
https://www.youtube.com/watch?v=Kl05ZmQh9NYDoctordarkspawn 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.
@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.
Block cost changes are not being made because of PVP.
In PvP tank builds don't use block cost reduction glyphs, there is no point in using them (outside of few full block builds, that are not as popular as some ppl think). That change is made because of PvE. And I understand that you don't want that change I, as a tank, also dont like it, but pls stop with that "PvE is being punished because of PvP" nonsense
Doctordarkspawn 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.
And how exactly does someone not qualified to express their opinion?
@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.
LOL!
It's a DPS set. All the 2-4p bonuses are DPS bonuses. Half of the 5p bonus is a DPS bonus.
It's a DPS set that makes the most sense on a tank despite ZOS's intent that it be used on a DPS. It should be used on tanks, and tanks should use it. But to claim that ZOS intended that it be used on tanks is ridiculous.
What I don't get is why there are people in this thread and others who think that this block cost change will somehow kill Alkosh or even affect it in a negative way. The only set that can (marginally) reduce block cost is Alteration Mastery, which is a light armor set that is definitely not intended for tanking, so it's not like ditching Alkosh will somehow make the block cost changes more palatable.
Doctordarkspawn wrote: »There's an above poster who points out bloodroot forge. I'll do one better and point out Mazzatun, and Velidreth from COS. We need permablock, or we need a great number of damage nerfs to the bosses in question.
Pick one. You cant have both.
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.
Doctordarkspawn 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.
Doctordarkspawn wrote: »There's an above poster who points out bloodroot forge. I'll do one better and point out Mazzatun, and Velidreth from COS. We need permablock, or we need a great number of damage nerfs to the bosses in question.
Pick one. You cant have both.
Who the hell is permablocking in dungeons? First time i tanked velidreth i went with a magicka templar tankheal with 15k stamina and not a single block cost reduction glyph.
Doctordarkspawn 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.
Your subjective view of this for PVE has no bearing on facts relating to pvp. Your favoritism for PVE makes you even less qualified to speak about my comments strictly made for PVP. This change is necessary FOR PVP.
Yep. You never know if the incoming heavy is synced to the animation or not, so you have to put up block asap and lose out on a regen tick.We need permablock because the lag we get in dungeons in trials doesn’t allow us to time blocking mechanics appropriately!
One, every class tanks, not just DKs.good tanks dont permablock in pve anyways, they can throw heavy attacks between boss attacks while being in 5 heavy armor to get bunch of stam back, balance -> igneous shield for stam return and more. there are so many ways to manage ressources on a tank.
Doctordarkspawn wrote: »There's an above poster who points out bloodroot forge. I'll do one better and point out Mazzatun, and Velidreth from COS. We need permablock, or we need a great number of damage nerfs to the bosses in question.
Pick one. You cant have both.
Who the hell is permablocking in dungeons? First time i tanked velidreth i went with a magicka templar tankheal with 15k stamina and not a single block cost reduction glyph.
Is that vet? Because I can tank normal Velidreth as a DPS with back-bar taunt. But vet with HM is... more hairy.
Doctordarkspawn wrote: »There's an above poster who points out bloodroot forge. I'll do one better and point out Mazzatun, and Velidreth from COS. We need permablock, or we need a great number of damage nerfs to the bosses in question.
Pick one. You cant have both.
rustic_potato wrote: »Doctordarkspawn wrote: »There's an above poster who points out bloodroot forge. I'll do one better and point out Mazzatun, and Velidreth from COS. We need permablock, or we need a great number of damage nerfs to the bosses in question.
Pick one. You cant have both.
Ok I'm gonna laugh here. If you are permablocking in dungeons you are doing something really wrong. Other than Axes i don't see a need to permablock trials either. You are gimping your group a lot by not giving torug's crusher if you are going for a full tank build. If you are not going for full tankiness and competent enough to survive without it you should be doing DPS using a bow back or 2h back bar.
There are many ways you could permablock even after the nerf but most of them are just lazy builds gimping the group. Tanking is a hard role to do properly. Permablock tanks are the most annoying and incompetent ones out there.
Doctordarkspawn wrote: »Doctordarkspawn 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.
Your subjective view of this for PVE has no bearing on facts relating to pvp. Your favoritism for PVE makes you even less qualified to speak about my comments strictly made for PVP. This change is necessary FOR PVP.
It isn't.
Because most of the tankiness for PVP comes from other means of mitigating damage and there's plenty of ways to do that. Damage shields, healing. In fact most tanks in PVP use some form of heal or damage based on enemy preportions to do they're job effectively. Permablock isn't going to do crap to PVP because they have other options.
You'd need to nerf skills like inhale, and blazing shield to make tanks truely killable in PVP. What is block cost going to accomplish? In order to kill the tanks you hate so much you'll have to mangle the game to do it, making barely anything else functional. That's why you people have to be stopped before you kill the game. Because I doubt you care of the consequences of you're actions.
@Hutch679 that arguement dont work when I have actual arguements. When I give my reasoning. The entire point of the statement was the man was uneducated on the issue only seeing one side of it and not caring about the rest. Perhaps, you should consider why I say something instead of tossing it back in my face.
@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.
LOL!
It's a DPS set. All the 2-4p bonuses are DPS bonuses. Half of the 5p bonus is a DPS bonus.
It's a DPS set that makes the most sense on a tank despite ZOS's intent that it be used on a DPS. It should be used on tanks, and tanks should use it. But to claim that ZOS intended that it be used on tanks is ridiculous.
What I don't get is why there are people in this thread and others who think that this block cost change will somehow kill Alkosh or even affect it in a negative way. The only set that can (marginally) reduce block cost is Alteration Mastery, which is a light armor set that is definitely not intended for tanking, so it's not like ditching Alkosh will somehow make the block cost changes more palatable.
This is also what I was pointing at, though I guess in a round about way.
There ARE NO sets which realistically help tanks, and certainly nothing which assists blocking in any meaningful way. Due to this tanks cannot address these changes by using different gear or by changing the 'meta'.
Tanks may as well continue to run Alkosh, because there is no, better option.
There is no tanking set that we've been ignoring because we don't need it with the current block cost.
We're all running at resist cap.
We're all using block cost reduction jewellery.
We're all using between 5 to 8 sturdy. (8 myself)
We've all got 24% in CP block cost reduction.
This is a flat nerf and there is nothing I can do about it. If there was a set I could switch to that brought the block cost back down to current live I would run it. If stacking health or stam or mag somehow affected this, I would build around that. If there was literally anything further I could do, I would jump on it.
In fact, I already would have because I'm a main tank and I'm doing everything I can to be the best tank I can.
The only thing left we can do as tanks by slotting dedicated "tanking" sets is increase our resists well above cap, which has ZERO benefit. Sure, I could use Pariah or Brass Fortress, but how does that help? It doesn't. I could use Duneripper for extra resists while blocking, but to what end? I could use automated defence for a pointless buff which reduces incoming damage by a minuscule amount for a tiny duration after I use an ultimate. What? Eternal Yokeda? it has a 10 minute cool down. If you die once, you'll die again. Building around dying is planning to fail. Having a 5pc set which is useless while you're actually tanking is stupid. Ironblood? A self snaring set is also a terrible idea and will get yourself and your group wiped on the most simple mechanics which require you to actually move.
Doctordarkspawn wrote: »rustic_potato wrote: »Doctordarkspawn wrote: »There's an above poster who points out bloodroot forge. I'll do one better and point out Mazzatun, and Velidreth from COS. We need permablock, or we need a great number of damage nerfs to the bosses in question.
Pick one. You cant have both.
Ok I'm gonna laugh here. If you are permablocking in dungeons you are doing something really wrong. Other than Axes i don't see a need to permablock trials either. You are gimping your group a lot by not giving torug's crusher if you are going for a full tank build. If you are not going for full tankiness and competent enough to survive without it you should be doing DPS using a bow back or 2h back bar.
There are many ways you could permablock even after the nerf but most of them are just lazy builds gimping the group. Tanking is a hard role to do properly. Permablock tanks are the most annoying and incompetent ones out there.
Then you're either not playing vet dungeons, or you're completely omiting multiple boss fights.
Try not blocking HM Domihaus (I think that's the boss of falkreath)) for 80% of the time and see what happens. Or Mazatun. Or Mighty Chudan. Or about half a dozen other boss fights. And even then, the problem isn't the fact we want to permablock, it's the fact we're having enough trouble keeping our stamina, to the point where if it goes on for much longer, team support will become a pipe dream because we wont have the resources to make that a reality.
All it's gonna take is a few more reductions in our sustain before we'll have to build just to sustain block for around 60% uptime and nothing else. Look at the bigger picture, I beg of you.
Doctordarkspawn wrote: »Doctordarkspawn 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.
Your subjective view of this for PVE has no bearing on facts relating to pvp. Your favoritism for PVE makes you even less qualified to speak about my comments strictly made for PVP. This change is necessary FOR PVP.
It isn't.
Because most of the tankiness for PVP comes from other means of mitigating damage and there's plenty of ways to do that. Damage shields, healing. In fact most tanks in PVP use some form of heal or damage based on enemy preportions to do they're job effectively. Permablock isn't going to do crap to PVP because they have other options.
You'd need to nerf skills like inhale, and blazing shield to make tanks truely killable in PVP. What is block cost going to accomplish? In order to kill the tanks you hate so much you'll have to mangle the game to do it, making barely anything else functional. That's why you people have to be stopped before you kill the game. Because I doubt you care of the consequences of you're actions.
@Hutch679 that arguement dont work when I have actual arguements. When I give my reasoning. The entire point of the statement was the man was uneducated on the issue only seeing one side of it and not caring about the rest. Perhaps, you should consider why I say something instead of tossing it back in my face.
Maybe you should play pvp with a stam dk running 3 block cost reduction glyphs all sturdy, 5 fury, 5 seventh legion, 2 bloodspawn and see how many people it takes to attempt to bring your health lower than 75%. Yeah You're right though, block cost shouldnt get a nerf. Gg.
My actions? Lmao I don't work for ZOS. You're a pve junky with a grudge against pvp players. Some things are too strong in a game mode that involves killing animate objects that don't just stand there and do the same thing every 15 seconds. Don't get me wrong, some aspects of pve are difficult. But the change to block cost isn't going to make a single pve event hard mode vet trial or anything impossible to beat. 2 sides to the game, pve and pvp. If you played pvp you would know tankyass block builds are exploiting a flaw in the game code. I'm not biased and don't think I haven't done my fair share of vet hm trials. Your move.
Doctordarkspawn wrote: »Try not blocking HM Domihaus (I think that's the boss of falkreath)) for 80% of the time and see what happens. Or Mazatun. Or Mighty Chudan. Or about half a dozen other boss fights. And even then, the problem isn't the fact we want to permablock, it's the fact we're having enough trouble keeping our stamina, to the point where if it goes on for much longer, team support will become a pipe dream because we wont have the resources to make that a reality.
All it's gonna take is a few more reductions in our sustain before we'll have to build just to sustain block for around 60% uptime and nothing else. Look at the bigger picture, I beg of you.
usmcjdking wrote: »Doctordarkspawn wrote: »Try not blocking HM Domihaus (I think that's the boss of falkreath)) for 80% of the time and see what happens. Or Mazatun. Or Mighty Chudan. Or about half a dozen other boss fights. And even then, the problem isn't the fact we want to permablock, it's the fact we're having enough trouble keeping our stamina, to the point where if it goes on for much longer, team support will become a pipe dream because we wont have the resources to make that a reality.
All it's gonna take is a few more reductions in our sustain before we'll have to build just to sustain block for around 60% uptime and nothing else. Look at the bigger picture, I beg of you.
I have a parse of me doing 14k DPS during the entirety of the Domihaus fight, on my S&B/Bow Templar tank.
The only time where I feel the need to block, much less permablock, is usually during group finder runs when I have 2/3 sets of atros running out and about outright obscuring vision of Domi and the stone atros charge.
If you have to permablock vs. Domihaus, whose ONLY THREATENING ATTACK is literally a 3 second hadoken charge, then bro you just have bigger issues than block cost.
Doctordarkspawn wrote: »usmcjdking wrote: »Doctordarkspawn wrote: »Try not blocking HM Domihaus (I think that's the boss of falkreath)) for 80% of the time and see what happens. Or Mazatun. Or Mighty Chudan. Or about half a dozen other boss fights. And even then, the problem isn't the fact we want to permablock, it's the fact we're having enough trouble keeping our stamina, to the point where if it goes on for much longer, team support will become a pipe dream because we wont have the resources to make that a reality.
All it's gonna take is a few more reductions in our sustain before we'll have to build just to sustain block for around 60% uptime and nothing else. Look at the bigger picture, I beg of you.
I have a parse of me doing 14k DPS during the entirety of the Domihaus fight, on my S&B/Bow Templar tank.
The only time where I feel the need to block, much less permablock, is usually during group finder runs when I have 2/3 sets of atros running out and about outright obscuring vision of Domi and the stone atros charge.
If you have to permablock vs. Domihaus, whose ONLY THREATENING ATTACK is literally a 3 second hadoken charge, then bro you just have bigger issues than block cost.
Firstly...bow? Really? Why would you need a bow? Staff I get, but please explain the bow to me.
Second, great. Good for you. Not even remotely the point of that post, but it's yet more evidence if other parts of the game were changed, we could likely make other means of mitigation in PVE viable and thus eliminate half the issue. People wouldn't be nearly as opposed to it if you could just roll up a healtank, and mitigate most of the damage through that, than if not.
usmcjdking wrote: »Doctordarkspawn wrote: »usmcjdking wrote: »Doctordarkspawn wrote: »Try not blocking HM Domihaus (I think that's the boss of falkreath)) for 80% of the time and see what happens. Or Mazatun. Or Mighty Chudan. Or about half a dozen other boss fights. And even then, the problem isn't the fact we want to permablock, it's the fact we're having enough trouble keeping our stamina, to the point where if it goes on for much longer, team support will become a pipe dream because we wont have the resources to make that a reality.
All it's gonna take is a few more reductions in our sustain before we'll have to build just to sustain block for around 60% uptime and nothing else. Look at the bigger picture, I beg of you.
I have a parse of me doing 14k DPS during the entirety of the Domihaus fight, on my S&B/Bow Templar tank.
The only time where I feel the need to block, much less permablock, is usually during group finder runs when I have 2/3 sets of atros running out and about outright obscuring vision of Domi and the stone atros charge.
If you have to permablock vs. Domihaus, whose ONLY THREATENING ATTACK is literally a 3 second hadoken charge, then bro you just have bigger issues than block cost.
Firstly...bow? Really? Why would you need a bow? Staff I get, but please explain the bow to me.
Second, great. Good for you. Not even remotely the point of that post, but it's yet more evidence if other parts of the game were changed, we could likely make other means of mitigation in PVE viable and thus eliminate half the issue. People wouldn't be nearly as opposed to it if you could just roll up a healtank, and mitigate most of the damage through that, than if not.
Why bow? Simple. I'm really just a 3rd DPS with 30khp that happens to run a taunt as my spammable. My rotation is forgiving enough to be interrupted by periods of blocking without having huge downtimes on PI/Hail/Caltrops and the stam drain from those skills along with pierce armor spam isn't enough to warrant me doing anything else.
Then what's the point of your post? You cite all these fights that are like "PERMABLOCK OR DIE" and a majority of them can be tanked by a DPS lol. I can tell you the point of my post. The point of my post is that most of the dungeons and bosses in 4 man content are so stress free that I see absolutely no need to be anything but a 30khp S&B dpser. The block cost change will be of no consequence to a tank.
Your healer must be amazing, I only know 2 who could pull that off.usmcjdking wrote: »Doctordarkspawn wrote: »Try not blocking HM Domihaus (I think that's the boss of falkreath)) for 80% of the time and see what happens. Or Mazatun. Or Mighty Chudan. Or about half a dozen other boss fights. And even then, the problem isn't the fact we want to permablock, it's the fact we're having enough trouble keeping our stamina, to the point where if it goes on for much longer, team support will become a pipe dream because we wont have the resources to make that a reality.
All it's gonna take is a few more reductions in our sustain before we'll have to build just to sustain block for around 60% uptime and nothing else. Look at the bigger picture, I beg of you.
I have a parse of me doing 14k DPS during the entirety of the Domihaus fight, on my S&B/Bow Templar tank.
The only time where I feel the need to block, much less permablock, is usually during group finder runs when I have 2/3 sets of atros running out and about outright obscuring vision of Domi and the stone atros charge.
If you have to permablock vs. Domihaus, whose ONLY THREATENING ATTACK is literally a 3 second hadoken charge, then bro you just have bigger issues than block cost.
Doctordarkspawn wrote: »rustic_potato wrote: »Doctordarkspawn wrote: »There's an above poster who points out bloodroot forge. I'll do one better and point out Mazzatun, and Velidreth from COS. We need permablock, or we need a great number of damage nerfs to the bosses in question.
Pick one. You cant have both.
Ok I'm gonna laugh here. If you are permablocking in dungeons you are doing something really wrong. Other than Axes i don't see a need to permablock trials either. You are gimping your group a lot by not giving torug's crusher if you are going for a full tank build. If you are not going for full tankiness and competent enough to survive without it you should be doing DPS using a bow back or 2h back bar.
There are many ways you could permablock even after the nerf but most of them are just lazy builds gimping the group. Tanking is a hard role to do properly. Permablock tanks are the most annoying and incompetent ones out there.
Then you're either not playing vet dungeons, or you're completely omiting multiple boss fights.
Try not blocking HM Domihaus (I think that's the boss of falkreath)) for 80% of the time and see what happens. Or Mazatun. Or Mighty Chudan. Or about half a dozen other boss fights. And even then, the problem isn't the fact we want to permablock, it's the fact we're having enough trouble keeping our stamina, to the point where if it goes on for much longer, team support will become a pipe dream because we wont have the resources to make that a reality.
All it's gonna take is a few more reductions in our sustain before we'll have to build just to sustain block for around 60% uptime and nothing else. Look at the bigger picture, I beg of you.