There is also a huge discrepancy in survivability in max block vs no block builds.
Therefore,
Just as FHR / stun was nerfed in PVP, Block Chance and block rate should also be nerfed in PVP.
Example of Block Rate vs Hostile Opponent
1st-3rd Block - Max 75%
4th Block - 65% - Resets to 75% after 4 second without another block
5th Block - 55% - Resets to 75% after 3.5 second without another block
6th Block - 45% - Resets to 75% after 3 second without another block
7th Block - 35% - Resets to 75% after 2.5 second without another block
8th Block - 25% - Resets to 75% after 2 second without another block
9th Block - 15% - Resets to 75% after 1.5 second without another block
10th Block - 5% - Resets to 75% after 1 second without another block
Resets to 75% after 0 seconds
(10% reduction in block chance after every block beyond 3 down to 5% then reset to max. Automatically reset to max at every level after a number of seconds depending which block it is at)
Player stamina can also help to reduce reset times.
For example, each level of reset reduced by 1/2 (2 seconds instead of 4 seconds at 4th block, and so on) at a cost of 700 stamina each. (idea of needing stamina to repeatedly lift shield to block)
This is just as massive buff for builds that don’t max block.
They should just come up with a less lazy way of dealing with the stun issue.
WSG was stupid and you’d never have someone new to the game say thats an appropriate way to deal with permastun when D2R was released.
Players still have choice, and max block would still work for first few blocks.
It is a very good idea.
Though, I should rephrase regarding FHR / Stun nerf.
Actually, i do not fully support stun nerf.
Nerf on stun via skills that require zero attack rating, and holds the player in position for very high damage applied via another non-ar / non-blockable skill, is good.
Total Nerf on weak skill such as stun, bash, and warcry, that require attack rating and can be blocked, is not good.
If only the main skill that provides the stun has points invested, and the stun skill is always hits, then a nerf should apply
If only the main skill that provides stun has invested points, and the stun skill requires ar / can be blocked, then a significantly less nerf should apply
If the main still the provides stun has invested points, AND points invested into synergies, then an even LESS significant nerf should apply, based on how many main skill AND synergy points are invested.
If Knock back (skill or item), is applied with skill that does not always hit, then there should be NO nerf
If Knock back (skill or item) is applied with skill that does always hit, then there should be nerf
In all cases, the nerf should factor how many base skill points are invested into the stun skill / skill being used with stun / KB from item
This is a ridiculous suggestion. You do realize if you max block, you are then at a disadvantage to skills you can’t block right? Sorcs, druids, bone nec, etc… You will have less overall life.
I absolutely do not support this change, it would just ruin pvp. Bring back the FHR from pre 2.4 please. Leave block alone.
No because the first 1-3 blocks remain at 75% and then it drops 5-10% per block (depending on stamina) which is still quite high for the first few after that initial 3, and then the total resets to 75% after a short time.
Players would need to just learn better play skill, instead of standing still assuming that they wont be hit due to exorbitant block
WGS is weapon swap glitch, which allows you to break out of a stuck by pressing W…
blizzard decided this was stupid and instead made it so you can get stun immunty for a duration after a bring stunlocked for a time.
this made the “hardcore pvp” fans mad because they can no longer abuse a glitch that was a annoying pain to do. because it messes up their toxic “tele stomp” playstyle
as for the OP
umm id rather make ti so u can block spells like weapon block can.
i would also heavily nerf “holy shield” to no longer give absurd frames, and no longer increase block chance, and drastic lower the defense given.