Even after the changes to blocking in Dragon Bones the block cost at full reduction is around 385 or so. That is still a very cheap block cost that doesn't reward challenging and immersive game play. I believe blocking should be "split second reaction" type game play. In titles like TERA we saw a second resource used for blocking and most of the blocking done by the preferred tank (Lander) required split-second reactions in order to maintain this resource and DPS + Threat.
Tanks have it far too easy in PVP and PVE. They can practically STILL hold block almost indefinitely whilst the other players have to do a lot of actual strategic work to remain alive.
In closing I would also like to address health pools. There should be diminishing returns or even a maximum health pool a player can have to prevent ignoring mechanics. These limits or diminishing returns should begin at different amounts depending on if you are a Tank, Healer, or DPS.
Even after the changes to blocking in Dragon Bones the block cost at full reduction is around 385 or so. That is still a very cheap block cost that doesn't reward challenging and immersive game play. I believe blocking should be "split second reaction" type game play. In titles like TERA we saw a second resource used for blocking and most of the blocking done by the preferred tank (Lander) required split-second reactions in order to maintain this resource and DPS + Threat.
Tanks have it far too easy in PVP and PVE. They can practically STILL hold block almost indefinitely whilst the other players have to do a lot of actual strategic work to remain alive.
In closing I would also like to address health pools. There should be diminishing returns or even a maximum health pool a player can have to prevent ignoring mechanics. These limits or diminishing returns should begin at different amounts depending on if you are a Tank, Healer, or DPS.
- Update 23Ice Furnace: This item set now grants Spell Damage, rather than Weapon Damage for the 4 piece bonus
EvilAutoTech wrote: »My main is a tank that is far from a normal build. She is a Templar that with tri stat food, rolls about 44k health, 24k stamina and 17k magicka. I have obviously not stacked all her resources into a single stat. I only block heavy attacks and interrupt special attacks if I can. The rest of the time I try to control the fight, buff the group, provide off healing and if there is time try to add damage to build ultimate so I can keep warhorn up. Just too busy to permablock.
Even after the changes to blocking in Dragon Bones the block cost at full reduction is around 385 or so. That is still a very cheap block cost that doesn't reward challenging and immersive game play. I believe blocking should be "split second reaction" type game play. In titles like TERA we saw a second resource used for blocking and most of the blocking done by the preferred tank (Lander) required split-second reactions in order to maintain this resource and DPS + Threat.
Tanks have it far too easy in PVP and PVE. They can practically STILL hold block almost indefinitely whilst the other players have to do a lot of actual strategic work to remain alive.
In closing I would also like to address health pools. There should be diminishing returns or even a maximum health pool a player can have to prevent ignoring mechanics. These limits or diminishing returns should begin at different amounts depending on if you are a Tank, Healer, or DPS.
EvilAutoTech wrote: »My main is a tank that is far from a normal build. She is a Templar that with tri stat food, rolls about 44k health, 24k stamina and 17k magicka. I have obviously not stacked all her resources into a single stat. I only block heavy attacks and interrupt special attacks if I can. The rest of the time I try to control the fight, buff the group, provide off healing and if there is time try to add damage to build ultimate so I can keep warhorn up. Just too busy to permablock.
You can do every single one of the things you've mentionned while holding block
EvilAutoTech wrote: »EvilAutoTech wrote: »My main is a tank that is far from a normal build. She is a Templar that with tri stat food, rolls about 44k health, 24k stamina and 17k magicka. I have obviously not stacked all her resources into a single stat. I only block heavy attacks and interrupt special attacks if I can. The rest of the time I try to control the fight, buff the group, provide off healing and if there is time try to add damage to build ultimate so I can keep warhorn up. Just too busy to permablock.
You can do every single one of the things you've mentionned while holding block
For how long? Almost every skill I have slotted while tanking is a stamina skill. I don't run only with groups that do 100k DPS. Most Boss fights I have experienced take longer than 15 seconds. What good is a tank that can't taunt because they are out of stamina?
Twenty0zTsunami wrote: »EvilAutoTech wrote: »EvilAutoTech wrote: »My main is a tank that is far from a normal build. She is a Templar that with tri stat food, rolls about 44k health, 24k stamina and 17k magicka. I have obviously not stacked all her resources into a single stat. I only block heavy attacks and interrupt special attacks if I can. The rest of the time I try to control the fight, buff the group, provide off healing and if there is time try to add damage to build ultimate so I can keep warhorn up. Just too busy to permablock.
You can do every single one of the things you've mentionned while holding block
For how long? Almost every skill I have slotted while tanking is a stamina skill. I don't run only with groups that do 100k DPS. Most Boss fights I have experienced take longer than 15 seconds. What good is a tank that can't taunt because they are out of stamina?
if you can't manage your resources that falls on you. Perhaps you shouldn't block through the entire fight?
Twenty0zTsunami wrote: »EvilAutoTech wrote: »EvilAutoTech wrote: »My main is a tank that is far from a normal build. She is a Templar that with tri stat food, rolls about 44k health, 24k stamina and 17k magicka. I have obviously not stacked all her resources into a single stat. I only block heavy attacks and interrupt special attacks if I can. The rest of the time I try to control the fight, buff the group, provide off healing and if there is time try to add damage to build ultimate so I can keep warhorn up. Just too busy to permablock.
You can do every single one of the things you've mentionned while holding block
For how long? Almost every skill I have slotted while tanking is a stamina skill. I don't run only with groups that do 100k DPS. Most Boss fights I have experienced take longer than 15 seconds. What good is a tank that can't taunt because they are out of stamina?
if you can't manage your resources that falls on you. Perhaps you shouldn't block through the entire fight?
Templar tanks, like nightblades, really have no source of reliable resource management. All these block cost increases we've seen over the past year have hit them harder than any other class for tanking. Nightblade lost stamina return on siphoning attacks and Templars can't sustain without corpses.
Lets increase the cost of dodge roll by 400% and all damage shields by an equal amount as well. Also no more magicka recovery while you have a damage shield active or for 2 seconds after it depletes.
Magicka and health stacking are a problem too, so let's add diminishing returns on both resources so everyone is limited to an effective cap of 20k.
Also, some healer didn't die instantly when I stabbed him, which makes no sense because he was wearing a dress and dresses don't stop knives, so all healing should be reduced by 100% in PvP.

Twenty0zTsunami wrote: »EvilAutoTech wrote: »EvilAutoTech wrote: »My main is a tank that is far from a normal build. She is a Templar that with tri stat food, rolls about 44k health, 24k stamina and 17k magicka. I have obviously not stacked all her resources into a single stat. I only block heavy attacks and interrupt special attacks if I can. The rest of the time I try to control the fight, buff the group, provide off healing and if there is time try to add damage to build ultimate so I can keep warhorn up. Just too busy to permablock.
You can do every single one of the things you've mentionned while holding block
For how long? Almost every skill I have slotted while tanking is a stamina skill. I don't run only with groups that do 100k DPS. Most Boss fights I have experienced take longer than 15 seconds. What good is a tank that can't taunt because they are out of stamina?
if you can't manage your resources that falls on you. Perhaps you shouldn't block through the entire fight?
What the last "balance" update did:
The did not really nerf block cost in pvp if you did not run some zero damage block build but semi-perm-blocking builds got an insane buff.
In pve all tanks got nerfed which is not much of a deal for an exp tank on a meta tank class in many situation but not meta tank classes, inexp tanks or tanks with "bad" groups(if a fight takes longer because the group dps it will be harder on the tank than a tank in a group that can just nuke the boss and this update just did make it worse) got hurt the most while any tank class with good sustain tools can quite good deal with it. Not sure what the combat team actually thinks when doing this changes.
So more or less the "balance" update was useless and just did create more problems than it did solve but we are used to something like that.
The problem in pvp is the insane mitigation perm blocking offers. 70% damage mitigation and even more against range builds this leads to problems if a player can block for an quite long time since there is only limited counter to such a high damage reduction.
Isnt it time to introduce a Soft Cap yet? How much more should normal builds suffer because someone stacked everything into a single stat?
When was the last time a perma blocking player killed you in pvp? If you say within the last year, you're what needs to change, not blocking.