https://www.youtube.com/watch?v=H-U62DLlYGEBlock reduction glyphs are the main cause of this. They need to be nerfed in PVP. Regen right now is too high across the board in PVP. It needs to be reduced just like health regen was.
CameraBeardThePirate wrote: »Block reduction glyphs are the main cause of this. They need to be nerfed in PVP. Regen right now is too high across the board in PVP. It needs to be reduced just like health regen was.
It's cost reduction and mitigation. Block mitigation should be capped in PvP, and you shouldn't be able to reduce your block cost to next to nothing.
Yes, these builds are basically worthless in terms of dealing or healing damage, but they can be dedicated siege burners and that's a problem.
CameraBeardThePirate wrote: »Block reduction glyphs are the main cause of this. They need to be nerfed in PVP. Regen right now is too high across the board in PVP. It needs to be reduced just like health regen was.
It's cost reduction and mitigation. Block mitigation should be capped in PvP, and you shouldn't be able to reduce your block cost to next to nothing.
Yes, these builds are basically worthless in terms of dealing or healing damage, but they can be dedicated siege burners and that's a problem.
I've always liked the idea of well-timed blocks being highly effective, though. I'd rather see bonuses that only apply mitigation for the first couple seconds after pressing block with a short cooldown after releasing so you can't just tap block over and over. Or perhaps ramping stamina costs after holding block for too long, or even drain a little stamina while holding block even when not getting hit.
Rohamad_Ali wrote: »How is this allowed indeed. Only in ESO do I ever see such a thing as a player that must be ignored because of near invincibility. When an entire group does it, people rage log. The pvp balance is none existent. I think it's the reason they brought in sub classing because they don't actually know how to correct any of the imbalances.