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Don't nerf block cost

Nade_nXs
Nade_nXs
Soul Shriven
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.
  • Tasear
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    Reduce healing even more along with block cost in pvp. It would lessen player outrage.

    Then again tanks using dps sets...like alkoash.
  • Juhasow
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    Same excuse ever. Dont nerf PvE because of pvP. Tbh i found holding the block same brainless atm for PvE and PvP so actually this change is good for both. Tanks in PvE have lot of ways to adapt. At the end they'll be just more selfish in the gear and ultimate choices which also isnt a bad thing since DPS level currently is at point it can be lowered without huge consequences for PvE scene. Just change support set to tanking set or wear Maelstorm 1h+shield with SHield Discipline ultimate and You're ready to tank everything again. Newer tanks also shouldnt feel discomfort since they're usually starting from taking part in less deadly content which doesnt require fully geared and prepared character.
  • OneKhajiitCrimeWave
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    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.
    Dark Flare is the Beginning, Radiant is the End. Hail the Light Bringers!
  • RouDeR
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    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.
    Edited by RouDeR on January 10, 2018 11:27AM
  • Kessra
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    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.

    The change will affect PvE tanks more than PvP tanks as the latter one did not use block cost reduction glypes on their jewelery at all and now in addition also have lower base block costs in general. Some PvE tanks, especially the more inexperienced once, used to much blocking in general. I noticed that on leveling an alt character lately where a tank was sitting behind his shield almost all the time and was calling for orbs and shards literally all the time. I felt like his private resource generator at times when I started to talk to him that he does not need to keep his block up all the time, this was when I got kicked from the group ...

    PvE-Tanks need to learn to keep an eye on their surroundings (situation awareness) and use block on heavy attacks mainly. Plenty of mobs don't do anything almost 2 seconds after they did their heavy attack. This is the moment when you can take revenge and do your heavy attack on them and replenish your resources - this is even more benefitial if off-balanced was applied onto the boss/mob. Sure, this might get stressful in multi-mob situation, though you don't need to keep the aggro of every mob, just the ones that may really get dangerous for your group. Usually trash falls on one to two attacks of DDs. What a good tank distinguishes from a bad tank is mostly his experience and knowledge on the abilities of mobs and his wisdom to utilize weak spots (like the 2-3 second window after a heavy attack) to his advantage.
    Edited by Kessra on January 10, 2018 1:33PM
  • Rungar
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    for me the cost will go to 365 from 96 I think so its not the end of the world but will have to get used to it. Maybe a little excessive :)
    Edited by Rungar on January 10, 2018 12:16PM
  • SirCritical
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    RouDeR wrote: »
    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.

    Lol those tanky light Alteration Mastery
    Edited by SirCritical on January 10, 2018 12:49PM
  • munster1404
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    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.
  • Doctordarkspawn
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    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.

    I heavily advise you get ready to eat it or you go ahed and find another game, because this new patch is gonna screw you.

    And I guarentee you. They will not lisen to feedback. They usually dont.
  • techprince
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    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.
    Edited by techprince on January 10, 2018 1:27PM
  • SirCritical
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    techprince 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.

    Don't think so.
  • Hutch679
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    Nade_nXs wrote: »
    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.
  • Doctordarkspawn
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    Hutch679 wrote: »
    Nade_nXs wrote: »
    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.

    This change is not necessary for anything outside of PVP.

    Your subjective view has no bearing on facts or logical reason. Your favoratism for PVP makes you even less qualified to speak on this.
    Edited by Doctordarkspawn on January 10, 2018 1:47PM
  • BlanketFort
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    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’m not quite sure what you mean as PvE content. Easier dungeons have mechanics that allow for tactical blocking most of the time. Vet trials and some DLC dungeons (like Bloodrootforge) put you in a permablock situation for most of the time because the damage is too great to be simply outhealed by your healer. Usually situations where an ill-timed Heavy attack or bar swap could lead to a one shot considering the lag with block and boss “animation cancels” that exist, as well.

    Also, if the change goes live, you’ll only be able to eat up shards every 30 seconds up from 20 seconds, which also hurts overall sustain. While experienced tanks will be able to survive and adapt, making tanking more stressful than it currently is on live (which I find is still an acceptable ratio of challenge and fun) could potentially drive more players away from the role, which wouldn’t help PvE and would most likely affect all roles in regards to optimisation.

    I don’t mind if changes occur, but they have to be viewed holistically as well. Encouraging Tactical Blocking (which experienced tanks already utilise anyway in content that allows them to) without changing some content mechanics is a bad idea.

    Personally, I enjoy support tanking and perhaps I am biased, as the change may sweep tanks into more selfish gear. While I was new on tanking, I had self-sustaining sets that worked as training wheels. It was nice to have something to improve towards and lose the training wheels, as I personally found myself more useful to the group by debuffing and indirectly increasing DPS, as opposed to a meatshield tank. Despite morrowind nerfs to block, I still found it fun to tank , debuff, and manage resources.. though to be honest (as I am no tanking goddess), in more difficult content It wasn’t THAT easy but mistakes were still relatively cheap (resources wise) to correct. Just because current tanks can tank and debuff at the same time does not mean tanking is super easy, because the tanks that do it very well are godly experienced and are far and few between as is.

    A nearly 400% increase in block cost won’t go unnoticed, especially the higher you go up the ladder of content difficulty. Newer tanks will be scrambling for resources the first few weeks as they adapt, I just hope we have enough masochistic members of our community to still take on the role.

    I’m afraid that if the block formula goes to live as it is in PTS without further consideration, it might suck all the fun from tanking and make it an even rarer role in PvE, further dwindling the endgame community and newer trial progression guilds might see the insides of a vet trial even less.
  • Nox_Noir
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    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.
    Edited by Nox_Noir on January 10, 2018 3:26PM
  • Yolokin_Swagonborn
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    Block isn't a win button in PvP. There are two aspects to it. It is more important in PvP to be able to mitigate damage than just block it. You still take damage even when you block.

    So if you build a super troll PvP tank, you can block for days but you cant do any damage. People end up ignoring you but 3 good players can still burst you down because just being able to block does NOT make you invincible. The damage is so high in cyrodill that you will just melt with a full bar of stamina.

    In the past, when people met "unkillable" tanks, it was 1 of two possible scenarios:

    1. They had average to below average DPS and they got angry they couldn't burst down someone solo in PvP.
    2. The tank found a way to stack mitigation far beyond what should be allowable, often through shady means. Most of this has been patched now.

    The balance in PvP is actually at a stable place right now. Not how I would do it but its stable. Meaning there are no unkillables but block serves a function and there are counters for it.

    If someone is glitching, cheating, or exploiting, please don't balance the game around that person and nerf game mechanics for everyone else. If you aren't cheating, the balance is fine.
  • Twohothardware
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    Nox_Noir 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.
  • Bowser
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    Nox_Noir 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?
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • rustic_potato
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    I have posted this many times on these discussions.

    PVP tanks who know what they are doing and can survive a full zerg wailing on them don't use block cost enchants. It is a combination of skill and exploiting some bugs that they are able to get the mitigation needed for their tankiness.

    PVE tanks on the other hand permablock using these enchants.

    ZOS wants to remove permablock in the game for tanks and hence the change. It is not a PVP change affecting PVE. It is a PVE nerf that is actually a buff to the unkillable Cyro tanks. All my PVP builds have gotten stronger thanks to this change.

    This is just an outright nerf to PVE tanks who refuse to play the game the way ZOS wants them to.
    I play how I want to.


  • Kessra
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    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.
  • Yolokin_Swagonborn
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    Kessra 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.

    LOL go to cyrodiil any day this week. Almost EVERY name I remember that got banned for cheating or exploiting is back. Everyone is coming back to the game. Which is a good thing but so are the cheaters. ZOS has a catch and release policy with cheating and is either unwilling or unable to keep some of the worst away.

    The harm in this is that those people keep cheating. People die to cheaters and ask for nerfs. ZOS then nerfs the game. But this doesn't affect the cheaters at all. they keep on cheating.
  • Nifty2g
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    Tasear wrote: »
    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.
    #MOREORBS
  • Bowser
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    Nifty2g wrote: »
    Tasear wrote: »
    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.

    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?
    @King-Koopa
    World First DK Tank Execute on Rakkhat HM
    Play how you want - no meta allowed!
  • usmcjdking
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    Bowser wrote: »
    Nifty2g wrote: »
    Tasear wrote: »
    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.

    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?

    I agree with this notion.

    Tanks have no business being in Alkosh. Stupid design flaw, but to be honest this change helps Alky tanks more than it hurts lol.
    0331
    0602
  • rustic_potato
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    Bowser wrote: »
    Nifty2g wrote: »
    Tasear wrote: »
    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.

    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?

    Hey you are suggesting that you play how you want? That is unacceptable. You need to follow the mindless sheeple and follow the META builds down to the last detail.
    I play how I want to.


  • KingJ
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    Bowser wrote: »
    Nox_Noir 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?
    A good dev team would.
  • Bubosh
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    I really dont unterstand how they can make a issue like that. Cant be true that Heavy Tanks get nerfed More and More while so Many other Problems are still arround since months ore years. What is about the OP passives of argonian what is about the OP shield stacking sorcs ore the most overpowered class stamina warden.....?

    I really feel bad played this Game for years but they nerfing stamina dks with that way to Much!

    They should nerf first argonian passives and the glorious self heal sustain warden Claas wich can faster Run than all other classes this sustain from wardens makes Guys feel Bad about stuff like Block cost tbh.
  • Tannus15
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    Nox_Noir 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.

    This. Right here. ZoS, make up your bloody mind!

    You're making content where if we miss a block the group wipes, and at the same time removing our ability to block. It's insane.
    Pick one please!

    Can someone please explain what the goal for end game PvE tanking is? If we're meant to use heavy attacks for resource return, please stop making content with no windows to exploit for heavy attacks!
  • IZZEFlameLash
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    Permablock nowadays only exist in PvE and rightfully so because of almost all of them mechanics in trials are "you heavy attack? *swat* dead". Not that huge of a nerf but still, this is a troubling sign when they give reasons like "to bring block builds more in line with non-block builds". Makes no sense.
    Imperials, the one and true masters of all mortal races of Tamriel
  • Trinity_Is_My_Name
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    In a week or two after the Update goes to the Live server we will once again see "Nerf Permablock Tanks!!" in the Forum. Count on it.

    If PVE Tanks can adapt to the nerfs don't you think PVP Tanks will as well? Of course they will. Let's break out the Cheese because it won't be long till we see the "Nerf Tank" threads from PVP players all over again after the update. Soon the Nerfers will have this game just where they want it: Balanced and void of players.
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