OneKhajiitCrimeWave wrote: »The change to block cost won't really affect PvE tanks as you don't permablock on them for the most part. The base cost of blocking actually got reduced which helps PvE tanks once they get used to weaving a light attack or 2 in and not 100% block casting.
Besides, resource management is a skill to be learned and Tanks can be assisted in it by shards if really necessary.
Maybe you PvErs need to equip REAL tanking gear now like Hist Bark or IronBlood or even Alternation Mastery for more block reduction.
Stop whining , the Alkosh can be equiped in one of the dpses , not a big deal.
munster1404 wrote: »Noob tank here. Gravitated towards tanking because I couldn't be bothered with DPSer rotations and can't seem to remember light weaving. Tried swopping Shield Play glyphs for Potion speed. Even with 28K stam, I still struggle against World Bosses that have adds mechanisms. I can only imagine Trials will be even harder.
OneKhajiitCrimeWave wrote: »The change to block cost won't really affect PvE tanks as you don't permablock on them for the most part. The base cost of blocking actually got reduced which helps PvE tanks once they get used to weaving a light attack or 2 in and not 100% block casting.
Besides, resource management is a skill to be learned and Tanks can be assisted in it by shards if really necessary.
techprince wrote: »OneKhajiitCrimeWave wrote: »The change to block cost won't really affect PvE tanks as you don't permablock on them for the most part. The base cost of blocking actually got reduced which helps PvE tanks once they get used to weaving a light attack or 2 in and not 100% block casting.
Besides, resource management is a skill to be learned and Tanks can be assisted in it by shards if really necessary.
I dont think you ever did a vTrial as a tank.
In Cyrodill heals and shields are reduced by a certain percentage why can't they make the same thing for block cost, why PvE players are getting punished because people in PvP are running Tank with High block reduction.
P.S Its gonna be really hard for newer tank to control their Stamina.
In Cyrodill heals and shields are reduced by a certain percentage why can't they make the same thing for block cost, why PvE players are getting punished because people in PvP are running Tank with High block reduction.
P.S Its gonna be really hard for newer tank to control their Stamina.
This change is necessary. Glad it's finally getting reduced to remove permablock.
OneKhajiitCrimeWave wrote: »The change to block cost won't really affect PvE tanks as you don't permablock on them for the most part. The base cost of blocking actually got reduced which helps PvE tanks once they get used to weaving a light attack or 2 in and not 100% block casting.
Besides, resource management is a skill to be learned and Tanks can be assisted in it by shards if really necessary.
To everyone complaining about permablock I urge you to try and tank Bloodroot forge last boss hard mode. While all 3 bosses are there, theres not 1 second where it's safe to heavy attack.
As long as ZOS keep designing content like this, we NEED permablock.
I'm not even arguing that permablock is a stupid dull mechanic, yes it is of course - but some of the harder content would need to be adjusted to account for it's removal as well:
- There's just too many ridiculously hard hitting attacks that can one shot a TANK
- on some bosses like Earthgore amalgam and his sons these super heavy attacks also occur WAY too frequently
- the animations and telegraphs for these one shot mechanics are often too difficult to read, or not perfectly in sync with 'expected' timing (saint olms sometimes slaps you to death before his claw even touches the player and stuff like that)
Edit: Oh and P.S. may god have mercy on your soul if you try to tank with an Ice staff where the heavy attacks are almost 2 times slower.
Twohothardware wrote: »To everyone complaining about permablock I urge you to try and tank Bloodroot forge last boss hard mode. While all 3 bosses are there, theres not 1 second where it's safe to heavy attack.
As long as ZOS keep designing content like this, we NEED permablock.
I'm not even arguing that permablock is a stupid dull mechanic, yes it is of course - but some of the harder content would need to be adjusted to account for it's removal as well:
- There's just too many ridiculously hard hitting attacks that can one shot a TANK
- on some bosses like Earthgore amalgam and his sons these super heavy attacks also occur WAY too frequently
- the animations and telegraphs for these one shot mechanics are often too difficult to read, or not perfectly in sync with 'expected' timing (saint olms sometimes slaps you to death before his claw even touches the player and stuff like that)
Edit: Oh and P.S. may god have mercy on your soul if you try to tank with an Ice staff where the heavy attacks are almost 2 times slower.
Then you adjust the content but permablocking shouldn't be a thing in PvE or PvP. It takes the skill out to knowing when to block and when to just take damage, roll dodge, ect.
Exploiting some bugs in order to gain mitigation values to survive a whole raid of players hitting at someone should be addressed as well. Just a couple of month ago some players got perma-banned for using exploits in vAS. I'm not calling for a ban-hammer, though exploiting remains exploiting and should be treated equally, regardless if it affects PvE or PvP players.rustic_potato wrote: »It is a combination of skill and exploiting some bugs that they are able to get the mitigation needed for their tankiness.
Exploiting some bugs in order to gain mitigation values to survive a whole raid of players hitting at someone should be addressed as well. Just a couple of month ago some players got perma-banned for using exploits in vAS. I'm not calling for a ban-hammer, though exploiting remains exploiting and should be treated equally, regardless if it affects PvE or PvP players.rustic_potato wrote: »It is a combination of skill and exploiting some bugs that they are able to get the mitigation needed for their tankiness.
@Tasear Why is Alkosh considered a DPS set and not a debuff set, tanks receive the most synergies. I don't understand why you would call it a DPS set not to mention even the weapons drop with a crusher enchantment on them. Alkosh's main idea behind it is to debuff an enemy and not to use it for the damage side.Reduce healing even more along with block cost in pvp. It would lessen player outrage.
Then again tanks using dps sets...like alkoash.
@Tasear Why is Alkosh considered a DPS set and not a debuff set, tanks receive the most synergies. I don't understand why you would call it a DPS set not to mention even the weapons drop with a crusher enchantment on them. Alkosh's main idea behind it is to debuff an enemy and not to use it for the damage side.Reduce healing even more along with block cost in pvp. It would lessen player outrage.
Then again tanks using dps sets...like alkoash.
@Tasear Why is Alkosh considered a DPS set and not a debuff set, tanks receive the most synergies. I don't understand why you would call it a DPS set not to mention even the weapons drop with a crusher enchantment on them. Alkosh's main idea behind it is to debuff an enemy and not to use it for the damage side.Reduce healing even more along with block cost in pvp. It would lessen player outrage.
Then again tanks using dps sets...like alkoash.
So stamina DPS aren't running some combination of Night Mother's Gaze, Sunderflame, and Morag Tong? I thought they're not DPS sets because they debuff. I suppose a DPS couldn't benefit from Minor Slayer either, right?
@Tasear Why is Alkosh considered a DPS set and not a debuff set, tanks receive the most synergies. I don't understand why you would call it a DPS set not to mention even the weapons drop with a crusher enchantment on them. Alkosh's main idea behind it is to debuff an enemy and not to use it for the damage side.Reduce healing even more along with block cost in pvp. It would lessen player outrage.
Then again tanks using dps sets...like alkoash.
So stamina DPS aren't running some combination of Night Mother's Gaze, Sunderflame, and Morag Tong? I thought they're not DPS sets because they debuff. I suppose a DPS couldn't benefit from Minor Slayer either, right?
A good dev team would.Twohothardware wrote: »To everyone complaining about permablock I urge you to try and tank Bloodroot forge last boss hard mode. While all 3 bosses are there, theres not 1 second where it's safe to heavy attack.
As long as ZOS keep designing content like this, we NEED permablock.
I'm not even arguing that permablock is a stupid dull mechanic, yes it is of course - but some of the harder content would need to be adjusted to account for it's removal as well:
- There's just too many ridiculously hard hitting attacks that can one shot a TANK
- on some bosses like Earthgore amalgam and his sons these super heavy attacks also occur WAY too frequently
- the animations and telegraphs for these one shot mechanics are often too difficult to read, or not perfectly in sync with 'expected' timing (saint olms sometimes slaps you to death before his claw even touches the player and stuff like that)
Edit: Oh and P.S. may god have mercy on your soul if you try to tank with an Ice staff where the heavy attacks are almost 2 times slower.
Then you adjust the content but permablocking shouldn't be a thing in PvE or PvP. It takes the skill out to knowing when to block and when to just take damage, roll dodge, ect.
Do you honestly think they would look at every encounter across six trials and dozens of veteran dungeons to make adjustments making it easier for tanks?
To everyone complaining about permablock I urge you to try and tank Bloodroot forge last boss hard mode. While all 3 bosses are there, theres not 1 second where it's safe to heavy attack.
As long as ZOS keep designing content like this, we NEED permablock.
I'm not even arguing that permablock is a stupid dull mechanic, yes it is of course - but some of the harder content would need to be adjusted to account for it's removal as well:
- There's just too many ridiculously hard hitting attacks that can one shot a TANK
- on some bosses like Earthgore amalgam and his sons these super heavy attacks also occur WAY too frequently
- the animations and telegraphs for these one shot mechanics are often too difficult to read, or not perfectly in sync with 'expected' timing (saint olms sometimes slaps you to death before his claw even touches the player and stuff like that)
Edit: Oh and P.S. may god have mercy on your soul if you try to tank with an Ice staff where the heavy attacks are almost 2 times slower.