Request to Add The Old Heavy Attack Control Options in Combat Settings

Cathexis
Cathexis
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For those of you who are old players, heavy attack used to function by holding it down to charge it up and then releasing it to release the attack.
This made heavy attacks more dynamic in terms of their strategic use.
Currently it functions on an automatic sequence when you hold down heavy attack.

This is a [snip] thread for restoring the old heavy attack style as a function option in the combat settings (hold to charge/release to attack).
[edited for petition]
Edited by Cathexis on 10 September 2025 16:05
Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

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  • Gabriel_H
    Gabriel_H
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    Would have a negative impact on resource restoration functionality, particularly timed ones inbetween mob attacks.

    So that's the negative impact. What's your perceived positive impact to gameplay and functionality?
  • Avran_Sylt
    Avran_Sylt
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    Gabriel_H wrote: »
    Would have a negative impact on resource restoration functionality, particularly timed ones inbetween mob attacks.

    So that's the negative impact. What's your perceived positive impact to gameplay and functionality?

    I'd assume that buffering any input would still fire the attack once ready, so how would it have a negative impact on resource restoration functionality, especially as a toggle?

    I wouldn't mind the feeling of agency being able to choose to hold it would provide.
  • MincMincMinc
    MincMincMinc
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    Gabriel_H wrote: »
    Would have a negative impact on resource restoration functionality, particularly timed ones inbetween mob attacks.

    So that's the negative impact. What's your perceived positive impact to gameplay and functionality?

    I believe OP is referring to the fact that at max charge heavy attack it will just auto fire. Instead he wants to be able to infinitely hold his heavy attack charge.

    The light to heavy attack transition still has health desync issues between clients and server so honestly its not a bad thing to look at rewriting.
    We should use the insightful and awesome buttons more
  • Gabriel_H
    Gabriel_H
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    Avran_Sylt wrote: »
    I'd assume that buffering any input would still fire the attack once ready, so how would it have a negative impact on resource restoration functionality, especially as a toggle?

    It's not a toggle. The auto-fire means you can move straight from a heavy attack to fire something else or block.

    Heavy attack is functionally a 1.8 second fire, with a 2.2 second hit/animation. Switching over to a block at 1.8 seconds for example still lands the heavy (resource restoration) and immediately blocks.

    Moving the fire to be on a button release will alter that timing. There will be likely be an additional 400ms delay as it is a player input not an automatic in the code. The 400ms difference isn't accidental, ZOS play with delays on casts to activation - an instant skill isn't actually instant. Most, if not all, have a 400ms delay.

    Given that is the design philosophy, that would break the instant block/skill firing currently achieveable after a 1.8 second charge-up and add in a delay.

    That has negative impact to solo play, PvP, tanking, or anything involving resource management.

    Edited by Gabriel_H on 21 August 2025 23:40
  • Cathexis
    Cathexis
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    Gabriel_H wrote: »
    Would have a negative impact on resource restoration functionality, particularly timed ones inbetween mob attacks.

    So that's the negative impact. What's your perceived positive impact to gameplay and functionality?

    Stealth release combos in PVP can be more carefully time.

    Gabriel_H wrote: »
    Would have a negative impact on resource restoration functionality, particularly timed ones inbetween mob attacks.

    So that's the negative impact. What's your perceived positive impact to gameplay and functionality?

    I believe OP is referring to the fact that at max charge heavy attack it will just auto fire. Instead he wants to be able to infinitely hold his heavy attack charge.

    The light to heavy attack transition still has health desync issues between clients and server so honestly its not a bad thing to look at rewriting.

    This is correct. A game setting in the settings menu would be a simple option to select auto release for heavy attack (on/off)

    Gabriel_H wrote: »
    Avran_Sylt wrote: »
    I'd assume that buffering any input would still fire the attack once ready, so how would it have a negative impact on resource restoration functionality, especially as a toggle?

    It's not a toggle. The auto-fire means you can move straight from a heavy attack to fire something else or block.

    Heavy attack is functionally a 1.8 second fire, with a 2.2 second hit/animation. Switching over to a block at 1.8 seconds for example still lands the heavy (resource restoration) and immediately blocks.

    Moving the fire to be on a button release will alter that timing. There will be likely be an additional 400ms delay as it is a player input not an automatic in the code. The 400ms difference isn't accidental, ZOS play with delays on casts to activation - an instant skill isn't actually instant. Most, if not all, have a 400ms delay.

    Given that is the design philosophy, that would break the instant block/skill firing currently achieveable after a 1.8 second charge-up and add in a delay.

    That has negative impact to solo play, PvP, tanking, or anything involving resource management.

    It would have no difference on attack timing. The settings menu would just simply disable the autofire function. This is how heavy attack used to work.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
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  • Cathexis
    Cathexis
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    For example in earlier patches I used to heavy attack + poison arrow + soul beam ult combo full buff from stealth. It still works but not as well as it used to. If you release and miss stealth is broken and you are vulnerable.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
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  • festegios
    festegios
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    can i get a game setting to make arc class mastery give a crux again then?
  • ZOS_Icy
    ZOS_Icy
    mod
    Greetings,

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  • AcadianPaladin
    AcadianPaladin
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    I wouldn't mind a toggle if people want it to offer a choice but I prefer the new(er) heavy attack style of auto-firing as soon as it is ready. Yes, the old way was sometime fun on a stealth archer build but mostly I heavy attack to restore resources and the new way ensures it fires the millisecond it's ready eliminating me releasing early and not getting HA credit or releasing late and wasting rotation time. Also, I have a HA sorc who, in combat, holds the HA button down the whole fight and while its building up she queues a skill to fire. I call that HA weaving and the HA's autofiring really makes it work well.
    Edited by AcadianPaladin on 10 September 2025 17:29
    PC NA(no Steam), PvE, mostly solo
  • Cathexis
    Cathexis
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    Controlled release heavy attack works for a number of stealth builds very well and was a fun play style.
    Tome of Alteration Magic I - Reality is an Ancient Dwemer Construct: Everything You Need to Know About FPS
    https://forums.elderscrollsonline.com/en/discussion/520903/tomb-of-fps-alteration-magic-everything-you-need-to-know-about-fps

    Tome of Alteration Magic II - The Manual of the Deceiver: A Beginner's Guide to Thieving
    https://forums.elderscrollsonline.com/en/discussion/462509/tome-of-alteration-mastery-ii-the-decievers-manual-thieving-guide-for-new-characters

    Ultrawide ESO Adventure Screenshots - 7680 x 1080 Resolution
    https://forums.elderscrollsonline.com/en/discussion/505262/adventures-in-ultra-ultrawide-an-ongoing-series
  • Orbital78
    Orbital78
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    They've already nerfed heavy attack builds into almost non viability. If anything I'd like to see channel lock on style heavy attacks for the other elements.
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