Should ZOS increase the cost for each subsequent block. Currently everyone is building tank and more will. All you have to do is hold block and spam heal for a large group to arrive....
So another tool to screw solo players? No thx.
What would that do for the game? Pretty much nothing. A tank is built to survive. If he does so and a zerg appeares to screw you with your friends, then he did what he is supposed to do.
So why are you mad about a tank holding block? If he didnt kill you all, then everything is fine with someone resisting to the attacks of several enemies. If he starts killing you one by one, then maybe there is a small problem. But why do you want to make a playstyle (which is actually rarely seen in pvp) unplayable?
I'm very skeptical of solutions that require changing how an entire mechanic works just because someone can't manage to kill a PVP tank.
ZOS keeps making small changes at a time to reduce the effectiveness of perma-blocking tank builds as it is. Small changes, because while it needs adjustment, you don't break out a sledgehammer to kill a fly. Even a permablocking tank of a fly.
No. This is a bad idea that's founded in hyperbole. Block is a strong form of mitigation, but block-based healers aren't OP by any means. Anyway, you have fossilize in your arsenal - I'm surprised that you find this an issue.
I do find that blocking and casting heals summons a massive friendly pugzerg with high reliability, so I agree that we should nerf core mechanics into meaninglessness.
Enough of the whining about Players blocking. Tanks have it hard enough in PVE as it is thanks to serious nerfs over the past year. Enough of the nerf threads.
Tanks are dead in PvP. Unless you are an OP warden, bleeds, oblivion, AoEs, unblockables etc ruin you. I have switched to light+shields now, and though its squishy, its not a guaranteed death and can put out damage.