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

  • paulsimonps
    paulsimonps
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    Pinja wrote: »
    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.

    Dude.... YOU are the one misreading her. She said nothing about first hit. She said that the enchantments would be first in the calculation, the formula used to calculate your current block cost.
  • Jjitsuboy98
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    Blocking doesn't need to be touched. As mentioned before if you are facing a Nightblade and some halfway decent players you can't just hold block forever.
  • paulsimonps
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    Liofa wrote: »
    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 :)

    I whole heatedly agree on the PvP Part. Really well explained. And yea, proper tanks have always found ways around nerfs, we are a resilient sort, I mean we are tanks :wink:
  • Aedaryl
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    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...

    How in Battleground when they hold flag, or chaos ball ? or in death macht ?
  • paulsimonps
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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.

    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.
  • NyassaV
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    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
    Flawless Conqueror ~ Grand Overlord
    She/Her ~ PC/NA | I record things for fun and for info
  • 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.

    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.

    @paulsimonps ,

    I get what you are saying, but there is really no point for you to counter signal ideas about poorly telegraphed mechanics.

    The reason that I chose the examples that I chose wasn't because things are too hard or whatever, but because they show clear signs as to how a certain play style is useful and even advantageous over other play styles and solely because the game isn't being setup to give players perfect information.

    Liofa and yourself are right in thinking that any change can be shoved to the side by decent players - that is my position to. A hardier way of thinking is that although any change can be adapted to, we have to examine with a scientific eye as to if such adaptation leads to more fun times or if there is some hindrance to having those fun times.

    Are we going to set around and allow balance changes to impact a role when it isn't balance that is causing the role issues? In my opinion the developers are looking for balance changes to game mechanic problem.

    Now I will give you the specific critique of your counter signaling.

    1. Discussing the final boss of the Blessed Crucible isn't to demonstrate that something is some difficult task that is tough to overcome and somehow tougher when nerfs come by. It is to demonstrate that tanking comes with alot of artifacts of times where we end up suffering from some poorly signaled mechanic and suffer from it.

    We have a lame feeling about the dungeon and her heavy attack because she still doesn't pose a threat, but the heavy attack is poorly telegraphed nonetheless and leaves that feeling of "I might as well just be blocking for the whole animation rather then trying to do something else."

    2. As for Olms, I have the same idea about the artifacts that are being left in our mind because of mechanics that are a little wonky, poorly telegraphed, and, in this case, extremely punishing.

    It is really unacceptable to be seeing enemy NPCs doing to equivalent of animation canceling during a PVE event and though you seem to have not experience an auto-attack during the AOE steam breath conal telegraph, but I have, and it leaves nasty thoughts in my mind whenever Olms moves to that phase. Are these events happening all of the time? No, but such animation cancels do happen every run and leave behind ideas that I should be blocking a lot more than I should have to or even want to.

    Anyhow, I thank you for writing your ideas. I hope that I don't seem too nitpicky here, but it is my genuine belief that we all have to boost each other's signals as much as possible because otherwise, I'm afraid that we may get some more baffling changes that were only possible due to the players divided thought and attention.

    Your completely correct with what you right and it gives some good perspective - I am just aimed at discussing a different point and hope to make that clear.

    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.
  • WuffyCerulei
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    As long as the perma-blocking changes come only in Battle Spirit, I'll be happy. I don't want pve tanks to be given the short end of the stick.
    "Buzz Lightyear toy isle shot" Stormcalling/Animal Companions/Assassination PVP build hater

    Bring Back Pure Class Build Power
  • s7732425ub17_ESO
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    Positional blocking adds a non-trivial server-side performance cost. Also, it would bring the time to kill way too low for the already super-squishy builds out there. For every perma blocking tank, there's 10-20 people on normal builds, and it this change is too much for that many players. Block fatigue is a better solution.
  • Ranger209
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    So a few PVE trial questions as I am not experienced there. Looking for estimates that are close.

    1. Worst case scenario, how many attacks in trials does a tank block per second and for how many seconds for bosses, mini-bosses, or any mobs with a one or two shot mechanic?

    2. Worst case scenario, how many attacks does a tank block per second and for how many seconds for less lethal mobs as well as trash mobs.

    3. Worst case scenario, how long would a person tanking trials have to hold block for? Guess this is kind of a redundant question maybe,....but.....

    4. Worst case scenario, how long/short of a break between perma blocking in a trial does a tank get to regen stats for blocking purposes?

    Just trying to get a better feel for how perma-blocking in PVE is used to manage/mitigate damage.
    Thanks in advance for any info/numbers.

    If there is any relevant information beyond the questions I am asking please enlighten as you see fit.
    Edited by Ranger209 on November 7, 2017 12:00AM
  • usmcjdking
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    Never complain to ZOS to not nerf something they've already said they plan on nerfing. Permablocking will be nerfed. The only influence that we as players have is the when and in what form that nerf comes in.

    This is why I suggest the 300 degree blocking radius. This resolves a mass of PVP issues in regards to blocking given that roots and blocking while running away now creates an untennable situation for the permablocker. It has impact on PVE, but not enough impact to force build changes and regearing, or (even worse IMO) slant the tank role further into DK/Warden-only territory
    0331
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  • Woeler
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    Tanking and blocking has been changed time and time again. And there was drama on the forums (of course), but everyone willing was able to adapt. And honestly, whatever they add. I guarantee you, perma-blocking in PVE will not go away. Besides, it is not even a bad thing. It's not like letting go and pushing that mouse button at the correct time requires remotely more skill than just holding it down.

    The problem I have with the whole thing in general is that, once again, PVE has to change because PVP balance is garbage.

    They could easily add their changes to battlespirit, but I guess they like it more to keep hopping from 'totally broken' to 'totally OP' every single patch without ever hitting the sweetspot, or even coming close. It's like a dog chasing its own tail.

    But whatever they come up with now, we will find a way.
    Edited by Woeler on November 7, 2017 11:24AM
  • aeowulf
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    They could probably just stop it blocking ground based AE's (excluding ones triggered by heavy attack mechanics) - PVP could build around perma block builds easily then by stacking ground AE's. It's kinda logical too, at least until we see times where our toons actually start standing on our shields. In PVE tanks might move a bit more.

    Should mean ground AE dots won't trigger block cost either, which would help with sustain.

    PVP <-> PVE balance will always be garbage :D PVE is predictable, PVP isn't. Rock>paper>scissors theory is a lot more relevant in PVP. There will always be a new build round the corner in PVP, I can't remember the last time any PVE build was changed significantly :(
    Edited by aeowulf on November 7, 2017 12:23PM
  • ccfeeling
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    U dont block , u die
    Tank die , we start over
    Actually , zos push every tank play perma blocking style in pve
    Dk skills and passives are perfect with it , holy!
    Diversity was just a gimmick , zos stop faking us please...
    U guys limited the tank development and play style .
  • Dragath
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    Qbiken wrote: »
    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

    qft
    as a dk, i'm okay with losing all my block if i can get something like the sorcs shield stacking.
    Edited by Dragath on November 7, 2017 3:53PM
  • Hecker777
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    Unpopular opinion. With the exception being an entire team of tanky permablockers, if there is one or two in a group (specifically in BG's) I'm kinda cool with it. Yeah it sucks if they get a ball/flag but knowing they aren't dealing significant damage means they are a great target for light and heavy attacks to restore resources/build ult.

    I wish I had taken a video of a BG I was in last night. It was a deathmatch and one of the other teams had 3 damage dealers and a DK permablock tank. My team would just wail on the tank until we had our ulti up, and then turn around and obliterate everyone with a ult combo. I think the final score was something like 500-100-0.

    Message is- they're annoying but you can turn it to your advantage.
    No class CC and I don't run a gap closer...so yeah if you streak away from me I'll probably bird spam you WHAT ELSE AM I SUPPOSED TO DO??
    Outrider of Vokundein-Vice PvP Officer- Member of Legend Gaming
    Officer- Eastmarch Trade Company
    Officer- Order of the Bear
    Core- Fear is Failure

    DK Tank - Stam Sorc DPS - Stam Warden PvP DPS- Mag DK PvP DPS
    690+ CP PC NA
  • Ranger209
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    I posted this in the main thread, but let me expand on it here as to the benefits of doing so this way.
    Though I guess it is not a passive it still has intriguing possibilities.
    Ranger209 wrote: »

    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.

    1. It is tweakable allowing a sweet spot to be found that penalizes permablockers without penalizing those people who occasionally block, but don't spec into perma blocking.

    2. It works off of the value that is being reduced rather than the final cost, in the above example it works off of the 2100 points of reduction rather than the 50 point cost you are left with. This is a big deal to ensure that the block cost never exceeds the initial 2160 cost.

    3. It would only have an impact in pvp unless NPCs have shattering blow??? It actually could be balanced with decreasing the cost tick on blocking from 4 times a second back to 2 times a second actually helping PVE perma blockers. Yay PVP guys thanks for helping PVE we love you guys.

    4. It would have to be specced for in the CP tree meaning that there is flexibility and the possibility that not everyone will do that. So some players may still be permablocked against and others not. The more players that pile on the more likely perma block will fail. Again a sweet spot needs to be found as to how it should affect perma blocking and to what degree through many scenarios. Obviously the more people beating on a perma blocker the more it should fail.

    5. Shattering blows already affects the damage shields and would now also affect the hand held type, but through its cost rather than how much damage it absorbs. You can't eat through a block damage wise like you can a casted damage shield.
    Though it could just allow less damage to be blocked. I think this would affect the casual blocker more than adjusting the cost of block though. Just a gut feeling there no more.

    Anyway just some thoughts.
  • Apache_Kid
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    I do not want anymore nerfs. I find this tactic of permablocking in PvP as much as anyone, but we all know that there's a good chance any change would would affect blocking in PvE as well. In Cyrodiil, these kinds of tanks really feed off of bad players spending their time taking lots of time to try and look them while the tanks zerg shows up minutes later and wipes everyone. These permablockers in Cyrodiil are best avoided like the plague. Move on to another target.

    Now that they added CP to battlegrounds however, these permablockers now over perform in every single objective game-type. Having them holding on to your relic the entire match is ridiculous. I wish they would re-think adding CP to battlegrounds or make a queue for both a CP and a non-CP playlist.
  • Vynn
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    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.
  • olsborg
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    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.

    PC EU
    PvP only
  • NBrookus
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    olsborg wrote: »
    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.

    Depends on what counts as a hit. Also, it does nothing for the issue of lag. You can't reactively block when there's a second or more delay of lag going on. Half a second even.
    Hollery wrote: »
    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.
  • Joy_Division
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    NBrookus wrote: »
    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.

    ZoS will not do that and we all know it. Since when have they every retroactively un-nerfed something to make up for mechanics that have changed. Zero.

    I just hope I get my 5th star and can retire my templar before all this PvP whining completely sucks my desire to play one.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • I_killed_Vivec
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    Vynn wrote: »
    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.

    Logically hiding behind a shield reduces you ability to swing your sword.

    But then reducing weapon/spell damage when blocking really hits hard if you still allow magica shield stacking. Because equally logically if you are busy concentrating on your magica shield then your offensive capabilities should be reduced.

    Blocking costs stam, perma-blocking stops stam regeneration (even intermittent blocking if you're unlucky with your timing). There's already a penalty to pay for physical blocking that isn't matched with magical blocking.

    Who is going to kill you faster... a perma-blocking DK or a perma-shielding Sorc with everything piled into magica enhancing both shields and offensive capabilities, with no impact on regen?
  • paulsimonps
    paulsimonps
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    olsborg wrote: »
    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.

    Face more than 1 person and you are boned, 2 ppl using jabs or similar at you would make it so you can't block at all. So classes that rely heavily on blocking would be nerfed to hell. They could do more than 5hits per second and then you can't block for 2s and then the next time its up its almost immediately down again.
  • Cinbri
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    Permablockers should be nerfed, not block itself. Diminish returns, Shadow Ward nerf, etc. Ofc nbs and sorcs will be happy to see nerf of dks, templars and majority of stamina builds, but some of those suggestions loose even simple common sense check.
  • aeowulf
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    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.
  • paulsimonps
    paulsimonps
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    aeowulf wrote: »
    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.

    That will mess with EVERYONE though, aka a really bad idea. You want to make changes that nerfs the people that block a lot but at the same time you don't want to punish everyone else too. Remember its not the permablockers that are an issue, its the people that block a lot but know when and how to properly drop block to do other things.
  • earichardson79ub17_ESO
    I have a trully wonderfulful idea. I realize that zos cannot afford to offend all you pvpers by getting rid of this to me apalling practice in mmos, and having to set of everything, (armor, weapons, etc) would be difficult and majorly time consuming, but couldn't you go in and tell you stats to say check if in pvp area such and cyri and battleground, is true make the same skills do something different, or less, or smaller, whatever.. Go in add a short couple days weeks tops for most good programmers and bam pve and pvp seperate, but not.
  • Rohaus
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    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.
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  • paulsimonps
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    Rohaus wrote: »
    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.

    Agreed, god I hate them, and they are actually really really dangerous too.
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