Dagoth_Rac wrote: »They do not "queue" on purpose.
You do realize that medium attacks are a thing as well? If a full heavy attack is completed there is nothing left to cancel, a medium attack is just a partial heavy attack, and a light attack is just one tap of the attack button.
GrizzlyTank wrote: »Dagoth_Rac wrote: »They do not "queue" on purpose.
Which unfortunately have made it so that anything that has to do with light or heavy attacks feels just really awful and unresponsive to use.You do realize that medium attacks are a thing as well? If a full heavy attack is completed there is nothing left to cancel, a medium attack is just a partial heavy attack, and a light attack is just one tap of the attack button.
Medium attacks are either just a failed heavy attack or a light attack that went for too long.
GrizzlyTank wrote: »Nor is it fun to deal with two individual combat systems that don't flow together.
In my experience I like being able to either focus on completing a heavy attack or canceling it to do a more important action like avoiding enemy attacks or blocking a potential one-shot. IMO ESO's gameplay feels a lot more fun than the single player games and other MMO's where everything is on a cooldown. ESO's gameplay is right up my alley.
Dagoth_Rac wrote: »But it is an important part of the combat design bug.
IMHO these attacks should never take priority over a skill, blocking, weapon swap, or rolling. The game as it is now just doesn't work that way. You do realize that medium attacks are a thing as well? If a full heavy attack is completed there is nothing left to cancel, a medium attack is just a partial heavy attack, and a light attack is just one tap of the attack button.
Dagoth_Rac wrote: »They do not "queue" on purpose. Light attacks (LA) are not on the same cooldown that skills are on, so the goal is to do Skill-LA-Skill-LA-Skill-LA-Skill-LA, etc. And that occurs in the same amount of time that you could have done Skill-Skill-Skill-Skill. There is a short global cooldown between skills and the idea is to fill that short cooldown with a LA. If LA were queued like skills then Skill-LA-Skill-LA-Skill-LA-Skill-LA would take twice as long as Skill-Skill-Skill-Skill. No one would be able to do enough damage to get through the tough endgame content that requires you do a certain amount of damage in a certain amount of time.
This is not the most intuitive thing. And it takes practice to understand the exact rhythm and timing of going back and forth between light attacks and skills. But it is an important part of the combat design.
MentalxHammer wrote: »No thank you, the variable nature of light/medium/heavy attacks adds some really interesting nuance to PvP combat
In the wake of the more "true" action combat systems we've seen since this game's release, I do agree that ESO's light and heavy attack system is one of its weakest points.IMHO these attacks should never take priority over a skill, blocking, weapon swap, or rolling. The game as it is now just doesn't work that way. You do realize that medium attacks are a thing as well? If a full heavy attack is completed there is nothing left to cancel, a medium attack is just a partial heavy attack, and a light attack is just one tap of the attack button.
Well considering skills themselves don't take priority over defensive moves, I don't think making basic attacks queue like a skill would include that functionality either. It would just make them more fluid to use, and this game is in desperate need of de-clunking. As far as medium attacks go, they're incredibly lag-prone, they're difficult to use when you can't see your character (Lightning form, for example), and they're left out of all set and skill mechanics that involve using basic attacks. PvP players like to call it "skill," but really it's just a bail out for, "I started an attack I had no business trying, so instead of being punished for it I can just cancel it and get free damage.
Your comment completely disregards the logic of using a restoration or lightning staff to heavy attack. The beam does multiple ticks before the final tick. In a world where only light and heavy attacks exist with no in-between, these weapons will make no sense as they either do damage from a light attack or wait for the beams final tick to do damage even though the beam is on an enemy doing something. That unique minor damage in-between for these weapons adds variety to to magicka playstyles in relation to fire and ice staves.
One could also argue for other weapons. I start a heavy attack and simply let go of the button. If nothing happens whether I'm using a mace or a fire staff, then what was the point of that small amount of effort. The medium attacks aren't designed to be efficient like light attacks or give any resource like heavies. They help ensure that no player action is wasted and that some damage is still done.
Also everything I said is in relation to both PvE and PvP.
GrizzlyTank wrote: »As well as having them behave like "skills" so they can queue properly rather than accidentally cancel them when casting a skill.