for comparison pts: (without block cost enchants, with 3 enchants it would be 447 block cost)
vet blocked swipes:
normal non blocked swipes:
stats:
live (3 block cost enchants):
vet blocked swipes (first one is under lady thorn, can be ignored):
normal non blocked swipes:
stats (roll dodge was 3430 on live if i am not mistaken):
conclusion:
same: mitigation without block, block costs
buffed: blocked damage
nerfed: dodge cost
probably would get more tanky in the pts with more cp invested in actual mitigation (tbf i only put cp into the 15% reduction from non player sources, and the single target attacks mitigation, everything else i put in max resources, and a bit weapon dmg for alkosh :tee hee:)
throughout gaining more cp on the pts, resource management and mitigation will get buffed as well (like the free roll dodge every 30 seconds, mitigation for dots, etc etc)


ZaroktheImmortal wrote: »What I really don't get is the magic damage bonus to heavy armour....tanks need to survive all kinds of attacks including magic damage. What are tanks supposed to wear now?
SOLDIER_1stClass wrote: »Honestly I'd rather they just nerf damage while wearing heavy plain and simple.
Tanks should be taunt and cc kings not running around with 2h getting kills.
It should take at a minimum three dps to burn down a full tank. And at a minimum two tanks to have the damage to bring down medium armor.
Light armor should be laughing in the back as they're murdering groups with aoe but crying in the fetal position if anyone gets close.
LadyNalcarya wrote: »Tbh between this and dps reduction even less tanks will be willing to tank for pugs.
Mastery404 wrote: »Tanks do not need healers in this game in PVE. I think less self sustain is a good thing for the health of the game.
Mastery404 wrote: »Tanks do not need healers in this game in PVE. I think less self sustain is a good thing for the health of the game.
Mastery404 wrote: »Tanks do not need healers in this game in PVE. I think less self sustain is a good thing for the health of the game.
Grandchamp1989 wrote: »guys, they are not removing roll dodge from heavy armor.
if your roll costs now 3k, it will cost 3600. You only roll once every minute maybe, anyway. If 1-2k stamina makes the difference for you between win and lose, time to check your build and playstyle.
and the extra health will be decisive instead. Most people die from hard hitting mechanics in which this 6k health will save them, whereas more resistances would have not saved them.
Tank gryphons in vCR and Roll Dodge once every minut and see how it goes 😂
Grandchamp1989 wrote: »It wasn't enough to butcher all our major buffs in the last patch from 30% to 10%
EDIT for clarity with this weeks PTS:
CP System we got now 1.0
Ironclad: 25% mitigation
Hardy + Elemental defender 15% mitigation
= 40%
CP armor potential = 5000 armor
CP System 2.0
10% base mitigation
12% from Preperation (nerfed in new PTS)
4% Hardy (nerfed in new PTS)
= 26% (nerf)
CP armor potential = 1700 armor (nerfed massively)
Nord Passive Armor - Nerfed by almost 50%!
Sustain What you give up in CP 1.0:
Tenacy CP = +15% ressources from heavy attack
25% cheaper roll dodge (tumbling)
25% cheaper blocks (Shadow Ward)
What you "gain" in CP 2.0
440 stamina cheaper roll dodge (tumbling) (nerfed further in PTS week)
Fortification 6% block mitigation (down from 20% nerfed further in PTS)
Tireless Guardian 80 stamina cost reduction on block (down from 100 - nerfed further in PTS)
Higher cost of roll dodge (up to 21% from wearing heavy armor)
Overall it's a massive nerf to tank overall.
Zos I urge you to STOP this or nobody in their right mind will continue to tank end game content. It will be even more of a miserable experience!
Grandchamp1989 wrote: »Another week another tank nerf XD
"Heavy Armor
Reduced the Damage Reduction granted while immune to Crowd Control to 1% per piece, down from 2%. "
3 weeks straight now!
Grandchamp1989 wrote: »Another week another tank nerf XD
"Heavy Armor
Reduced the Damage Reduction granted while immune to Crowd Control to 1% per piece, down from 2%. "
3 weeks straight now!
Tbf it I so minor comparing to previous weeks I am chill with it.
Mastery404 wrote: »Tanks do not need healers in this game in PVE. I think less self sustain is a good thing for the health of the game.
I'm pretty sure that most of the people that tank prefer to have a healer in their group for vet DLC. I know I do. People see a couple youtube videos and think that all tanks/groups can do the same thing. That's not the case. Just because a streamer/content creator can do vBRP "Unchained" with 1 tank/3 dps, the majority of the community is not going to do that. The majority is going to run a traditional group comp.
Grandchamp1989 wrote: »Grandchamp1989 wrote: »Another week another tank nerf XD
"Heavy Armor
Reduced the Damage Reduction granted while immune to Crowd Control to 1% per piece, down from 2%. "
3 weeks straight now!
Tbf it I so minor comparing to previous weeks I am chill with it.
7% less mitigation if you spec'd for anti CC is not really minor. That's more than what minor protection provides lol.
3 weeks of nothing but nerfs on a super important role nobody plays. It's insane.
Grandchamp1989 wrote: »Grandchamp1989 wrote: »Another week another tank nerf XD
"Heavy Armor
Reduced the Damage Reduction granted while immune to Crowd Control to 1% per piece, down from 2%. "
3 weeks straight now!
Tbf it I so minor comparing to previous weeks I am chill with it.
7% less mitigation if you spec'd for anti CC is not really minor. That's more than what minor protection provides lol.
3 weeks of nothing but nerfs on a super important role nobody plays. It's insane.
It's honestly baffling how anyone can look at the current dungeon queue times, the current state of tanking in PvE, and the absolute lack of any semblance of solo capacity on tanks in PvE and think to themselves "yup, the role is too strong, needs further nerfs." I can only conclude that the people clamoring for nerfs to tanks and heavy armor have no idea what tanks actually DO; someone speccing themselves out in full proc sets, using Malacath with Vateshran, Syvarra's, Crimson etc is not a tank, they are a walking ball of health designed to stay alive until their unholy eldritch abomination of a build stuffed to the brim with the latest meta PvP sets can play and win the game for them. And yet these threads pop up all over the place, one after the other, with nothing of substance in the initial post, little more than a word or two about how tanks are "busted", providing zero reasoning behind them, and getting hundreds of views and comments each time. The few threads that DO pop up about how tanks are in need of help, usually with a person who actually has experience PLAYING a tank behind them, get buried under the deluge of cries for ZOS to nerf tanks based off of a bad experience playing against a stamina warden abusing proc sets and Arctic Blast (which might be a little overtuned) with Malacath (which is almost certainly overtuned) to pull free damage and survivability out from between the cheeks of a build that normally doesn't spec for it. I'm just tired of the repeated and targeted nerfs at a playstyle I rather enjoyed and now might have to give up on in favor of whatever the meta happens to be; tanking just isn't rewarding or fun anymore, and it's certainly not going to become more so after this fresh batch of nerfs.
OP... There is something you're missing from the equation: ZOS mentioned all characters have some -14/5% mitigation from non-Player sources. So even when the 2.0 system reduces the damage reduction down by 14% this difference is added elsewhere. Very similar to them adding extra health, resources, and spell/weapon damage to the characters. While the 2.0 system on paper reduces the current 1.0 damage reduction sources, it's only a partial picture here. Such as the 1% damage reduction per piece while under CC immunity and 1% from martial attacks (i.e. boss heavy attacks); while the 1% penalty to magic damage is intimidating but a well built tank should be able to handle this damage off-set with preperation i.e. damage shields or other methods. Also remember, I believe you don't get status effects from non--Player enemies, so there's a minor indirect reduction of damage there.
OP... There is something you're missing from the equation: ZOS mentioned all characters have some -14/5% mitigation from non-Player sources. So even when the 2.0 system reduces the damage reduction down by 14% this difference is added elsewhere. Very similar to them adding extra health, resources, and spell/weapon damage to the characters. While the 2.0 system on paper reduces the current 1.0 damage reduction sources, it's only a partial picture here. Such as the 1% damage reduction per piece while under CC immunity and 1% from martial attacks (i.e. boss heavy attacks); while the 1% penalty to magic damage is intimidating but a well built tank should be able to handle this damage off-set with preperation i.e. damage shields or other methods. Also remember, I believe you don't get status effects from non--Player enemies, so there's a minor indirect reduction of damage there.