Silver_Strider wrote: »So what you're saying is delete Tanks, right?
Avran_Sylt wrote: »@GuyNamedSean
Yes, actually that's the entire idea. Make regen deal entirely with how you regain resources apart from specific abilities. (I.E. Enchantments, Dark Exchange).
It would allow heavy attacks to actually be heavy attacks that deal quite a bit of damage, rather than attacks that are continually nerfed (the 15% heavy attack reduction coming in morrowind for example). and allow heavy attacks to be tweaked/prodded to be more interesting than they are currently.
@danno8
No, Heavy attacks and Light attacks don't cost stamina/magicka at the moment, so you could perform these while resting/ease of mind.
Avran_Sylt wrote: »@Giles.floydub17_ESO
The regen will only dissapear if you use an ability that costs stamina.. so you can still light attack/heavy attack while regaining increased resources (check main post, it was updated prior to your response). I'd personally have heavy attacks cost resources (but have additional effects as mentioned above ^) while leaving increased resource regen while the player performs consecutive light attacks. This way combat will feel even faster (since you're no longer required to wait 2 seconds for resources to start returning via that heavy attack but can keep slinging light attacks).
So instead of Heavy Attacking to get back a resource we would have the much more interesting option of...doing nothing?
The more varied Heavy Attacks you suggest could be done regardless of the resource return so I have no idea what the point of your suggestions are.
Giles.floydub17_ESO wrote: »Second, it is so lame, so absurd and sad that you are REQUIRING [heavy/light] attacks to be done in order to REGEN magicka/stamina by this ridiculous passive of yours when we already gain magicka/stamina back with [heavy/light] attacks.
Avran_Sylt wrote: »@Giles.floydub17_ESO
It states that all heavy attacks should cost stamina, it's just that some channeled abilities would have the cost per tick rather than per heavy attack.Giles.floydub17_ESO wrote: »Second, it is so lame, so absurd and sad that you are REQUIRING [heavy/light] attacks to be done in order to REGEN magicka/stamina by this ridiculous passive of yours when we already gain magicka/stamina back with [heavy/light] attacks.
Avran_Sylt wrote: »@Giles.floydub17_ESO
The idea was complete in my mind, rather it was incomplete on paper. Not to mention the idea changed once people brought up concerns with heavy attacks being a bit too overpowered.
While I'm grateful that you consistently provide feedback, I'll say while portions of your feedback is indeed constructive criticism, a majority of it is slathered with just an overall negative sentiment.
Either way, thanks for your time.
Drummerx04 wrote: »While I applaud thinking out of the box, this would not be very fun at all even just from a dps perspective.
The regen passive would need to be MASSIVE to even be beneficial over heavy attacks now, i.e thousands of extra regen. While heavy attacking for resources is pretty dull, NOT attacking for resources is even more dull.
For your edit suggesting consecutive light attacks to regen resources and speed up combat... I can't even. Light attacks do not feel like fast combat to someone who has been weaving for 99% of combat gameplay. Light attacks are really slow and REALLY low damage as a sole damage source for any amount of time, and boosting their strength to be good dps would be absolutely terrifying for pvp, and horrendously boring for pve.
/tangent
Really for pve dps, the main reason I would argue people are upset with the resource changes is due to the reduction in group value.
You know the saying that the "whole is greater than the sum of its parts?" Currently in pve, a trials group is much greater than the sum of its individual players. DPS build for maximum damage and almost no regen, tanks hold aggro and boost group damage with warhorns and mob positioning, and healers restore health, boost damage with combat prayer/warhorn, apply ele drain and POTL to as many mobs as possible, apply off-balance with lightning wall, restore stam with shards and repentence, restore magicka with orbs, and possibly a few other things as well.
Healers have an incredible and vitally important role to play in group situations. And good healers are the life blood of a raid. After morrowind, they can't really restore resources, so healing turns into spam springs and combat prayer and make sure ele drain is up. In other words, healing with be both much easier, and much more boring next patch.
This contributes to dps builds leaning towards a heavy attack meta which is much more self sustaining and overall, the group CAN'T synergize as well with each other. We can have decent positioning or mechanical handling, but it's still every man for himself which is lame.
andreasranasen wrote: »So sick and tired of people asking for changes and changes in this game when there is no need for any other than small adjustments or balance changes to BRING UP other classes to be on par with each other. Zenimax clearly don't know what they're doing since they have changed their game model 836383 times since launch. Stop with the *** already.
Giles.floydub17_ESO wrote: »andreasranasen wrote: »So sick and tired of people asking for changes and changes in this game when there is no need for any other than small adjustments or balance changes to BRING UP other classes to be on par with each other. Zenimax clearly don't know what they're doing since they have changed their game model 836383 times since launch. Stop with the *** already.
Agree. There is certainly no need for this change and it does not enhance the game in any manner.