Siohwenoeht wrote: »Pretty sure you are ignoring the PvE aspect of blocking that a tank does.
Zos has nerfed blocking by increasing the cost of blocking and eliminating stamina regen while blocking.
Couldnt agree more. I know tanks arent that usefull in most normal content, but for Vet dungeons and Trials, blocking is needed. If you are going to nerf it further it will drive more and more people away from actually tanking in PvE.
ZoS is once to blame for not seperating Pve and PvP, wich can be done easy. Just make a different tooltip for each, and balance those out for their respective PvE and PvP sides.
Agree except to how easy your solution is. The coding alone would be gargantuan, and who knows how it would react to the tangled web we have now.
It was a design decision during development to balance the two together, I'd wager it's not in the cards for it to change 5 years in.
It's not as bad as you think. It's literally just checking if the target is a player, or if the caster has Battle Spirit applied (since Battle Spirit is only present in PvP), and, if so, do something different. A few lines of code, at most, if even.
There's already a skill in the game that works this way -- Teleport Strike. Teleport Strike will stun the target, unless they're a player, in which case it will only snare the target. The functionality is already there, they just need to extend it to other skills.
Blocking seems to be a persistent problem, regardless of meta and tank builds seem to be the easy thumbless players favourite, however its for the most part sword and board blocking that is the real issue. There shouldn’t be such a high degree of cost reduction and added damage mitigation simply by using the most potato friendly form of damage mitigation. The idea that using a couple of glyphs, adding some armour traits a disgusting amount of CP in to block cost reduction and before you know it you can perm block ON A MAGICA BUILD. This is however what happens when you balance PvP and PvE together.
Im no master of how to balance an MMO but I feel that the blocking either needs a fatigue (like streak and roll dodge) or it needs to have its cost and damage reduction passives added to skills within the weapon line rather than as passives, in order to make it not such an attractive back bar option for so many different builds. Block casting is another huge issue, you cannot spam multiple abilities at once and you cannot use abilities whilst heavy attacking or dodge rolling, so why can you cast abilities whilst holding block? It really is an insane crutch when someone is in execute with no active HOT, holds block and heals like its nothing.
TequilaFire wrote: »LOL at all these players that want us to have no defense, should we provide our own jar of Vaseline and just bend over as well?
Pretty sure you are ignoring the PvE aspect of blocking that a tank does.
Zos has nerfed blocking by increasing the cost of blocking and eliminating stamina regen while blocking.
https://youtu.be/JzS96auqau0DocFrost72 wrote: »Siohwenoeht wrote: »Pretty sure you are ignoring the PvE aspect of blocking that a tank does.
Zos has nerfed blocking by increasing the cost of blocking and eliminating stamina regen while blocking.
Couldnt agree more. I know tanks arent that usefull in most normal content, but for Vet dungeons and Trials, blocking is needed. If you are going to nerf it further it will drive more and more people away from actually tanking in PvE.
ZoS is once to blame for not seperating Pve and PvP, wich can be done easy. Just make a different tooltip for each, and balance those out for their respective PvE and PvP sides.
Agree except to how easy your solution is. The coding alone would be gargantuan, and who knows how it would react to the tangled web we have now.
It was a design decision during development to balance the two together, I'd wager it's not in the cards for it to change 5 years in.
It's not as bad as you think. It's literally just checking if the target is a player, or if the caster has Battle Spirit applied (since Battle Spirit is only present in PvP), and, if so, do something different. A few lines of code, at most, if even.
There's already a skill in the game that works this way -- Teleport Strike. Teleport Strike will stun the target, unless they're a player, in which case it will only snare the target. The functionality is already there, they just need to extend it to other skills.
It did, but now it behaves the same on any target. They moved away from separate systems.
Another stupid pvp thread, good..
Soon : "Plz ZoS nerf walking"
..
Not a problem. You will hardly find any hardcore permablockers among the ones being most dangerous. If you are having problems with "blockers", you are trying to kill the wrong people. You don't necessarily HAVE to kill every single enemy player around. I constantly find myself having to remind people "Ignore xxxxx - don't chase him into the tower, take out xxx by the gate instead or get on siege!".