Arcanist rune blades doesn't just need a damage increase , it needs to be fixed to work properly against targets on the Z plane (height). It's a completely unreliable skill when a target is at different height and works or may not work. That's unacceptable and part of why you do not see anyone slot it in PvP.
SonOfAsura wrote: »This sounds like suggestions made carelessly by a PvP player without considering the consequences of their actions in PvE.
Block in PvP is absolutely what you said it was. I haven’t ran around asking for nerfs or anything (mostly as I see many are likely opposed to any PvP-oriented block changes) but the sheer amount of mitigation that is received for almost no investment in blocking is truly astounding.
The fact there is no real counter, as an AoE stun such as fear on a nightblade for example takes a GCD which means that your opponent can break free and be right back to blocking before you can every truly think about landing a single ability successfully.
All this while your character is blocking 360 degrees for no other reason than ‘just because’.
Block in PvP is absolutely what you said it was. I haven’t ran around asking for nerfs or anything (mostly as I see many are likely opposed to any PvP-oriented block changes) but the sheer amount of mitigation that is received for almost no investment in blocking is truly astounding.
The fact there is no real counter, as an AoE stun such as fear on a nightblade for example takes a GCD which means that your opponent can break free and be right back to blocking before you can every truly think about landing a single ability successfully.
All this while your character is blocking 360 degrees for no other reason than ‘just because’.
Block mitigation needs thr good ole dodge/streak treatment. There's nothing skillful about taping down right click, actually timing block to some extent should feel rewarding.
SonOfAsura wrote: »This sounds like suggestions made carelessly by a PvP player without considering the consequences of their actions in PvE.
Turtle_Bot wrote: »SonOfAsura wrote: »This sounds like suggestions made carelessly by a PvP player without considering the consequences of their actions in PvE.
sounds like the comment made by a PvE player...
I specifically said that these changes would only apply WHILE BATTLE SPIRIT IS ACTIVE, so IN PVP ZONES ONLY. Next time read.
Did they really ask for "easy numbers changes that could be realistically implemented within the current PTS cycle" (cause if they did literally just nerf core of flame and coe with battle spirit active by half and then call it a day. Thats literally all they have to do)
Also seconding half the sustain on core of flame, reducing the heal (and also the sustain) on Coe and buffing nightblades for pvp.
I disagree that block mitigation needs changes, yes its incredibly strong but blocking is a problem because of heart of flame. Without it a dk would go out of stam in a few seconds if they try to block the way they do now.
I also disagree that flame lash needs further nerfs but might be a good idea to keep an eye on the skill when core of flame gets nerfed. At the moment its incredibly easy to stonewall flame lash by just blocking whenever its up but when perma blocking isnt an option, that skill will probably shoot up in viability. And i understand its already a pretty strong skill in places like cyro
ItsNotLiving wrote: »I really wish Wild Adaptation and Green Keepers Hide were only 3 status effects so I could drop disdain but I’m sure nothing will change.
madmufffin wrote: »
The warden, arc, and plar buffs should be normal in both modes tbh
Turtle_Bot wrote: »madmufffin wrote: »
The warden, arc, and plar buffs should be normal in both modes tbh
They probably could do these buffs for PvE as well, although from what I am hearing NB is one of the top (if not the top) single target DPS in PvE (just what I have heard, if someone can confirm this or not).
Turtle_Bot wrote: »Did they really ask for "easy numbers changes that could be realistically implemented within the current PTS cycle" (cause if they did literally just nerf core of flame and coe with battle spirit active by half and then call it a day. Thats literally all they have to do)
Also seconding half the sustain on core of flame, reducing the heal (and also the sustain) on Coe and buffing nightblades for pvp.
I disagree that block mitigation needs changes, yes its incredibly strong but blocking is a problem because of heart of flame. Without it a dk would go out of stam in a few seconds if they try to block the way they do now.
I also disagree that flame lash needs further nerfs but might be a good idea to keep an eye on the skill when core of flame gets nerfed. At the moment its incredibly easy to stonewall flame lash by just blocking whenever its up but when perma blocking isnt an option, that skill will probably shoot up in viability. And i understand its already a pretty strong skill in places like cyro
yes they did indeed ask for that (I'm assuming because of the layoffs).
I disagree about block, I was running a 20k resistance DK (5 light armor) that only had the class mastery and sword and board equipped as the "investments" into block and was face tanking zergs (including sieges) just by holding block and tapping inhale. Running Sorc with that kind of build with CoE and shields I couldn't even attempt that kind of face-tanking, that's how much mitigation block gives, it is completely over the top in PvP and has needed addressing for a long time now.
I'm on the fence with whip, I'm only really suggesting it as a temporary thing anyway so it would be 1 patch while the next refresh is done then reverted since there will be another refreshed class (and assuming better masteries).
Why reduce block mitigation when the real problem is block-casting.
This idea that you can go offense while also blocking just doesn’t lend well to cohesive gameplay.
ItsNotLiving wrote: »I really wish Wild Adaptation and Green Keepers Hide were only 3 status effects so I could drop disdain but I’m sure nothing will change.
ItsNotLiving wrote: »I really wish Wild Adaptation and Green Keepers Hide were only 3 status effects so I could drop disdain but I’m sure nothing will change.
drop disdain and reequip signet, it keeps up 2 status effects by itself, you can keep up the other needed 3 relatively easily. You dont get any extra damage on status effects but you also arent punished for using ult and you only need to reach back up 133 ult for the proc part to kick in again.
You can also use bear again since it doesnt reduce your status effects damage.
for pure wardens signet is basically 666 weapon damage, 6% mitigation, your light attacks apply a status effect once every 2 seconds if you have more than 133 ultimate.
Turtle_Bot wrote: »Did they really ask for "easy numbers changes that could be realistically implemented within the current PTS cycle" (cause if they did literally just nerf core of flame and coe with battle spirit active by half and then call it a day. Thats literally all they have to do)
Also seconding half the sustain on core of flame, reducing the heal (and also the sustain) on Coe and buffing nightblades for pvp.
I disagree that block mitigation needs changes, yes its incredibly strong but blocking is a problem because of heart of flame. Without it a dk would go out of stam in a few seconds if they try to block the way they do now.
I also disagree that flame lash needs further nerfs but might be a good idea to keep an eye on the skill when core of flame gets nerfed. At the moment its incredibly easy to stonewall flame lash by just blocking whenever its up but when perma blocking isnt an option, that skill will probably shoot up in viability. And i understand its already a pretty strong skill in places like cyro
yes they did indeed ask for that (I'm assuming because of the layoffs).
I disagree about block, I was running a 20k resistance DK (5 light armor) that only had the class mastery and sword and board equipped as the "investments" into block and was face tanking zergs (including sieges) just by holding block and tapping inhale. Running Sorc with that kind of build with CoE and shields I couldn't even attempt that kind of face-tanking, that's how much mitigation block gives, it is completely over the top in PvP and has needed addressing for a long time now.
I'm on the fence with whip, I'm only really suggesting it as a temporary thing anyway so it would be 1 patch while the next refresh is done then reverted since there will be another refreshed class (and assuming better masteries).
Well if you tried that without core of flame you would go out of stamina in around 3 seconds. The issue isnt blocking, its core of flame. Or at least thats how i see it. But im also of the opinion that assault skill line needs a 'kick' or parry break skill where if you land it when some one is blocking it forbids blocking for 5-7 seconds. That imo should be a thing
madmufffin wrote: »Idk why I can't edit messages anymore, but seeing that I used "in of itself" twice in that message irks me greatly...
Or they can stop all Stam return for 1 second after blocking regardless of whether you let go of the button. I like that option too.
This way people can stop cheating stam return turn-off by tapping their block instead of holding it.
Or they can stop all Stam return for 1 second after blocking regardless of whether you let go of the button. I like that option too.
This way people can stop cheating stam return turn-off by tapping their block instead of holding it.
I believe any fix should be stacking costs, etc. This primarily targeting pro-longed block (think roll dodge costs, cloak cost while moving, streak stacking costs).
Tap-blocking is more akin to a skillful ‘parry’ whereas ‘holding block’ is what lacks any finesse whatsoever.
Part of what makes a NB feel as horrible as it does in this meta (for example), is high health and/or a DK (again, for example) holding block and mitigating entire bursts for free. Beyond that, attempting to disable ‘tap blocking’ would further take responsiveness and agency away from blocking whereas punishing ‘block holding’ would return responsiveness, agency, the emphasis on proper positioning, and more.
Turtle_Bot wrote: »Or they can stop all Stam return for 1 second after blocking regardless of whether you let go of the button. I like that option too.
This way people can stop cheating stam return turn-off by tapping their block instead of holding it.
I believe any fix should be stacking costs, etc. This primarily targeting pro-longed block (think roll dodge costs, cloak cost while moving, streak stacking costs).
Tap-blocking is more akin to a skillful ‘parry’ whereas ‘holding block’ is what lacks any finesse whatsoever.
Part of what makes a NB feel as horrible as it does in this meta (for example), is high health and/or a DK (again, for example) holding block and mitigating entire bursts for free. Beyond that, attempting to disable ‘tap blocking’ would further take responsiveness and agency away from blocking whereas punishing ‘block holding’ would return responsiveness, agency, the emphasis on proper positioning, and more.
it does need a limit though, tap blocking is currently far too strong even being a "skillful parry", especially with how constant and repeatable it is as long as you know the return timings.
Turtle_Bot wrote: »Or they can stop all Stam return for 1 second after blocking regardless of whether you let go of the button. I like that option too.
This way people can stop cheating stam return turn-off by tapping their block instead of holding it.
I believe any fix should be stacking costs, etc. This primarily targeting pro-longed block (think roll dodge costs, cloak cost while moving, streak stacking costs).
Tap-blocking is more akin to a skillful ‘parry’ whereas ‘holding block’ is what lacks any finesse whatsoever.
Part of what makes a NB feel as horrible as it does in this meta (for example), is high health and/or a DK (again, for example) holding block and mitigating entire bursts for free. Beyond that, attempting to disable ‘tap blocking’ would further take responsiveness and agency away from blocking whereas punishing ‘block holding’ would return responsiveness, agency, the emphasis on proper positioning, and more.
it does need a limit though, tap blocking is currently far too strong even being a "skillful parry", especially with how constant and repeatable it is as long as you know the return timings.