The Light and How to Swing It: It's the end of block as we know it

Much like Commander Shepard and the Reapers, we've known for a long time that doom was coming for us block tanks, some way, some how. The stack has been on the nerf list for quite some time. We dodged the bullet in 4.2, and then in 4.3, the devs called off the dogs entirely, giving us a respite. However, with the recent publishing of Ghostcrawler's Mists stat changes Dev Watercooler, we now have an idea how our most favorite stat is going to be unceremoniously slice and diced.
The changes to block will have far-reaching consequences for our class (as well as protection warriors). Obviously, this is pre-alpha and thus a nerf only in theory, but it's obvious what the intent is here: the defenestration of block to prevent mastery from being the powerhouse stat and block from being the powerhouse mechanic that both were for much of the Cataclysm cycle. And while it's evident that something needed to be done to block in the long run, I'm not quite sure that the changes Ghostcrawler outlined were the best avenue to take.
A raft of changes
As outlined by GC, here are the actual changes that are currently slated for block:
- The chance to block will be handled by a separate combat roll for each attack that is not avoided. In other words, we first determine if an attack misses or is dodged or parried. If it is not, then the attack has a chance to be blocked.
- Block will also have diminishing returns, much like dodge and parry. This doesn't mean that the value of block will go down as you get more block. It means that it won't go up by as much when you get more block.
I don't have to tell you these are gigantic changes. What always made mastery such an attractive stat in Cataclysm was the combination of its providing (when capped) a huge amount of damage reduction against physical attacks and that you could stack it to the heavens with no ill effect right up to the cap. I think it goes without saying that the value of mastery as a stat will be markedly different (for the worse) in Mists.
The two-roll two-step
Like I said above, it's been obvious throughout the arc of Cataclysm that something needed to be done about block. Paladins and warriors had way too much of it, and the concept of block capping has been broken from the very launch of the expansion. This disparity led to buffs being given to druids and DKs in the final half of the expansion which, in the absence of block's potent shadow, will give those two tanking classes a marked advantage.
But I digress. My one major issue with Ghostcrawler's argument and changes is how Blizzard intends to modify the combat table to neuter block. As I've pointed out in the past, the most broken aspect of the mechanic is how it is the easiest stat on the combat table to stack; as a result, one can easily push more damaging attacks (like normal hits) completely off the combat table with the addition of enough block chance. This is less block's fault than the inevitable outcome of a linear system. It's like allowing someone to pour an infinite amount of water into a cup and being shocked when they manage to overfill it.
So the solution, as outlined, is to kinda-sorta take block off the combat table with this fancy two-step of theirs. Instead, in the place of normal hits, we have a new outcome called "flip to page two." Therein, a new combat table is rolled for to determine if an unavoided hit is just a hit or a block. Combine that with diminishing returns, and outside of corner cases posited by GC, we should never see that second combat table being 100% block.
My biggest issue with this is how unnecessarily complicated a solution it is. As Theck outlined in a recent blog post discussing the changes, creating a second combat table is essentially equivalent to nerfing block chance, but in a much more roundabout way. If the second block table had a 50/50 block chance, then the value of 1 point of mastery goes from 2% block to 1.4% block in a two-roll system.
Was it really necessary to add a second combat table when Blizzard could just nerf the mastery-to-block conversion rate? Much like the implementation of Vengeance, this is a complication that will only cause more issues in the end than it will fix.
Other tanking changes from GC's post
The Dev Watercooler had a few other interesting points for tanks looking ahead to the Mists expansion.
For one, like suspected, magic resistance is getting the ol' heave-ho. (This has just been an awful day for the Mirror of Broken Images, I'm sure.)
With regards to hit and expertise, boss-level mobs will have a 15% spell miss chance, 7.5% melee miss chance, 7.5% dodge chance, 7.5% parry chance, and 7.5% block chance. It remains to be seen how valuable hit and expertise will be in Mists, compared to present day. While that 15% spell miss chance looks hefty, apparently expertise will mollify dodge and spell miss at the same time, and then parry. Ultimately, it doesn't appear this will change much for tanks with regards to how we damage bosses.
Filed under: Paladin, (Paladin) The Light and How to Swing It






Reader Comments (Page 1 of 2)
Swifteye Mar 9th 2012 4:13PM
"(This has just been an awful day for the Mirror of Broken Images, I'm sure.)"
I'll admit it, I chuckled.
As far as tanky trinkets go, if it's any consolation to the poor Mirror, at least it can never hope to be quite as laughable as Darkmoon Card: Earthquake.
Clint Mar 9th 2012 4:25PM
Perhaps this is why the DK I was healing in 2's the other night couldn't put a scratch on the prot pally we were up against? It was 2v1 the entire time... And granted I'm not the best offensive hpally plus the dk was taking decent damage himself...
After about 20 minutes in and the lowest he dropped to was 85%, I figured he must have went and made a sammich and came back because he popped right back up and stayed at 95% minimum until we dropped a few minutes later... I assume that was his plan?
MysticalOS Mar 9th 2012 4:32PM
A dk couldn't kill a paladin? Block only mitigates melee attacks, Dks strongest weapon against a block tank is MAGIC attacks, what was that DK doing wrong? Dks should wreck a warrior or paladin block tank.
gewalt Mar 9th 2012 7:48PM
it was probably a blood dk. very little magic damage, very little damage out. amazing survival tho.
Matthew Rossi Mar 9th 2012 4:44PM
Not "Paladins and warriors had too much of it" but "Paladins had too much of it"
You guys ruined block. Warrior block was just fine, and still is, by comparison.
Mir Mar 9th 2012 5:12PM
Yeah. You and your damn Bentley making us look bad. You should've been happy with the Rolls Royce I got stuck with.
I'm sorry, but warriors complaining that their block isn't as OP as a paladin's just makes me think of a spoiled housewife complaining how terrible her life is with the (in her mind)substandard maid service she is receiving.
(cutaia) Mar 9th 2012 5:55PM
New official feud! Move over Mages and Warlocks. Step aside Boomkins and Shadowpriests. PALLYS AND WARRIORS ARE COMING TO KNOCK BUILDINGS OVER!
Strahotski Mar 9th 2012 6:25PM
It's Warrior vs Paladin: The Musical, all over again!
Seriously, if you haven't watched it, go look for it on YouTube. I'll wait.
You back? Ok, then we can get back on the subject.
Mr. Rossi, all trolling aside, I'll respectfully disagree.
Paladins were OP through this expansion, yes, but my co-tank (a warrior) has been block-capped for a while now. Which makes it kinda funny, since she can crit block too. It's not just us! :)
DragonFireKai Mar 9th 2012 6:35PM
Except warrior block was brutally overpowered in T12, far more so than it was for paladins, and the only reason why it's not as much an issue in T13, where any competent raiding warrior is CTC capped, is that most of the attacks that cause tank death, impales, hours of twilight, void bolts, and focused assaults, aren't blockable.
The only point where paladin mastery was an advantage over warrior mastery was early T11.
Matt Walsh Mar 9th 2012 6:37PM
A block capped warrior with crit block on top of that is fine?
Paladins didn't ruin anything. We worked with what we were given. It's not our fault our mastery implementation is lazy and boring.
Docseuzz Mar 9th 2012 5:08PM
Sadly, they need to give up on mastery -> block. Alternatively, have mastery just directly reduce incoming damage (boring option), or increase the efficiency of your defensive cooldowns, and the "new" active mitigation abilities (slightly less boring)...
Malente Mar 9th 2012 5:17PM
I don't understand why you argue the linearity of block in one paragraph then conclude by stating that a better solution would be to maintain the linearity you just cited as the source problem, and simply modify the conversion rate. If linearity was the problem before, it can (potentially) be a problem again with higher ilvl gear in MoP, and the devs see that. This is a more permanent fix than having to constantly monitor all the potential ways pallies are going to try to stack mastery and make sure it never reaches a certain level. Also, it brings pallies and warriors in line with the way mitigation works with DKs and druids; druids have dodge and DKs have dodge/parry for avoidance and then for more "active" mitigation they have mechanics to mitigate attacks that are not avoided althogether. Pallies and warriors will now have the similar incoming damage as a result of the two roll system and it sounds like the devs plan to make that blocking mechanic more "active" as well. Lastly, how do you get a value of 1.4% in your example? The value of mastery(block chance) in a two roll system is dependent upon the amount of dodge and parry you have. If you have high dodge/parry, then block is somewhat less attractive because it affects fewer incoming hits. By the same token, to achieve higher dodge/parry, you have more of those stats than mastery (block), so comparatively, mastery(block) has more value due to diminishing returns on the higher stats. My point is that there is a strong and non-linear relationship between dodge/parry and block under this system so hard numbers can't be calculated without knowing those precise values.
Malente Mar 9th 2012 5:20PM
You would also need to know the decay rates of dodge, parry, and mastery
Strahotski Mar 9th 2012 6:33PM
I believe his linearity argument comes down to this: the two-roll system is EXACTLY the same thing as the current one-roll system with a nerfed value to mastery, at one given "snapshot" point. Theck proved that 1-to-1 mapping on his blog, as mentioned by the author.
So this new system doesn't have much of a point, except introducing the exact problem you describe - the value of mastery would now depend on your avoidance (more avoidance makes mastery less atractive). Which is fine, if that's the goal, but it goes directly against Ghostcrawler's intended design (according to his Dev Watercooler post).
Personally, I think this will be one of those things that will be designed and redesigned at least a couple times before MoP comes out.
Boobah Mar 9th 2012 8:09PM
How consistent it is with their goal depends entirely on how you count it. With the plan GC mentioned, any given amount of Block will mitigate exactly the same amount of damage that isn't avoided.
Nature's Guardian seems to be cut from the same cloth, but I've not done the math to see how it deals with variations in your base armor.
Blood Shield stands as the odd mastery out; sure, it only mitigates against physical damage, but it scales completely linearly (so far) and offers mitigation against non-physical damage indirectly, since big magic hits power Death Strike just as well as big physical hits.
Aalokor Mar 9th 2012 5:25PM
What I don't like about this overall is that block will decrease in value the more avoidance you get.
this can make balancing these stats even more difficult.
monotype Mar 9th 2012 5:48PM
Man, I just got my second paladin to 85, too. He was going to be a prot (my primary paladin is holy/ret), but now I wonder if it's even worth it to gear him and learn how to play a block tank before MoP takes all that away.
LynMars Mar 9th 2012 6:49PM
I was worried about relearning to tank from Wrath to Cata; seemed like I had just gotten the hang of it when they changed everything up, as they do nearly every expac.
But it's easier, I find, to adjust to a new mode of healing or tanking or DPS rotations if you already know what you're doing. You can take what info you already know and use it as a basis to work from.
Tom Mar 9th 2012 6:17PM
"This disparity led to buffs being given to druids and DKs in the final half of the expansion which, in the absence of block's potent shadow, will give those two tanking classes a marked advantage."
Do you honestly think that won't be addressed?
DragonFireKai Mar 9th 2012 6:55PM
Considering that it took them a year to address the Prot Paladin's inferiority with regards to CDs and base health at Wrath launch, and it took them a year to fix the Blood DK's lack of armor and overreliance on blood rune gaming at Cataclysm launch... no, I don't think it'll be addressed any faster this time around.