Heavy Attack mechanics and bonuses are unfair to melee weapon characters

EnOeZ
EnOeZ
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Definitions for this post
  • By bonuses I am talking about giving back resources and sometimes proccing sets, and passives like the 2H one "follow up".
  • By mechanics I underline the fact that Heavy Attacking is a 1s channel (kind of) where block is unavailable since you cannot block + standard attack.
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Managing resources and countering damage are very important in any "combat game" like eso.
ESO has also implemented that interesting mechanic of differentiating light and heavy attack AND including an active block (which is great for an MMO).

However, melee combat has many specifics that are not taken into account currently.
I have already talked about the need of having MORE resources than others and MORE ways to counter CCs.

Resources given back by heavy attacking are unrealistic and only very opportunistic for a melee player (not talking about "zergers" who will be healed anyway).
When you play in solo play, solo PVP or small group PVP, you will incur lots of damage and CC. Releasing block is a very high risk decision, MUCH MORE risky than to do it from afar DPSing or healing. Not blocking when fighting in the frontline just means instant death. Nevertheless the reward for both melee and range is surprisingly the same.

To me it is just unfair to melee players especially melee PVPers... and gives additional edge to for example Range Magica Sorcerers who have easy time depleting Stamina pools of those relying on expensive charges as gap closers and using all available (too soft counters) to the many root and stun options available to the sorcerer class (Encase, Dark Crystal, Mines...).

Being Heavy Armor, what you may have chosen erroneously... (well there is still no Heavy Armor PVP due to absolute lack of DPS and resource, although the new sets are an improvement, congrats to the set designers) since beta has left you with even less resources (50% nerf of constitution) than your light and medium counterparts. Other developers in other MMOs have done just the contrary... just saying.

As a result I wish Melee PVPers would have a fix soon that could :
  • change, add or modify heavy attacks advantages and associated mechanics ("next melee attack on target within 6 sec does irresistible damage and gives stamina back to caster equal to the damage done" suggested)
  • or give a much greater bonus to Melee Heavy attacks damage (x1.5 suggested) both in terms of damage and Stamina return (x2 suggested)

Differentiating melee and range PVP is something necessary to the balance of the game. Not only by giving melee the tools to take heavy punishment while fighting back (which means RESOURCES and reverting the nerf of the "Constitution" passive from Heavy Armor and DAMAGE reverting the nerf of "Juggernaut" additional 7% damage to melee), but also for example by applying different multipliers to crit to melee (x2) and range (x1.5). These are just examples of actual combat design in MMO games showing that melee PVP has its specifics and needs too... which also includes the way its armor and resource mechanism behave, but that is another story I have already covered in a previous post.

In all fairness.
  • Waffennacht
    Waffennacht
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    I posted something similar about my sorc tank. The passives are far stronger in the other armors. Everyone has explained how health regen is pretty weak.

    The passives push you towards the standard builds.

    As for the light and heavy attacks for melee, a damage boost would help but i think people for the most part just use them to weave attacks

    The blocking im not sure I agree with you, I particularly never block and have not had such an issue. As a mage I may have a different experience as I have wards
    Gamer tag: DasPanzerKat NA Xbox One
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