This is the prime example of a fake "casual" ZOS is catering to. Why is a "casual" interested in achieving one of the most difficult trifecta?I've always been bad at weaving - I've been lucky as a Templar to get by without it for the most part, with a longer-than-usual channeled spammable and a channeled execute ability. So I may be biased when I say I can get behind a nerf to light weaving.
However, my one pressing concern for these changes is . . . is the current content also going to be adjusted to compensate for these changes? We're looking at a rough 10% reduction in damage, and healing is also being affected . . . how are the Hard Mode trials going to play out now? Bearing in mind, Unchained Animals, the top team in the world currently, got their vDSR trifecta with 1.5 minutes to spare . . . what sort of message does that send to the rest of the player-base, if it looks to be nigh-unachievable for them?
TechMaybeHic wrote: »But DOTs are mostly ineffective in PvP already save for outliers and a broken set or
4. Not sure watering then down in intensity in favor of duration makes sense when burst is still king. And HOT stacking is still there. If you water both down; it's just all burst damage and heals.
hodgodeb17_ESO wrote: »Just remove weaving from game and then there's will be no problems with it. Just add one more stat, like attack speed. For those, who need faster attacks.
Like, base attack speed: 100%, some sets can increase it, but gives less spell/weapon power then sets which not gives attack speed.
That's all, but weaving MUST be removed from game. That's bug. Ugly bug which destroys how animations looks like.
KlauthWarthog wrote: »You will still have to put in the work in order to get top DPS.
This is the prime example of a fake "casual" ZOS is catering to. Why is a "casual" interested in achieving one of the most difficult trifecta?I've always been bad at weaving - I've been lucky as a Templar to get by without it for the most part, with a longer-than-usual channeled spammable and a channeled execute ability. So I may be biased when I say I can get behind a nerf to light weaving.
However, my one pressing concern for these changes is . . . is the current content also going to be adjusted to compensate for these changes? We're looking at a rough 10% reduction in damage, and healing is also being affected . . . how are the Hard Mode trials going to play out now? Bearing in mind, Unchained Animals, the top team in the world currently, got their vDSR trifecta with 1.5 minutes to spare . . . what sort of message does that send to the rest of the player-base, if it looks to be nigh-unachievable for them?
Casual =/= Bad Player ZOS. Some players are not good and that's ok. You don't need to bend over backwards to accommodate them. Some content will and should only be cleared by the very best. People need to learn to accept that.
A lot of these changes sound great for the majority of the players out there. You cannot balance a game around the 2-3% of high-end endgame players.
Coming in Update 35, we’re reducing Light and Heavy Attacks’ impact in damage production by adjusting their damage to deal a flat amount, regardless of stats. We have spent a considerable amount of time investigating the baseline experience that a new player would have with these attacks, using that as our starting point for how much damage they do moving forward. The aim is to not harm the low-end experience, and target only the higher end. In doing so, we hope to reduce the difference of damage potential in a way that retains the satisfaction of learning to weave, where the impact is still felt, but to a much less degree than before.
hmm, fair point yeah and also what about VAMPIRE effect too?Well any of you who like playing werewolf are now irrelevant. WW uses light and a heavy attacks as primary damage, .