Personofsecrets wrote: »hmm, this explains a few things, I felt like my stamina is always gone, and my tank has had trouble keeping stamina up despite workarounds to the previous gutting.
at this point its just getting ***, remove blocking from the game then, that seems to be your goal, this is F'ing stupid.
They really, really, want us to use fully charged heavy attacks and it just isn't going to happen.
What if 5 pcs or more of heavy had a passive that procced Major Force (increases critical damage amounts by 40%) and either Major Intellect (increases magicka recovery by 30%) or Major Endurance (increases stamina recovery by 30%) with fully charged heavy attack depending on the weapon used? Would that sell you on it?Personofsecrets wrote: »No matter how hard you try @ZOS_RichLambert and @zos_ericwrobel, I am not going to use fully charged heavy attacks. Keep on nerfing, it aint happening.
tinythinker wrote: »What if 5 pcs or more of heavy had a passive that procced Major Force (increases critical damage amounts by 40%) and either Major Intellect (increases magicka recovery by 30%) or Major Endurance (increases stamina recovery by 30%) with fully charged heavy attack depending on the weapon used? Would that sell you on it?Personofsecrets wrote: »No matter how hard you try @ZOS_RichLambert and @zos_ericwrobel, I am not going to use fully charged heavy attacks. Keep on nerfing, it aint happening.
What if Major Protection (reduces damage taken by 30%) was swapped in for Major Force (with the recovery buffs the same)?Personofsecrets wrote: »tinythinker wrote: »What if 5 pcs or more of heavy had a passive that procced Major Force (increases critical damage amounts by 40%) and either Major Intellect (increases magicka recovery by 30%) or Major Endurance (increases stamina recovery by 30%) with fully charged heavy attack depending on the weapon used? Would that sell you on it?Personofsecrets wrote: »No matter how hard you try @ZOS_RichLambert and @zos_ericwrobel, I am not going to use fully charged heavy attacks. Keep on nerfing, it aint happening.
I don't think so. The disincentive of dying to one shots is pretty high up there.
tinythinker wrote: »What if Major Protection (reduces damage taken by 30%) was swapped in for Major Force (with the recovery buffs the same)?Personofsecrets wrote: »tinythinker wrote: »What if 5 pcs or more of heavy had a passive that procced Major Force (increases critical damage amounts by 40%) and either Major Intellect (increases magicka recovery by 30%) or Major Endurance (increases stamina recovery by 30%) with fully charged heavy attack depending on the weapon used? Would that sell you on it?Personofsecrets wrote: »No matter how hard you try @ZOS_RichLambert and @zos_ericwrobel, I am not going to use fully charged heavy attacks. Keep on nerfing, it aint happening.
I don't think so. The disincentive of dying to one shots is pretty high up there.
That's what I was getting at. Fully charged heavy attacks just don't offer enough to a tank. They would need to be worth the risk. Even for a DPS, who wants to take that long for one attack? I will do them with a resto staff on my healer, but that's about it. Maybe a DK with a heavy attack spec might use one, but generally, it's a big risk for an inadequate reward.Personofsecrets wrote: »tinythinker wrote: »What if Major Protection (reduces damage taken by 30%) was swapped in for Major Force (with the recovery buffs the same)?Personofsecrets wrote: »tinythinker wrote: »What if 5 pcs or more of heavy had a passive that procced Major Force (increases critical damage amounts by 40%) and either Major Intellect (increases magicka recovery by 30%) or Major Endurance (increases stamina recovery by 30%) with fully charged heavy attack depending on the weapon used? Would that sell you on it?Personofsecrets wrote: »No matter how hard you try @ZOS_RichLambert and @zos_ericwrobel, I am not going to use fully charged heavy attacks. Keep on nerfing, it aint happening.
I don't think so. The disincentive of dying to one shots is pretty high up there.
Hypothetically I could be given 10 million gold every time that I use a fully charged heavy attack and yea, that would probably break my will. Not only do I think that such mechanics wouldn't happen, but I also believe that what prevent such mechanics being implemented in the first place (better incentives for heavy attack mechanics) is the developers overestimation of how valuable fully charged heavy attacks are.
Personofsecrets wrote: »tinythinker wrote: »What if Major Protection (reduces damage taken by 30%) was swapped in for Major Force (with the recovery buffs the same)?Personofsecrets wrote: »tinythinker wrote: »What if 5 pcs or more of heavy had a passive that procced Major Force (increases critical damage amounts by 40%) and either Major Intellect (increases magicka recovery by 30%) or Major Endurance (increases stamina recovery by 30%) with fully charged heavy attack depending on the weapon used? Would that sell you on it?Personofsecrets wrote: »No matter how hard you try @ZOS_RichLambert and @zos_ericwrobel, I am not going to use fully charged heavy attacks. Keep on nerfing, it aint happening.
I don't think so. The disincentive of dying to one shots is pretty high up there.
Hypothetically I could be given 10 million gold every time that I use a fully charged heavy attack and yea, that would probably break my will. Not only do I think that such mechanics wouldn't happen, but I also believe that what prevent such mechanics being implemented in the first place (better incentives for heavy attack mechanics) is the developers overestimation of how valuable fully charged heavy attacks are.
Personofsecrets wrote: »They really, really, want us to use fully charged heavy attacks and it just isn't going to happen.
Personofsecrets wrote: »tinythinker wrote: »What if Major Protection (reduces damage taken by 30%) was swapped in for Major Force (with the recovery buffs the same)?Personofsecrets wrote: »tinythinker wrote: »What if 5 pcs or more of heavy had a passive that procced Major Force (increases critical damage amounts by 40%) and either Major Intellect (increases magicka recovery by 30%) or Major Endurance (increases stamina recovery by 30%) with fully charged heavy attack depending on the weapon used? Would that sell you on it?Personofsecrets wrote: »No matter how hard you try @ZOS_RichLambert and @zos_ericwrobel, I am not going to use fully charged heavy attacks. Keep on nerfing, it aint happening.
I don't think so. The disincentive of dying to one shots is pretty high up there.
Hypothetically I could be given 10 million gold every time that I use a fully charged heavy attack and yea, that would probably break my will. Not only do I think that such mechanics wouldn't happen, but I also believe that what prevent such mechanics being implemented in the first place (better incentives for heavy attack mechanics) is the developers overestimation of how valuable fully charged heavy attacks are.
To me is not that they over value fully charged heavy attacks...it is that they design fights where it is rarely worth the risk to actually do a fully charged heavy attack as a tank.
^^^The heavy attack is a slow attack - literally and figuratively. Watching it makes you feel as though your character is "wasting time" because he/she isn't pounding away at the mob.
It's sad, because I don't think I've ever had the pleasure of going through a dungeon/trial where the group wasn't rushing as much as possible - because speed counts in scoring. I wish they'd add in more benefits to slowing down and looking around as you complete dungeons/trials. IE, bonus treasure if you kill every mob (much like they now have the bonus if you kill every boss) - hide more treasure chests in the dungeons, or other little fun things and bonuses.
If ZOS wants folks to use heavy attacks to recharge stamina, they need to rethink how they are designing their content because right now, heavy attacks "feel" too slow for most people to want to use them.
Yeah, that's why a 5+ piece heavy bonus to FCHAs, something clever (my initial suggestions were just quick random thoughts), needs to be added if this is the course ZOS wants to go, with "dynamic tanking" = FCHAs. Something that makes it worth the risk and useful in a boss fight. I guess stunning "unstunnable" bosses every so often or having a huge frontal conal AoE style burst for trash mobs would be too much to askPersonofsecrets wrote: »I've even run into the issue of being constantly engaged with using abilities. Last night I was juggling Corrosive Armor, Dragon Blood, Heroic Slash, Circle of Protection, and Pierce Armor while keeping Earthen Heart abilities used for stamina regeneration. There was not two seconds, especially not 2 seconds that would align with Mantikora down time, for me to use a full charged heavy attack during. Fully charged heavy attacks are not only risky, but also inefficient.
Teargrants wrote: »I believe this is an unintended oversight. If everyone recalls, back on PTS there was a big issue with ALL costs being 30% higher than they should, including abilities, block, dodge - literally everything. ZOS claimed they fixed the issue. Obviously they didn't, and here we are stuck with the block cost still erroneously costing more.
What this means is that there was a known bug, a fix was tested and implemented for the bug, and that fix was not itself properly tested to make sure it actually fixed what it was supposed to fix. It's particularly vexing in this case considering the testing would simply involve testing that the base cost values for abilities, dodge roll, and block were in fact correct. One is left to infer that block was simply not tested.
Good luck heavy attacking Molag Kena HM lol
I have the feeling that ZoS will increase the cost of all skills with 30% in order to balance the CP and make resource management important again. I also think that they will unnerf the block and roll dodge nerfs. I guess that is why the bug with the stamina regen appeared, probably they already started to work on the code and just forgot to comment some snippets of it.
Teargrants wrote: »I believe this is an unintended oversight. If everyone recalls, back on PTS there was a big issue with ALL costs being 30% higher than they should, including abilities, block, dodge - literally everything. ZOS claimed they fixed the issue. Obviously they didn't, and here we are stuck with the block cost still erroneously costing more.
What this means is that there was a known bug, a fix was tested and implemented for the bug, and that fix was not itself properly tested to make sure it actually fixed what it was supposed to fix. It's particularly vexing in this case considering the testing would simply involve testing that the base cost values for abilities, dodge roll, and block were in fact correct. One is left to infer that block was simply not tested.
I agree.Personofsecrets wrote: »Fully charged heavy attacks are not only risky, but also inefficient.
It was fixed for abilities as far as I can tell, I'm pretty sure for dodge roll as well - but as we see, clearly not for block. Someone should probably also test for bash and cc break.Personofsecrets wrote: »I have the feeling that ZoS will increase the cost of all skills with 30% in order to balance the CP and make resource management important again. I also think that they will unnerf the block and roll dodge nerfs. I guess that is why the bug with the stamina regen appeared, probably they already started to work on the code and just forgot to comment some snippets of it.
Correct me if I'm wrong, but @Teargrants , this 30% increase was supposed to be fixed, correct? Was it fixed for anything? I'm really not super familiar about how this was occurring on the PTS.
Teargrants wrote: »It was fixed for abilities as far as I can tell, I'm pretty sure for dodge roll as well - but as we see, clearly not for block. Someone should probably also test for bash and cc break.Personofsecrets wrote: »I have the feeling that ZoS will increase the cost of all skills with 30% in order to balance the CP and make resource management important again. I also think that they will unnerf the block and roll dodge nerfs. I guess that is why the bug with the stamina regen appeared, probably they already started to work on the code and just forgot to comment some snippets of it.
Correct me if I'm wrong, but @Teargrants , this 30% increase was supposed to be fixed, correct? Was it fixed for anything? I'm really not super familiar about how this was occurring on the PTS.
See that's what ZOS is banking on with their QA philosophy: "if it's broke but no one can prove it everything's fine."Personofsecrets wrote: »Teargrants wrote: »It was fixed for abilities as far as I can tell, I'm pretty sure for dodge roll as well - but as we see, clearly not for block. Someone should probably also test for bash and cc break.Personofsecrets wrote: »I have the feeling that ZoS will increase the cost of all skills with 30% in order to balance the CP and make resource management important again. I also think that they will unnerf the block and roll dodge nerfs. I guess that is why the bug with the stamina regen appeared, probably they already started to work on the code and just forgot to comment some snippets of it.
Correct me if I'm wrong, but @Teargrants , this 30% increase was supposed to be fixed, correct? Was it fixed for anything? I'm really not super familiar about how this was occurring on the PTS.
I would test those, but have no idea what the original values may have been.
Waiting on a dev response I understand it's Sunday so i shall check back in tomorrow.