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?
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 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?
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?
MincMincMinc 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.
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.