Yolokin_Swagonborn wrote: »mpicklesster wrote: »If I read that correctly I can only use the shards synergy once every 30 seconds? While also increasing block cost?
^^^^This. I understand ZOS's need to address permablock builds in PvP. However, since this is primarily a PvP gripe, it should be remedied with PvP filters such as Battle Spirit.
I wish people understood that "permablock" is NOT a problem in PvP.
Here's a thought experiment for you. Can you kill someone with the sword and shield ult up. Happens to me all the time. Block Cost is not the problem. 2 or three non-potatoes can easily pump out enough DPS to kill anyone just sitting there holding block. the problem is damage mitigation and/or healing.
Previously there were some shady ways of getting a lot of mitigation. For the most part those bugs are gone and I haven't seen ANYONE just sitting there with max health while 5 people beat on them. That was a mitigation issue, not a block issue!
Block is fine.
Lord_Ninka wrote: »I find it interesting how many people imply that a permablock build is the only viable option for end-game pve tanks. I don't have enough experience as a tank to tell for myself, but I can't help wondering, doesn't anyone disagree? Can't you tank end-game stuff without a permablock build?
If end-game PvE tanks really are forced into a permablock build, then I think that's an issue in itself. In my opinion it would be very bad for the game and the freedom we have in our builds if it's impossible to ever drop your block even for an occasional heavy attack.
Of course you can. People permablock, because it's OP and they want it to stay.
There are situations, where you must block alot, for example the Axes in vAA. However, it's not as extreme as people claim. It's not like these axes spam heavy attacks. You don't need to block their light attacks and the heavy attacks are predictable so you can block at that moment instead of lazy permablock. Also, you have a healer and hopefully some self sustain to deal with their light attacks.
Permablocking is a safe way for everything. But when you know a boss and know his movements, you can block when it's needed and don't need permablock and I hope, this change pushes people into more skillfull play when it comes to tanking. Instead of permablock, people could use the less damaging phases to restore stamina with heavy attacks.
Warden - Blue betty ability: Explains that it gives the buff for 27secs, even though it's 25sec.
*I believe that resource poisons(magicka/stamina) are still overperforming.
The 30% instead of 60% cost increase isn't enough to balance the combat between poison user/s to non poison user/s.
The cost increase should be max 5%-10%, especially with all the past nerfs to combat sustain in past updates.
*Shield breaker needs a cooldown: My suggestion is that it should be the following:
(5 items) When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 2150 Oblivion Damage to them, 3 seconds cooldown.
*Heavy Armor is still too strong, block cost needs to be higher.
The current builds of heavy armor provide excellent protection while dealing a lot of damage, this is not balanced.
*Warden:
1. Dive - this ability damage should be reduced by 20% or add an animation of 1 second to the ability, similar to crystal shard.
2. Scorch - reduce the damage of this ability and it's morphs by approx. 10%.
Those 2 abilities are overperforming
There are probably more abilities that should be looked at.
*Dragonknight:
1. Take Flight - This ultimate ability base damage should be reduced by 5-10%.
Currently, this ultimate ability is too strong while the cost is too low.
2. Lave Whip - Flame Lash's ability damage to off balance enemies is too high, reduce it by 5-10%(Power Lash).
*Sorcerer:
1.Sorcerer shield - Hardened Ward's strength is not strong enough to counter the current higher end damage of either stamina/magicka builds.
The Hardened ward needs a boost of 10%-20%, stronger shield.
2. Overload & it's morphs - Increase the cost to use this ultimate ability by 25% or reduce it's base damage by about 15%.
This ultimate ability is very strong and too cheap to use.
3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
*Restoration staff:
Healing Ward - This ability is not always healing the caster which makes it unreliable.
It is already discussed that it would be fixed in a future patch*.
*AOE Caps removed:
This will encourage the bomb blades behavior of the NOT BALANCED of 1/2 players killing 20/30+ players.
I believe that the Soul Tether and Eye of the Storm ultimate abilities should remain in AOE caps or have their damage reduced in order to avoid players abusing OP abilities against many enemies.
So some aspects of AOE caps should remain ACTIVE or the associated OP abilities nerfed.
*Nightblade:
1. Sap essence - Reduce this ability damage by 5%-10%.
This ability is overperforming when facing many enemies.
2. Surprise Attack - This ability base damage is too high.
Please reduce it by approx 5%.
3. Soul Tether - Reduce the base damage of this ultimate ability by 20% or make it subject to AOE caps.
*Duel Wield - Reduce Steel Tornado damage by about 5%-10%, base damage is too high to multiple enemies compared to other options.
*Templar:
1. Puncturing Sweeps - Reduce the self healing of this ability by 5%-10%. This ability's damage is already high, reducing it's healing factor will make it more of dps skill rather than both extremely high heal+high dps.
2. Radiant Destruction - Reduce the damage overtime of this ability by 5%.
This ability damage overtime is still too strong and should be lower.
Destruction Staff: Reduce the Eye of the Storm damage by additional 20%.
This ultimate ability is overused by ball groups in Cyrodiil since it is very useful.
Reducing it's damage will encourage more variety in choosing ultimate abilities without the need to use this ultimate ALL THE TIME.
Also, the damage of this ultimate ability is too high to single targets when stacked(more than eye of the storm active in one place).
The reduction of damage should help solve this issue.
If this is not an option, please make it so that it is not possible to stack multiple eye of the storm in one place, meaning:
Only one eye of the storm will do damage to enemies in the area(the first one to be activated).
If those 2 options are not possible, you can also consider reducing each following eye of the storm damage by 50% if stacked in one place.
There are more abilities/aspects to balance but this should be enough for now.
I tried to not make it TL;DR.
@ZOS_Wrobel
*I believe that resource poisons(magicka/stamina) are still overperforming.
The 30% instead of 60% cost increase isn't enough to balance the combat between poison user/s to non poison user/s.
The cost increase should be max 5%-10%, especially with all the past nerfs to combat sustain in past updates.
*Shield breaker needs a cooldown: My suggestion is that it should be the following:
(5 items) When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 2150 Oblivion Damage to them, 3 seconds cooldown.
*Heavy Armor is still too strong, block cost needs to be higher.
The current builds of heavy armor provide excellent protection while dealing a lot of damage, this is not balanced.
*Warden:
1. Dive - this ability damage should be reduced by 20% or add an animation of 1 second to the ability, similar to crystal shard.
2. Scorch - reduce the damage of this ability and it's morphs by approx. 10%.
Those 2 abilities are overperforming
There are probably more abilities that should be looked at.
*Dragonknight:
1. Take Flight - This ultimate ability base damage should be reduced by 5-10%.
Currently, this ultimate ability is too strong while the cost is too low.
2. Lave Whip - Flame Lash's ability damage to off balance enemies is too high, reduce it by 5-10%(Power Lash).
*Sorcerer:
1.Sorcerer shield - Hardened Ward's strength is not strong enough to counter the current higher end damage of either stamina/magicka builds.
The Hardened ward needs a boost of 10%-20%, stronger shield.
2. Overload & it's morphs - Increase the cost to use this ultimate ability by 25% or reduce it's base damage by about 15%.
This ultimate ability is very strong and too cheap to use.
3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
*Restoration staff:
Healing Ward - This ability is not always healing the caster which makes it unreliable.
It is already discussed that it would be fixed in a future patch*.
*AOE Caps removed:
This will encourage the bomb blades behavior of the NOT BALANCED of 1/2 players killing 20/30+ players.
I believe that the Soul Tether and Eye of the Storm ultimate abilities should remain in AOE caps or have their damage reduced in order to avoid players abusing OP abilities against many enemies.
So some aspects of AOE caps should remain ACTIVE or the associated OP abilities nerfed.
*Nightblade:
1. Sap essence - Reduce this ability damage by 5%-10%.
This ability is overperforming when facing many enemies.
2. Surprise Attack - This ability base damage is too high.
Please reduce it by approx 5%.
3. Soul Tether - Reduce the base damage of this ultimate ability by 20% or make it subject to AOE caps.
*Duel Wield - Reduce Steel Tornado damage by about 5%-10%, base damage is too high to multiple enemies compared to other options.
*Templar:
1. Puncturing Sweeps - Reduce the self healing of this ability by 5%-10%. This ability's damage is already high, reducing it's healing factor will make it more of dps skill rather than both extremely high heal+high dps.
2. Radiant Destruction - Reduce the damage overtime of this ability by 5%.
This ability damage overtime is still too strong and should be lower.
Destruction Staff: Reduce the Eye of the Storm damage by additional 20%.
This ultimate ability is overused by ball groups in Cyrodiil since it is very useful.
Reducing it's damage will encourage more variety in choosing ultimate abilities without the need to use this ultimate ALL THE TIME.
Also, the damage of this ultimate ability is too high to single targets when stacked(more than eye of the storm active in one place).
The reduction of damage should help solve this issue.
If this is not an option, please make it so that it is not possible to stack multiple eye of the storm in one place, meaning:
Only one eye of the storm will do damage to enemies in the area(the first one to be activated).
If those 2 options are not possible, you can also consider reducing each following eye of the storm damage by 50% if stacked in one place.
There are more abilities/aspects to balance but this should be enough for now.
I tried to not make it TL;DR.
@ZOS_Wrobel
WTF did I read? Nerf everything and buff magicka Sorcs. So biased post. Basically you took all skills that you see most often in your death recap and wanted them nerfed.
*I believe that resource poisons(magicka/stamina) are still overperforming.
The 30% instead of 60% cost increase isn't enough to balance the combat between poison user/s to non poison user/s.
The cost increase should be max 5%-10%, especially with all the past nerfs to combat sustain in past updates.
*Shield breaker needs a cooldown: My suggestion is that it should be the following:
(5 items) When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 2150 Oblivion Damage to them, 3 seconds cooldown.
*Heavy Armor is still too strong, block cost needs to be higher.
The current builds of heavy armor provide excellent protection while dealing a lot of damage, this is not balanced.
*Warden:
1. Dive - this ability damage should be reduced by 20% or add an animation of 1 second to the ability, similar to crystal shard.
2. Scorch - reduce the damage of this ability and it's morphs by approx. 10%.
Those 2 abilities are overperforming
There are probably more abilities that should be looked at.
*Dragonknight:
1. Take Flight - This ultimate ability base damage should be reduced by 5-10%.
Currently, this ultimate ability is too strong while the cost is too low.
2. Lave Whip - Flame Lash's ability damage to off balance enemies is too high, reduce it by 5-10%(Power Lash).
*Sorcerer:
1.Sorcerer shield - Hardened Ward's strength is not strong enough to counter the current higher end damage of either stamina/magicka builds.
The Hardened ward needs a boost of 10%-20%, stronger shield.
2. Overload & it's morphs - Increase the cost to use this ultimate ability by 25% or reduce it's base damage by about 15%.
This ultimate ability is very strong and too cheap to use.
3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
*Restoration staff:
Healing Ward - This ability is not always healing the caster which makes it unreliable.
It is already discussed that it would be fixed in a future patch*.
*AOE Caps removed:
This will encourage the bomb blades behavior of the NOT BALANCED of 1/2 players killing 20/30+ players.
I believe that the Soul Tether and Eye of the Storm ultimate abilities should remain in AOE caps or have their damage reduced in order to avoid players abusing OP abilities against many enemies.
So some aspects of AOE caps should remain ACTIVE or the associated OP abilities nerfed.
*Nightblade:
1. Sap essence - Reduce this ability damage by 5%-10%.
This ability is overperforming when facing many enemies.
2. Surprise Attack - This ability base damage is too high.
Please reduce it by approx 5%.
3. Soul Tether - Reduce the base damage of this ultimate ability by 20% or make it subject to AOE caps.
*Duel Wield - Reduce Steel Tornado damage by about 5%-10%, base damage is too high to multiple enemies compared to other options.
*Templar:
1. Puncturing Sweeps - Reduce the self healing of this ability by 5%-10%. This ability's damage is already high, reducing it's healing factor will make it more of dps skill rather than both extremely high heal+high dps.
2. Radiant Destruction - Reduce the damage overtime of this ability by 5%.
This ability damage overtime is still too strong and should be lower.
Destruction Staff: Reduce the Eye of the Storm damage by additional 20%.
This ultimate ability is overused by ball groups in Cyrodiil since it is very useful.
Reducing it's damage will encourage more variety in choosing ultimate abilities without the need to use this ultimate ALL THE TIME.
Also, the damage of this ultimate ability is too high to single targets when stacked(more than eye of the storm active in one place).
The reduction of damage should help solve this issue.
If this is not an option, please make it so that it is not possible to stack multiple eye of the storm in one place, meaning:
Only one eye of the storm will do damage to enemies in the area(the first one to be activated).
If those 2 options are not possible, you can also consider reducing each following eye of the storm damage by 50% if stacked in one place.
There are more abilities/aspects to balance but this should be enough for now.
I tried to not make it TL;DR.
@ZOS_Wrobel
WTF did I read? Nerf everything and buff magicka Sorcs. So biased post. Basically you took all skills that you see most often in your death recap and wanted them nerfed.
No.
I have stamina/magicka Sorcerers/Dragonknights/Nightblades/Wardens that I play too.
My feedback is based on gameplay from most classes rather than sorcerer.
As you may have noticed I asked to nerf 2 key abilities of sorcerers, the Volatile familiar and Overload & it's morphs.
My post is not buff sorcerers, but rather to balance this game's combat system.
I was thinking of more changes but it should be enough for now
ZOS_GinaBruno wrote: »Short answer is DKs likely won't be seeing a ton of changes before we go live; this class is still quite powerful (as it should be being a tank), even after some of the adjustments we've made to other classes and abilities.
*I believe that resource poisons(magicka/stamina) are still overperforming.
The 30% instead of 60% cost increase isn't enough to balance the combat between poison user/s to non poison user/s.
The cost increase should be max 5%-10%, especially with all the past nerfs to combat sustain in past updates.
*Shield breaker needs a cooldown: My suggestion is that it should be the following:
(5 items) When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 2150 Oblivion Damage to them, 3 seconds cooldown.
*Heavy Armor is still too strong, block cost needs to be higher.
The current builds of heavy armor provide excellent protection while dealing a lot of damage, this is not balanced.
*Warden:
1. Dive - this ability damage should be reduced by 20% or add an animation of 1 second to the ability, similar to crystal shard.
2. Scorch - reduce the damage of this ability and it's morphs by approx. 10%.
Those 2 abilities are overperforming
There are probably more abilities that should be looked at.
*Dragonknight:
1. Take Flight - This ultimate ability base damage should be reduced by 5-10%.
Currently, this ultimate ability is too strong while the cost is too low.
2. Lave Whip - Flame Lash's ability damage to off balance enemies is too high, reduce it by 5-10%(Power Lash).
*Sorcerer:
1.Sorcerer shield - Hardened Ward's strength is not strong enough to counter the current higher end damage of either stamina/magicka builds.
The Hardened ward needs a boost of 10%-20%, stronger shield.
2. Overload & it's morphs - Increase the cost to use this ultimate ability by 25% or reduce it's base damage by about 15%.
This ultimate ability is very strong and too cheap to use.
3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
*Restoration staff:
Healing Ward - This ability is not always healing the caster which makes it unreliable.
It is already discussed that it would be fixed in a future patch*.
*AOE Caps removed:
This will encourage the bomb blades behavior of the NOT BALANCED of 1/2 players killing 20/30+ players.
I believe that the Soul Tether and Eye of the Storm ultimate abilities should remain in AOE caps or have their damage reduced in order to avoid players abusing OP abilities against many enemies.
So some aspects of AOE caps should remain ACTIVE or the associated OP abilities nerfed.
*Nightblade:
1. Sap essence - Reduce this ability damage by 5%-10%.
This ability is overperforming when facing many enemies.
2. Surprise Attack - This ability base damage is too high.
Please reduce it by approx 5%.
3. Soul Tether - Reduce the base damage of this ultimate ability by 20% or make it subject to AOE caps.
*Duel Wield - Reduce Steel Tornado damage by about 5%-10%, base damage is too high to multiple enemies compared to other options.
*Templar:
1. Puncturing Sweeps - Reduce the self healing of this ability by 5%-10%. This ability's damage is already high, reducing it's healing factor will make it more of dps skill rather than both extremely high heal+high dps.
2. Radiant Destruction - Reduce the damage overtime of this ability by 5%.
This ability damage overtime is still too strong and should be lower.
Destruction Staff: Reduce the Eye of the Storm damage by additional 20%.
This ultimate ability is overused by ball groups in Cyrodiil since it is very useful.
Reducing it's damage will encourage more variety in choosing ultimate abilities without the need to use this ultimate ALL THE TIME.
Also, the damage of this ultimate ability is too high to single targets when stacked(more than eye of the storm active in one place).
The reduction of damage should help solve this issue.
If this is not an option, please make it so that it is not possible to stack multiple eye of the storm in one place, meaning:
Only one eye of the storm will do damage to enemies in the area(the first one to be activated).
If those 2 options are not possible, you can also consider reducing each following eye of the storm damage by 50% if stacked in one place.
There are more abilities/aspects to balance but this should be enough for now.
I tried to not make it TL;DR.
@ZOS_Wrobel
WTF did I read? Nerf everything and buff magicka Sorcs. So biased post. Basically you took all skills that you see most often in your death recap and wanted them nerfed.
No.
I have stamina/magicka Sorcerers/Dragonknights/Nightblades/Wardens that I play too.
My feedback is based on gameplay from most classes rather than sorcerer.
As you may have noticed I asked to nerf 2 key abilities of sorcerers, the Volatile familiar and Overload & it's morphs.
My post is not buff sorcerers, but rather to balance this game's combat system.
I was thinking of more changes but it should be enough for now
lol nerf 2 abilities sorcs don't use much in PvP but buff one ability every sorc uses. Ok. Your suggestions aren't biased at all /s
*I believe that resource poisons(magicka/stamina) are still overperforming.
The 30% instead of 60% cost increase isn't enough to balance the combat between poison user/s to non poison user/s.
The cost increase should be max 5%-10%, especially with all the past nerfs to combat sustain in past updates.
*Shield breaker needs a cooldown: My suggestion is that it should be the following:
(5 items) When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 2150 Oblivion Damage to them, 3 seconds cooldown.
*Heavy Armor is still too strong, block cost needs to be higher.
The current builds of heavy armor provide excellent protection while dealing a lot of damage, this is not balanced.
*Warden:
1. Dive - this ability damage should be reduced by 20% or add an animation of 1 second to the ability, similar to crystal shard.
2. Scorch - reduce the damage of this ability and it's morphs by approx. 10%.
Those 2 abilities are overperforming
There are probably more abilities that should be looked at.
*Dragonknight:
1. Take Flight - This ultimate ability base damage should be reduced by 5-10%.
Currently, this ultimate ability is too strong while the cost is too low.
2. Lave Whip - Flame Lash's ability damage to off balance enemies is too high, reduce it by 5-10%(Power Lash).
*Sorcerer:
1.Sorcerer shield - Hardened Ward's strength is not strong enough to counter the current higher end damage of either stamina/magicka builds.
The Hardened ward needs a boost of 10%-20%, stronger shield.
2. Overload & it's morphs - Increase the cost to use this ultimate ability by 25% or reduce it's base damage by about 15%.
This ultimate ability is very strong and too cheap to use.
3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
*Restoration staff:
Healing Ward - This ability is not always healing the caster which makes it unreliable.
It is already discussed that it would be fixed in a future patch*.
*AOE Caps removed:
This will encourage the bomb blades behavior of the NOT BALANCED of 1/2 players killing 20/30+ players.
I believe that the Soul Tether and Eye of the Storm ultimate abilities should remain in AOE caps or have their damage reduced in order to avoid players abusing OP abilities against many enemies.
So some aspects of AOE caps should remain ACTIVE or the associated OP abilities nerfed.
*Nightblade:
1. Sap essence - Reduce this ability damage by 5%-10%.
This ability is overperforming when facing many enemies.
2. Surprise Attack - This ability base damage is too high.
Please reduce it by approx 5%.
3. Soul Tether - Reduce the base damage of this ultimate ability by 20% or make it subject to AOE caps.
*Duel Wield - Reduce Steel Tornado damage by about 5%-10%, base damage is too high to multiple enemies compared to other options.
*Templar:
1. Puncturing Sweeps - Reduce the self healing of this ability by 5%-10%. This ability's damage is already high, reducing it's healing factor will make it more of dps skill rather than both extremely high heal+high dps.
2. Radiant Destruction - Reduce the damage overtime of this ability by 5%.
This ability damage overtime is still too strong and should be lower.
Destruction Staff: Reduce the Eye of the Storm damage by additional 20%.
This ultimate ability is overused by ball groups in Cyrodiil since it is very useful.
Reducing it's damage will encourage more variety in choosing ultimate abilities without the need to use this ultimate ALL THE TIME.
Also, the damage of this ultimate ability is too high to single targets when stacked(more than eye of the storm active in one place).
The reduction of damage should help solve this issue.
If this is not an option, please make it so that it is not possible to stack multiple eye of the storm in one place, meaning:
Only one eye of the storm will do damage to enemies in the area(the first one to be activated).
If those 2 options are not possible, you can also consider reducing each following eye of the storm damage by 50% if stacked in one place.
There are more abilities/aspects to balance but this should be enough for now.
I tried to not make it TL;DR.
@ZOS_Wrobel
WTF did I read? Nerf everything and buff magicka Sorcs. So biased post. Basically you took all skills that you see most often in your death recap and wanted them nerfed.
SAP ESSENCE OVERPERFORMING? are you kidding me ? ahahahah, that ability is literaly trash. This forum posts are hilarious, next time we are going to hear that inner fire is overperforming
ForsakenSin wrote: »3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
BAHAHAHAAHAHAAHAH
YOU do realize how crappy the pets are ? you do know that on console we have NO WAY of target selecting ? which mean if i heavy attack one enemy the stupid pet runs towards them i see another enemy on the other side i heavy attack the stupid pet stops going towards first enemy and starts running towards another lol
unless we have some type of control for pet attacks they usually just run without damaging anybody
As @Bashev said " Basically you took all skills that you see most often in your death recap and wanted them nerfed."
Please consider speeding up the activation of the Toxic Barrage bow ultimate morph (takes too long to start the channel!), reducing the channel time slightly (so Hawk Eye doesn't fall off), and reducing the cost of all morphs. Cost should in my opinion be 100 (same cost as Soul Assault, yet the bow ult is much riskier to use and leaves much more room for counterplay).
Edit: you could alternatively have each hit of the channel refresh Hawk Eye applications.
You guys really want to make destro staff the new dominant meta?
If Flame Lash procced from Burning, everyone would run destro (since it literally doubles your chance of proccing burning). I've close to 100% uptime of it on my mag DK
Nothing wrong with a destro staff meta. Better than a S&B permablock meta.
But DW or S&B mDKs running BSW would still get high enough uptime on Burning to get strong Lash procs, so it wouldn't force everyone into running destro staff.
Lord_Ninka wrote: »I find it interesting how many people imply that a permablock build is the only viable option for end-game pve tanks. I don't have enough experience as a tank to tell for myself, but I can't help wondering, doesn't anyone disagree? Can't you tank end-game stuff without a permablock build?
If end-game PvE tanks really are forced into a permablock build, then I think that's an issue in itself. In my opinion it would be very bad for the game and the freedom we have in our builds if it's impossible to ever drop your block even for an occasional heavy attack.
Of course you can. People permablock, because it's OP and they want it to stay.
There are situations, where you must block alot, for example the Axes in vAA. However, it's not as extreme as people claim. It's not like these axes spam heavy attacks. You don't need to block their light attacks and the heavy attacks are predictable so you can block at that moment instead of lazy permablock. Also, you have a healer and hopefully some self sustain to deal with their light attacks.
Permablocking is a safe way for everything. But when you know a boss and know his movements, you can block when it's needed and don't need permablock and I hope, this change pushes people into more skillfull play when it comes to tanking. Instead of permablock, people could use the less damaging phases to restore stamina with heavy attacks.
This isn't true on console.
With latency, you can fail to see that cleave coming, die, and have the entire group wipe. Earthgore Amalgam is an excellent example, all the more so given that there are three one-shot cleave sources, and they don't come all at the same time.
Additionally, one must block not only one-shot cleaves from the boss, but any stuns or knockbacks from other sources, like Velidreth's Flesh Atronachs, Domihaus's Ice Atronachs, and Hiath the Battlemaster's adds, because taking those stuns will result in an immediate death and group wipe.
With all that going on, you hardly ever have time to complete a heavy attack, particularly if there's a nasty DoT you have to eat (here's looking at you vSO hm Mantikoras).
Nobody in PvE set out to permablock, but all the endgame boss fights require it.
*I believe that resource poisons(magicka/stamina) are still overperforming.
The 30% instead of 60% cost increase isn't enough to balance the combat between poison user/s to non poison user/s.
The cost increase should be max 5%-10%, especially with all the past nerfs to combat sustain in past updates.
*Shield breaker needs a cooldown: My suggestion is that it should be the following:
(5 items) When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 2150 Oblivion Damage to them, 3 seconds cooldown.
*Heavy Armor is still too strong, block cost needs to be higher.
The current builds of heavy armor provide excellent protection while dealing a lot of damage, this is not balanced.
*Warden:
1. Dive - this ability damage should be reduced by 20% or add an animation of 1 second to the ability, similar to crystal shard.
2. Scorch - reduce the damage of this ability and it's morphs by approx. 10%.
Those 2 abilities are overperforming
There are probably more abilities that should be looked at.
*Dragonknight:
1. Take Flight - This ultimate ability base damage should be reduced by 5-10%.
Currently, this ultimate ability is too strong while the cost is too low.
2. Lave Whip - Flame Lash's ability damage to off balance enemies is too high, reduce it by 5-10%(Power Lash).
*Sorcerer:
1.Sorcerer shield - Hardened Ward's strength is not strong enough to counter the current higher end damage of either stamina/magicka builds.
The Hardened ward needs a boost of 10%-20%, stronger shield.
2. Overload & it's morphs - Increase the cost to use this ultimate ability by 25% or reduce it's base damage by about 15%.
This ultimate ability is very strong and too cheap to use.
3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
4. Rune Cage - Increase the cost of this ability by approx 20%.
The stun of this ability can't be blocked or dodged which makes this ability extremely strong, increasing the cost to use this ability will make the use of it less frequent and used when it is really needed.
*Restoration staff:
Healing Ward - This ability is not always healing the caster which makes it unreliable.
It is already discussed that it would be fixed in a future patch*.
*AOE Caps removed:
This will encourage the bomb blades behavior of the NOT BALANCED of 1/2 players killing 20/30+ players.
I believe that the Soul Tether and Eye of the Storm ultimate abilities should remain in AOE caps or have their damage reduced in order to avoid players abusing OP abilities against many enemies.
So some aspects of AOE caps should remain ACTIVE or the associated OP abilities nerfed.
*Nightblade:
1. Sap essence - Reduce this ability damage by 5%-10%.
This ability is overperforming when facing many enemies.
2. Surprise Attack - This ability base damage is too high.
Please reduce it by approx 5%.
3. Soul Tether - Reduce the base damage of this ultimate ability by 20% or make it subject to AOE caps.
*Dual Wield - Reduce Steel Tornado damage by about 5%-10%, base damage is too high to multiple enemies compared to other options.
*Templar:
1. Puncturing Sweeps - Reduce the self healing of this ability by 5%-10%. This ability's damage is already high, reducing it's healing factor will make it more of dps skill rather than both extremely high heal+high dps.
2. Radiant Destruction - Reduce the damage overtime of this ability by 5%.
This ability damage overtime is still too strong and should be lower.
Destruction Staff: Reduce the Eye of the Storm damage by additional 20%.
This ultimate ability is overused by ball groups in Cyrodiil since it is very useful.
Reducing it's damage will encourage more variety in choosing ultimate abilities without the need to use this ultimate ALL THE TIME.
Also, the damage of this ultimate ability is too high to single targets when stacked(more than one eye of the storm active in one place).
The reduction of damage should help solve this issue.
If this is not an option, please make it so that it is not possible to stack multiple eye of the storm in one place, meaning:
Only one eye of the storm will do damage to enemies in the area(the first one to be activated).
If those 2 options are not possible, you can also consider reducing each following eye of the storm damage by 50% if stacked in one place.
There are more abilities/aspects to balance but this should be enough for now.
I tried to not make it TL;DR.
@ZOS_Wrobel
I have stamina/magicka Sorcerers/Dragonknights/Nightblades/Wardens that I play too.
*I believe that resource poisons(magicka/stamina) are still overperforming.
The 30% instead of 60% cost increase isn't enough to balance the combat between poison user/s to non poison user/s.
The cost increase should be max 5%-10%, especially with all the past nerfs to combat sustain in past updates.
*Shield breaker needs a cooldown: My suggestion is that it should be the following:
(5 items) When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 2150 Oblivion Damage to them, 3 seconds cooldown.
*Heavy Armor is still too strong, block cost needs to be higher.
The current builds of heavy armor provide excellent protection while dealing a lot of damage, this is not balanced.
*Warden:
1. Dive - this ability damage should be reduced by 20% or add an animation of 1 second to the ability, similar to crystal shard.
2. Scorch - reduce the damage of this ability and it's morphs by approx. 10%.
Those 2 abilities are overperforming
There are probably more abilities that should be looked at.
*Dragonknight:
1. Take Flight - This ultimate ability base damage should be reduced by 5-10%.
Currently, this ultimate ability is too strong while the cost is too low.
2. Lave Whip - Flame Lash's ability damage to off balance enemies is too high, reduce it by 5-10%(Power Lash).
*Sorcerer:
1.Sorcerer shield - Hardened Ward's strength is not strong enough to counter the current higher end damage of either stamina/magicka builds.
The Hardened ward needs a boost of 10%-20%, stronger shield.
2. Overload & it's morphs - Increase the cost to use this ultimate ability by 25% or reduce it's base damage by about 15%.
This ultimate ability is very strong and too cheap to use.
3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
4. Rune Cage - Increase the cost of this ability by approx 20%.
The stun of this ability can't be blocked or dodged which makes this ability extremely strong, increasing the cost to use this ability will make the use of it less frequent and used when it is really needed.
*Restoration staff:
Healing Ward - This ability is not always healing the caster which makes it unreliable.
It is already discussed that it would be fixed in a future patch*.
*AOE Caps removed:
This will encourage the bomb blades behavior of the NOT BALANCED of 1/2 players killing 20/30+ players.
I believe that the Soul Tether and Eye of the Storm ultimate abilities should remain in AOE caps or have their damage reduced in order to avoid players abusing OP abilities against many enemies.
So some aspects of AOE caps should remain ACTIVE or the associated OP abilities nerfed.
*Nightblade:
1. Sap essence - Reduce this ability damage by 5%-10%.
This ability is overperforming when facing many enemies.
2. Surprise Attack - This ability base damage is too high.
Please reduce it by approx 5%.
3. Soul Tether - Reduce the base damage of this ultimate ability by 20% or make it subject to AOE caps.
*Dual Wield - Reduce Steel Tornado damage by about 5%-10%, base damage is too high to multiple enemies compared to other options.
*Templar:
1. Puncturing Sweeps - Reduce the self healing of this ability by 5%-10%. This ability's damage is already high, reducing it's healing factor will make it more of dps skill rather than both extremely high heal+high dps.
2. Radiant Destruction - Reduce the damage overtime of this ability by 5%.
This ability damage overtime is still too strong and should be lower.
Destruction Staff: Reduce the Eye of the Storm damage by additional 20%.
This ultimate ability is overused by ball groups in Cyrodiil since it is very useful.
Reducing it's damage will encourage more variety in choosing ultimate abilities without the need to use this ultimate ALL THE TIME.
Also, the damage of this ultimate ability is too high to single targets when stacked(more than one eye of the storm active in one place).
The reduction of damage should help solve this issue.
If this is not an option, please make it so that it is not possible to stack multiple eye of the storm in one place, meaning:
Only one eye of the storm will do damage to enemies in the area(the first one to be activated).
If those 2 options are not possible, you can also consider reducing each following eye of the storm damage by 50% if stacked in one place.
There are more abilities/aspects to balance but this should be enough for now.
I tried to not make it TL;DR.
@ZOS_Wrobel
*I believe that resource poisons(magicka/stamina) are still overperforming.
The 30% instead of 60% cost increase isn't enough to balance the combat between poison user/s to non poison user/s.
The cost increase should be max 5%-10%, especially with all the past nerfs to combat sustain in past updates.
*Shield breaker needs a cooldown: My suggestion is that it should be the following:
(5 items) When you deal damage with a Light or Heavy Attack against a Player with a damage shield, you deal an additional 2150 Oblivion Damage to them, 3 seconds cooldown.
*Heavy Armor is still too strong, block cost needs to be higher.
The current builds of heavy armor provide excellent protection while dealing a lot of damage, this is not balanced.
*Warden:
1. Dive - this ability damage should be reduced by 20% or add an animation of 1 second to the ability, similar to crystal shard.
2. Scorch - reduce the damage of this ability and it's morphs by approx. 10%.
Those 2 abilities are overperforming
There are probably more abilities that should be looked at.
*Dragonknight:
1. Take Flight - This ultimate ability base damage should be reduced by 5-10%.
Currently, this ultimate ability is too strong while the cost is too low.
2. Lave Whip - Flame Lash's ability damage to off balance enemies is too high, reduce it by 5-10%(Power Lash).
*Sorcerer:
1.Sorcerer shield - Hardened Ward's strength is not strong enough to counter the current higher end damage of either stamina/magicka builds.
The Hardened ward needs a boost of 10%-20%, stronger shield.
2. Overload & it's morphs - Increase the cost to use this ultimate ability by 25% or reduce it's base damage by about 15%.
This ultimate ability is very strong and too cheap to use.
3. Volatile Familiar - Reduce the damage of the pulses by 5%. The volatile Familiar is the go option to many sorcerers since it's damage is very high in dps builds, this will encourage more variety with choosing abilities.
4. Rune Cage - Increase the cost of this ability by approx 20%.
The stun of this ability can't be blocked or dodged which makes this ability extremely strong, increasing the cost to use this ability will make the use of it less frequent and used when it is really needed.
*Restoration staff:
Healing Ward - This ability is not always healing the caster which makes it unreliable.
It is already discussed that it would be fixed in a future patch*.
*AOE Caps removed:
This will encourage the bomb blades behavior of the NOT BALANCED of 1/2 players killing 20/30+ players.
I believe that the Soul Tether and Eye of the Storm ultimate abilities should remain in AOE caps or have their damage reduced in order to avoid players abusing OP abilities against many enemies.
So some aspects of AOE caps should remain ACTIVE or the associated OP abilities nerfed.
*Nightblade:
1. Sap essence - Reduce this ability damage by 5%-10%.
This ability is overperforming when facing many enemies.
2. Surprise Attack - This ability base damage is too high.
Please reduce it by approx 5%.
3. Soul Tether - Reduce the base damage of this ultimate ability by 20% or make it subject to AOE caps.
*Dual Wield - Reduce Steel Tornado damage by about 5%-10%, base damage is too high to multiple enemies compared to other options.
*Templar:
1. Puncturing Sweeps - Reduce the self healing of this ability by 5%-10%. This ability's damage is already high, reducing it's healing factor will make it more of dps skill rather than both extremely high heal+high dps.
2. Radiant Destruction - Reduce the damage overtime of this ability by 5%.
This ability damage overtime is still too strong and should be lower.
Destruction Staff: Reduce the Eye of the Storm damage by additional 20%.
This ultimate ability is overused by ball groups in Cyrodiil since it is very useful.
Reducing it's damage will encourage more variety in choosing ultimate abilities without the need to use this ultimate ALL THE TIME.
Also, the damage of this ultimate ability is too high to single targets when stacked(more than one eye of the storm active in one place).
The reduction of damage should help solve this issue.
If this is not an option, please make it so that it is not possible to stack multiple eye of the storm in one place, meaning:
Only one eye of the storm will do damage to enemies in the area(the first one to be activated).
If those 2 options are not possible, you can also consider reducing each following eye of the storm damage by 50% if stacked in one place.
There are more abilities/aspects to balance but this should be enough for now.
I tried to not make it TL;DR.
@ZOS_Wrobel
Before claiming for changes like these try PvPing without PvE gear on. Trust me, impen does wonders in PvP.
Yolokin_Swagonborn wrote: »mpicklesster wrote: »If I read that correctly I can only use the shards synergy once every 30 seconds? While also increasing block cost?
^^^^This. I understand ZOS's need to address permablock builds in PvP. However, since this is primarily a PvP gripe, it should be remedied with PvP filters such as Battle Spirit.
I wish people understood that "permablock" is NOT a problem in PvP.
Here's a thought experiment for you. Can you kill someone with the sword and shield ult up. Happens to me all the time. Block Cost is not the problem. 2 or three non-potatoes can easily pump out enough DPS to kill anyone just sitting there holding block. the problem is damage mitigation and/or healing.
Previously there were some shady ways of getting a lot of mitigation. For the most part those bugs are gone and I haven't seen ANYONE just sitting there with max health while 5 people beat on them. That was a mitigation issue, not a block issue!
Block is fine.
Fear also forces people out of block, and resource poisons can be applied to blocking players.
Best thing is just immobilize them and stack dots, like you would any high resistance enemy.
Unlike bosses, those tanks will run out of stamina in short order with constant--keyword constant--damage.
I feel like the desired effect of this change could have been accomplished with a player-applied debuff to ultimate generation. Make Siphoner affect player ultimate generation, and permablockers can't rotate the shield ulti to recoup resources in Cyrodiil.
Does the removal of AOE caps make Devouring Swarm useful again? Imagine a Devouring Swarm bomb paired with VD and Magic Det. You could move at full speed and the heals should keep you alive through the duration of the ultimate. And it is cheaper than the destro ult.