank 20 people but those are just trolls and they wont suffer from these changes as much as the other types of builds.

    And as the title mentioned the disscusion is regarding PVP.
    Lets come with viable solutions for ZOS, because they don't know what is best for all the types of builds they just read complains with out necessarily understating what it is really about.

    Here is a link to the main discussion in case some of you missed it:
    https://forums.elderscrollsonline.com/en/discussion/378976/monthly-combat-update-november/p1

  • Liofa
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    Qbiken wrote: »

    Would a change to the way block-cost is calculated gutt PvE tanking??

    It would make it harder , yes but definitely not a complete gamechanger for tanks who know what they are doing . I can say though , 90% of the end-game tanks are sadly highly depending on perma-blocking . This is why in such a case where block cost goes up to 466 from 88 like Paul said , it will cause a lot of crying from many PvE tanks . ZOS tried to make tanks play smarter and block only when needed . Removal of Bracing , nerf to Constituon and cost reduction removal from CP etc. helps it but never achieve the true goal . Because there are so many ways to recovery stamina while blocking , it doesn't matter . PvE tanks who know the game will always find a way . Anyways , changing block cost is not the right way to do it in my opinion . Since this thread is about PvP , here goes the my thoughts .

    I played one of those 7th Legion + Werewolf + Malubeth builds and I got A LOT of kills in Cyrodiil , while tanking several players by myself . I am telling you , all of those I encountered are trash . Go and watch those famous videos . You will not see a single Nightblade who has brains to use Fear or any Werewolves or anyone with a stun that goes through block . I am sorry but all of them are stupid braindead zerglings . Now let me tell you how it actually works . These builds cannot do anything without Sturdy items and take a look at the sets again . There isn't any Critical Resistance and let me remind you that these builds do not work in no-CP campaigns because they need the Shadow Ward CP to work . Going to a CP campaign without any critical resistance is almost a suicide in most cases . Their only defense is block and in all those videos , you will not see a single fear or whatever that stuns through block . Now , I'll tell you what happens when you fight against a player with some brains . I was on my Magicka DK (no perma block build , Dual Wield+Resto) and I was in Cyrodiil with my Magicka NB friend . We were taking down so many perma-block builds in less than 20 seconds . You can see the Malubeth proc and all , they are all using the same build . 2 people with brains against a ''meta'' that works against scrubs . All you need is a CC that goes through block , that's all . As soon as their block goes down , they will die because there is absolutely no Critical Resistance or any resistance or whatever defense except blocking . Now look at those videos again , they are just a proof of my words . Anyways , their only offense is a burst combo that screams like ''block this clearly obvious attack or you are going to die'' . Personally , how I killed enemies with that build is ; put DoTs , reverb bash , leap , reverse slice , done . As soon as you switch to your 2hander bar , you are clearly letting your enemy know that you will be doing the burst combo thing . If you kill your enemy with this attack , that doesn't mean your build is OP or you are a good player . It means your opponent sucks and most likely doesn't have a brain . I know most players didn't even play these builds so this comment is from a player who has been on both sides . I played those builds and played against them . Hope I made my point clear .

    Again , for PvE tanks , it doesn't make a difference because proper tanks will always find a way around all the nerfs . I would like to see some buffs to PvE tanks though but looks like we gonna get a nerf thanks to PvP , again :)
  • Qbiken
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    Qbiken wrote: »
    Qbiken wrote: »
    Change the way block-cost is calculated (so that block-cost enchants become less powerful) and the problem is fixed. How much more simple can it be?? We don´t need changes to battle spirit or new fatigue debufs added, just change the way block-cost is calculated and the problem is *** solved.

    And you gutted PvE tanking, thank you.

    Really do ANYTHING you want with blocking, even remove it to hell, but add it to Battle Spirit. Problems solved.

    @Asardes @Liofa @Woeler

    Would a change to the way block-cost is calculated gutt PvE tanking??

    Kinda disappointing I was not linked too :tongue: If they just swapped the enchantments to be first rather than second to last in the calculations then the lowest possible block cost would go from 49 to 438. Remove Alteration mastery and it goes from 88 up to 466. This would indeed make it a lot harder for some tanks that are used to blocking a lot. A common thing most tanks do is to just use 4 Sturdy and that would be a difference of 241 up to 575. So we can already see that diminishing returns are hitting hard there. But obviously you can place the enchantments in different spots on the calculation and get different results.

    As well they could also adjust the values of Sturdy, CP, Fortress or Absorb Magic, they also stated they might change the base block cost to account for these changes so we can't really tell right now. Done right the calculations could be good for PvE Tanks too, but the example shown would not be good for PvE Tanks. Though I guess it would force a lot of people to learn how to heavy attack as a tank, even in trials. But again, done right it won't affect PvE but will affect those Builds that people are complaining about where they can block a lot but still deal a lot of damage. Obviously pure perma blocker tanks in PvP That spec for that and deal no damage would be unaffected but neither should they, they are fine as is, its the damage dealing blockers that are a danger.

    Sorry about that :pensive:
  • Calboy
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    Whatever is done, please take into consideration templars and dks who don't perma block but utilise block alot because it's the only way to not die instantly.
  • Ragnarock41
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    Just a little more indirect nerfs till everyone stops playing Dk.
    ZOS will have to buff the heck out of it eventually.
    Meanwhile I think Im gonna play stamden in my limited eso time.
    Its not that reliant on blocks anyways.
    Edited by Ragnarock41 on November 6, 2017 8:13PM
  • Pinja
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    Look, Perma block is a thing Sword & board Ult is built for it.
    Hop off my staff, 12k stam by it self is not a perma block. (Though might be a miss typing of some more [snip] to come.)
    Edited by Pinja on November 6, 2017 8:37PM
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  • Pinja
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    Ya found the post thanks to some links, dude you misread her.
    We’d like to begin giving you a bit more insight as to what the combat team is currently working on, save for any new features or systems that we simply aren’t ready to discuss yet. The plan is to make a new post similar to this each month. In order for this to work, though, everyone must understand that this is all work in development and has a high probability to change. As long as discussions stay civil, we’ll continue posting these updates.

    With that said, below are a few things (not everything!) the combat team is currently working on for Update 17.


    Goal: Investigating Perma-blocking
    • Adjust the block calculations so that cost reduction happens first (might have to reduce the block cost slightly as a result)
    • Investigate adding something to Champion passives, or an item set to increase the block cost

    I'e: if run cost reduction it'll only apply on the first hit. (So you'd have to unblock & reblock, or loose stam.) (VS Perma block builds)
    Might add a general cost reduction to block improving everyone's survive ability. (including 12k pools.)

    Might add siphoning strike to CP for block cost.
    Edited by Pinja on November 6, 2017 8:42PM
    Pinja for Dual Wands.
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  • gabriebe
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    The only place where permablocking is a problem is in BGs, and that's really the only place a fix should be introduced. For Cyrodiil, it's mostly a learn to play issue. Ask yourselves how many times you have been killed by a permablocker vs how many times you took the bait and focused aggro on a single target while his buddies mow you down.
    Edited by gabriebe on November 6, 2017 8:41PM
    Former Empresses: Saliva Bortschion (MagBlade), Janet From Finance (PvP MagSorc), Carla Swagan (Tank DK), Estelle Born (StamBlade), Enya Arsenal (MagPlar), Anita Nurse (Magplar Healer), Bearback Brigitte (Magden), Rachel Justice (MagDK), Nicole From Payroll (Stamden), Bailiff Belinda (PvE MagSorc), Féline Dion (StamDK), Septic Tank Tina (Necro Tank)

    The runts: The Trolly Spirit (Tank Sorc), Floods-Your-Basement (Warden Healer) Dinah Asthma (Magcro), Total Top Tony (Stamcro)

    The traitor
    s: Janis Javelin (Stamplar, EP), Barbecue Becky (Magblade Healer, AD)

    PvE: Gryphon Heart, Immortal Redeemer, Flawless Conqueror


    GM: Animal Control



  • RajinPVP
    RajinPVP
    ✭✭✭
    hmm.. perma block... hmm.., yes they are quite hard to kill but i treat them as my ult regen.. (if you get what im saying) is it a problem in open cyrodiil pvp? tbh .. i dont see anything wrong with it... what i dont get is people who tries to kill them while they getting baited over and over and over again! its not like that person can hide hes/her name or something?!... how about focust on killing the one that can actually kill you instead of a tank who is main purpose is to soaked damage... if for some reason .. a perma blocker tank somehow single handedly killed you ... then at that point idk what to say but to say "git gud"..

    blocking has been nerfed enough and it doesnt need more nerfing...
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