baselesschart wrote: »Yes I agree something needs to be done with blocking. Unfortunately this seems like one of those scenarios where it would indirectly hurt the PvE tanks which would make all the PvE players start crying. But it is a problem that tanks in PvP can just block with little to no penalty.
techyeshic wrote: »Usually not blocking that's the issue but sets healing and damaging while they block and reduce cost ir provide resources while blocking
If you increase the cost, you just hurt people who quickly just block a big hit more than the perma blocker
baselesschart wrote: »techyeshic wrote: »Usually not blocking that's the issue but sets healing and damaging while they block and reduce cost ir provide resources while blocking
If you increase the cost, you just hurt people who quickly just block a big hit more than the perma blocker
Doesn't necessarily need to be a flat percent increase, but an increasing cost seems more appropriate, the goal is to punish and penalize the people that abuse and hold block, not the ones that quick use it as an animation cancel
Why do you even care? The clown standing there holding block is doing absolutely nothing and has near zero damage output unless you are dumb enough to stand in his proc. The rest of us however, who block to mitigate ulti's, bombs and zerg rushes, would be completely penalized by this.
The problem with block isn´t the cost but the amount of mitigation it provides. If anything should be touched regarding block it would be the mitigation aspect of it.
butterrum222 wrote: »Blocking should only work for frontal attacks, flanking and back attacks should be unblock able.
techyeshic wrote: »butterrum222 wrote: »Blocking should only work for frontal attacks, flanking and back attacks should be unblock able.
Problem with that is, the game is always slightly desynced and can be extremely desynced at any moment in Cyrodiil to where neither you, nor your target are where you think they are.
techyeshic wrote: »butterrum222 wrote: »Blocking should only work for frontal attacks, flanking and back attacks should be unblock able.
Problem with that is, the game is always slightly desynced and can be extremely desynced at any moment in Cyrodiil to where neither you, nor your target are where you think they are.
^ Why suddenly Nightblades spamming surprise Attack suddenly stun you when you've been starring them dead in the eyes the whole time, and Vampire's Mesmerize ability is one of the hardest to land abilities in the game due to the "The target must be looking at you" rule.
techyeshic wrote: »butterrum222 wrote: »Blocking should only work for frontal attacks, flanking and back attacks should be unblock able.
Problem with that is, the game is always slightly desynced and can be extremely desynced at any moment in Cyrodiil to where neither you, nor your target are where you think they are.
techyeshic wrote: »butterrum222 wrote: »Blocking should only work for frontal attacks, flanking and back attacks should be unblock able.
Problem with that is, the game is always slightly desynced and can be extremely desynced at any moment in Cyrodiil to where neither you, nor your target are where you think they are.
Knowing the absolute position of every player on the map is not "performant".
xI_The_Owl_Ix wrote: »baselesschart wrote: »Yes I agree something needs to be done with blocking. Unfortunately this seems like one of those scenarios where it would indirectly hurt the PvE tanks which would make all the PvE players start crying. But it is a problem that tanks in PvP can just block with little to no penalty.
"Battlespirit: Blocking costs 50% more in PvP areas"
Easy fix.
UntouchableHunter wrote: »
Roll dodge and break free will cost 50% more also?
Mb most of ppl enjoy killin 40k bunker guy standing perma blocks for eternal and using healings skills for ages, but i m not.
Using skills in block is a separate topic for conversation ( it silly ). Just imagine blocking guy who cant heal - sweet
My suggestion - make block's stamina cost after each succesful block 50- 100% higher ( evades have same mech ).
The problem with block isn´t the cost but the amount of mitigation it provides. If anything should be touched regarding block it would be the mitigation aspect of it.
Pretty much every Trial/Dungeon group would wipe constantly if block mitigated less or didn't allow you to cast/drink potions while doing it. Like was posted above, it is a basic mechanic that a large portion of the game is balanced around. Just because a small subset of players are using it in PVP to make themselves hard to kill, annoy you, but pose little to no threat... is not a reason to change anything.
xI_The_Owl_Ix wrote: »baselesschart wrote: »Yes I agree something needs to be done with blocking. Unfortunately this seems like one of those scenarios where it would indirectly hurt the PvE tanks which would make all the PvE players start crying. But it is a problem that tanks in PvP can just block with little to no penalty.
"Battlespirit: Blocking costs 50% more in PvP areas"
Easy fix.
The problem with block isn´t the cost but the amount of mitigation it provides. If anything should be touched regarding block it would be the mitigation aspect of it.
Pretty much every Trial/Dungeon group would wipe constantly if block mitigated less or didn't allow you to cast/drink potions while doing it. Like was posted above, it is a basic mechanic that a large portion of the game is balanced around. Just because a small subset of players are using it in PVP to make themselves hard to kill, annoy you, but pose little to no threat... is not a reason to change anything.
Ohh yes the "poor" PvE tanks who doesn't need a healer or any selfish survival sets to complete the hardest 4 man content in the game (blackrose prison, and getting unchained in top of that)
When survivability of PvE tanks is so good that the healer role isn't needed, it's a sign tanks self sustain and survivability is overloaded.
And my comment whas ment as a IF ANYTHING needs a rework (didn't say it needs a rework).
You can still regenerate stamina while roll dodging, breaking free. You don't regen stamina while blocking.
Yes, you can spec into block cost reduction, but as others have said, you sacrifice damage or sustain to do so. Ignore the pve tanks and especially the harbinger tanks..
Anyone who dies to harbinger kinda deserves it IMO.
The problem with block isn´t the cost but the amount of mitigation it provides. If anything should be touched regarding block it would be the mitigation aspect of it.
Pretty much every Trial/Dungeon group would wipe constantly if block mitigated less or didn't allow you to cast/drink potions while doing it. Like was posted above, it is a basic mechanic that a large portion of the game is balanced around. Just because a small subset of players are using it in PVP to make themselves hard to kill, annoy you, but pose little to no threat... is not a reason to change anything.
Ohh yes the "poor" PvE tanks who doesn't need a healer or any selfish survival sets to complete the hardest 4 man content in the game (blackrose prison, and getting unchained in top of that)
When survivability of PvE tanks is so good that the healer role isn't needed, it's a sign tanks self sustain and survivability is overloaded.
And my comment whas ment as a IF ANYTHING needs a rework (didn't say it needs a rework).
The problem with block isn´t the cost but the amount of mitigation it provides. If anything should be touched regarding block it would be the mitigation aspect of it.
Pretty much every Trial/Dungeon group would wipe constantly if block mitigated less or didn't allow you to cast/drink potions while doing it. Like was posted above, it is a basic mechanic that a large portion of the game is balanced around. Just because a small subset of players are using it in PVP to make themselves hard to kill, annoy you, but pose little to no threat... is not a reason to change anything.
Ohh yes the "poor" PvE tanks who doesn't need a healer or any selfish survival sets to complete the hardest 4 man content in the game (blackrose prison, and getting unchained in top of that)
When survivability of PvE tanks is so good that the healer role isn't needed, it's a sign tanks self sustain and survivability is overloaded.
And my comment whas ment as a IF ANYTHING needs a rework (didn't say it needs a rework).