As much respect as i have for the quality content he puts out there on a regular bases - i don´t think alcast should be your point of reference regarding pvp in this game.
Blocking without investment into CP or sturdy is undeniably getting a small buff though - but in my opinion it won´t be very impactful.
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.
It doesn't bother me when I can't individually kill a true tank in PvP, but when you've got tanks that can survive indefinitely with 15-20 people attacking them I'd say it's a little overboard. While these builds can't kill any half decent player they can still capture resources and res others so being basically unkillable does wind up being a pretty big tactical advantage in many situations. Put 3-4 of these builds on a resource take/defend and the other side either has to just give up the resource or commit 20+ people to a fight that will last over an hour, if not longer, just to get rid of a 4 player group.IMO the problem with these builds isn’t the tankiness, it’s the access to dmg for just being attacked. Itemization is the culprit. Not being able to kill a player because they built for it is perfectly fine, but when they also get tons of damage, that needs to be balanced- this includes sets like seventh, fury, maybe truth although it procs differently.
itscompton wrote: »It doesn't bother me when I can't individually kill a true tank in PvP, but when you've got tanks that can survive indefinitely with 15-20 people attacking them I'd say it's a little overboard. While these builds can't kill any half decent player they can still capture resources and res others so being basically unkillable does wind up being a pretty big tactical advantage in many situations. Put 3-4 of these builds on a resource take/defend and the other side either has to just give up the resource or commit 20+ people to a fight that will last over an hour, if not longer, just to get rid of a 4 player group.IMO the problem with these builds isn’t the tankiness, it’s the access to dmg for just being attacked. Itemization is the culprit. Not being able to kill a player because they built for it is perfectly fine, but when they also get tons of damage, that needs to be balanced- this includes sets like seventh, fury, maybe truth although it procs differently.
7th Legion is taking a pretty significant nerf to the frequency of the heal. Might want to take that into consideration when linking builds both designed around 7th.