Ya found the post thanks to some links, dude you misread her.ZOS_GinaBruno wrote: »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.
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
b4nn3d7337 wrote: »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...
Personofsecrets wrote: »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.
paulsimonps wrote: »Personofsecrets wrote: »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.
I do perma block on Bloodroot last boss, but that is mainly cause when tanking all 3 I need to be ready for a heavy attack, those things hits HARD! However on Blessed Crucible, her only attack that matters is her Fire AoE, I try to block her heavy attack when needed but even if I fail its like, meh, just stand back up like nothing happened. But I can't really say I have had a problem blocking her.
And Olms. You really do not have to perma block on Olms, he gives you so many times to heavy attack and drop block. I mean I even do it between his light attacks. Now I do block before the first light attack has hit, but only hits take stamina away so no problem with that. During Fire, during Steam, between light attacks, those are all times you want to and can heavy attack.
Places that would be better to use as an example for perma blocking would be Warrior or Axes. Fail to block even one of the Warriors channeled sweeps and you will probably die, and knowing when that happens is not really the easiest. Axes are the same, not really easy to survive getting knocked down by their heavy attack, its doable, but not easy and really not recommended. Perma blocking is the safer way to do it but not always necessary.
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
As far as a Champion passive I think this makes sense
Shattering Blows
Increases your damage against targets with a damage shield by [x]% or reduce the block cost reduction of a blocking target by [x]%.
It is possible to reduce block by some 2100 points of stamina from 2160 to under 50. If you reduce that number by 25%
your 2100 saved stamina points for blocking now become 1575 points of saved stamina leaving the cost at roughly 600 stamina rather than 49 or whatever you can get it down to. My first thought was to increase the cost of block by up to 100% which works on perma blockers but penalizes people who don't spec into block cost reduction to the point that it could cost 4320 stamina if they have no reduction whatsoever. By reducing the flat value of the reduction it impacts those specing into block reduction and not really harming those who don't as much. Maybe 25% would be too much I'm not sure, but this could be tweaked to x/2 or x/4% so that it is more of a 300 or 150 stam cost. Could look at reducing the charge to twice a second rather than 4 times a second as well to balance. Lots of ways to get to the desired value some that would improve the PVE aspect of trial blocking. If my numbers are off adjust as needed, but pretty sure its been shown you can achieve less than 50 points of stam per block tick.
Or make it so you can only block 5 hits per block, if you block 5 times during one press-and-hold you drop your block and cant block again until 2s has passed.
This means if you are good, and say.. only block 3 hits and then release block, you can block again immediately if you so desire. As long as you dont hold block and block 5 hits you wont get this "penalty"...just an idea at the top of my head, im sure it can be improved upon.
Battle spirit affect healing done and shield size by 50%... Why not have it address block too? Maybe not at 50% but you get the gist of it
Immediately every single non-healbot and non-tank DK and Templar would vanish from Cyrodiil. These two classes are incredibly reliant on block to mitigate damage since they have no expedition, no evasion, and tiny shields. Igneous Shield is a fine skill, but it's not really a damage shield when virtually every attack overflows it unless you are a high health build. You can stick a fork in Blazing Shield as it is now. DKs and Templars can't stack magicka like sorcs or magblades to get a large Harness Magicka shield... and just shielding when under pressure is not useful unless you have a way to reposition.
Any sweeping nerf to block requires adjusting these class' ways of mitigating damage.
Personally think block design should be more tactical, but not by introducing cooldowns. Blocking should be a defensive buff and a spell/weapon damage debuff. This decreases block uptime as it becomes about timing your blocks and heals/damage to not overlap excessively in order to be their most effective individually. It encourages skilled play over cheese mechanics. Permablocking is therefore more difficult as well as self healing while blocking is diminished. Obviously coordinated group play with a tank and separate healer would still be effective, but the healers themselves have the same issue about choosing to "burst heal" or a diminished defensive heal.
Or make it so you can only block 5 hits per block, if you block 5 times during one press-and-hold you drop your block and cant block again until 2s has passed.
This means if you are good, and say.. only block 3 hits and then release block, you can block again immediately if you so desire. As long as you dont hold block and block 5 hits you wont get this "penalty"...just an idea at the top of my head, im sure it can be improved upon.
Changes have got to be VERY careful, they will affect PVE and that's not in a good place either.
The BG permablocking thing is (relatively) easy to fix, make the action of block drop the thing they are carrying/protecting.
There are so many ways to deal with perma blockers... they literally sit there begging for you to kill them... how easy of a target to kill that just sit there like a turtle. Meanwhile, trying to finish off a dodge rolling, disappearing, Eternal Hunt user is 100x more frustrating than some slow moving turtle.