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
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Reader Comments (Page 2 of 2)
Nyold Mar 9th 2012 6:50PM
The problem was in having block chance increase linearly, which is also why arPen got removed. If each point of block rating increases your chance to be blocked, your effective health go up exponentially.
Imagine there is a boss with a huge health pool but weak attack that hits for about 1k damage per swing, 1 swing per second. Imagine you have 0 dodge 0 parry but 50% block chance. How long does it take you to die? Assuming you have 200k health. And now consider that block chance is increased to 60%? 70%? You see, the linear increase of block chance increases your survivability linearly. This is why dodge, parry, and armor are all curved on a diminishing return, so that each point of dodge, parry, and armor provides a linear increase on your effective health. This is why I was confused as hell why block chance was not DR'd to begin with.
Nate Mar 9th 2012 6:53PM
I'm actually rather pleased with the proposed changes to block. When I first began tanking, before I had read about the avoidance mechanics, I had just assumed that different avoidance stats stacked multiplicatively (that is, roll for dodge, if not dodged, then roll for parry, etc). That's just what seemed obvious, and I was surprised to find out that it wasn't so. I know it would have significant effects on avoidance design that would have to be balanced around, but I wouldn't mind it if all avoidance stats had separate rolls. It would feel more intuitive and eliminate the often increasing returns to avoidance, as well as the possibility of ever reaching any sort of avoidance cap.
Boobah Mar 9th 2012 8:21PM
One of the reasons this wasn't done initially (as I understand it) was because it was a significant computation overhead; if there's a chance for miss, parry, dodge, block, crushing blow (or glance), crit, and hit you've got up to six rolls to make on a single attack instead of one. (Hit is the default result if nothing else comes up, so it doesn't add a roll)
Shrikesnest Mar 9th 2012 8:20PM
I don't think the problem with two separate combat tables is as bad as you imagine it will be. Yeah, alright, it's going to be a little weird that increasing your avoidance will decrease the value of block, but I can't imagine the difference being dramatic enough to completely devalue block.
Basically, I just can't stand the way things work now. You just stack block until you hit full CTC, then stack stamina. Boring. They need to do something to knock mastery off the top of the mountain, and two rolls is as good a way as any to do it. I get a definite vibe off of this article that you're just sad the days of stacking mastery until you're predictably invulnerable are over...
Boobah Mar 9th 2012 8:32PM
If all Blizz wanted to do was stop mindless mastery stacking, all they had to do was add diminishing returns to block. Prot tanks would then move into a three-way balancing act between Mastery, Parry, and Dodge.
It appears that its a move to change tank mastery to a post-avoidance mitigation model, at least looking at the new bear mastery and the changes to block. But making it a two-roll system like this will make it more difficult to eyeball the best mix between your defensive stats.
And that still leaves off just how much tanks will have to give up so that their attacks predictably land to power things like Word of Glory Shield of the Righteous, Shield Block, and Death Strike (yes, I know that currently it doesn't have to hit to proc the heal and shield; I also know that that was supposed to be a band-aid while waiting for the expansion to make all tanks active mitigation tanks.)
DragonFireKai Mar 9th 2012 8:51PM
@Boobah
No, if they put diminishing returns on block, then shield tanks go back to stacking stamina because that's the only stat that they have left that mitigates burst consistently with the obliteration of bonus armor. The inability to CTC cap cripples mastery as a stat for shield tanks in comparison to stamina.
Lipstick Mar 10th 2012 3:26AM
So I have a question, as a healer -- since most of this is greek to me, does this mean warrior/pallies will be more sqooshy in Panda-land?
Currently the two tanks my guild runs with are a DK and a Druid -- and I am use to healing them both so it's not really a big deal but in random dungons / LFR I never know what I am going to get.
staffan.johansson Mar 10th 2012 5:19AM
In a vacuum, it would mean that. A tank with 40% miss/dodge/parry and 60% block will today never take a solid hit, at worst it would be blocked and thus mitigated. Using the same numbers, Mists would give the same character 40% chance of not being hit at all, 36% chance of a blocked hit, and 24% chance of a solid hit.
Of course, the designers are aware of that, and will probably fuss around with various numbers so all five tank specs work out more or less the same.
Camden Mar 10th 2012 6:08AM
Isn't this the same sort of mechnaic SWTOR uses - a 2 Roll system so you can never be defense/blocked capped ?
"Mitigation in SWToR uses a 2 roll system. First defense is rolled against. If the attack passes, it then rolls against Shield.
Because of this, it is impossible to become "unhittable" (Full Combat Table Coverage) as is the case in WoW."
from
http://www.swtor.com/community/showthread.php?t=78826
Tanking Sticky for Assasins explaing the Math/Combat Table
Shrikesnest Mar 10th 2012 10:12AM
Some of the mechanics outlined *do* seem sorta similar to SW:TOR, which I'm actually okay with. On one hand, MOP has been in development a long time, so I doubt that this is simply copying their competitor and more likely just two big companies using similar combat mechanics solving the same problem in very similar ways. On the other hand, even if this *is* just copying SW:TOR, that would make me pretty happy. It would mean that the WoW dev team isn't so full of hubris that they're just ignoring their competition. It means that other, successful MMOs being released are improving the WoW experience, and that's just a win all around.
ravenpoe8 Mar 10th 2012 9:35AM
I am glad about this, as stated it will make tank stats/reforging more interesting rather than having our "must stack" stat (stam for Wrath, Mastery for Cata). All these moves for MoP seem to be moving to give players choice and diversity and I am glad to see it.