Avran_Sylt wrote: »@Giles.floydub17_ESO
Separating Resource regen from heavy attacks would allow ZoS to more easily balance resource regen and heavy attack values rather than having to do the constant switching of HA damage and cast times to make resource regen more viable, they can just tweak regen numbers themselves, while at the same time allowing weapon choices to have an even more meaningful impact on how you apply damage.
Avran_Sylt wrote: »@Giles.floydub17_ESO
During the Morrowind beta, there was an outcry at heavy attacks being so boring for the minimal amount of damage that they dealt (cast time) and how little resources they returned. This lead to heavy attacks getting a resource return buff, as well as buffing the cast time while also nerfing the damage by about 15%., and in order to compensate they increased the light attack damage by 15% to make it clear when you wanted to use what ability.
If regen was separated from heavy attacks all they would have had to do is touch on how much regen you'd get per second while "resting" or having "ease of mind" while leaving heavy attacks alone.
Each weapon may offer a meaningful impact, but why are shock and resto the only staves that have different heavy attacks? Why can't I choose for shock or resto to be a charged single burst like Fire or Ice? Why are fire and ice heavy attacks the same? Adding on for the sake of adding on is horizontal growth, allowing a wider pool of options for players to experiment with, try out. If there was a way I'd love to be able to choose between AoE,Channel,Blast heavy attacks for each element depending on the "focus" of a staff. This would allow players more options to choose from, and ultimately more content to experience.
Also, on the point of swords on one bar, That is a point I had not considered. But changing this off of heavy attacks means that regen could be weapon type independent. So even if you have swords on one bar, if you haven't used a magicka ability in a second you'll gain "ease of mind" if you haven't used a stamina ability you gain "resting". meaning hybrid builds might actually become more popular.
Avran_Sylt wrote: »@Giles.floydub17_ESO
1. I would hope that the regen stays about where it currently is, I do not want basic attacks to become irrelevant, which is why light attacks would not cancel the regen passives.
Avran_Sylt wrote: »
Avran_Sylt wrote: »@Giles.floydub17_ESO -Changing them to passives that are based on resource usage allows players to have weapon independent resource regen. and easily accessible hybrid regen.
Avran_Sylt wrote: »@Giles.floydub17_ESO
-Having the passives independent of Heavy attacks means the devs can tweak regen without having to also touch heavy attacks, meaning, they could very well reduce the resource regen tick to be less than one second, or change how much of the resource is restored. This would be a way to allow resources to be regained at a more consistent rate than what current heavy attacks allow. It could even be timed to tick based on the full animation time of a light attack rather than a heavy attack. They could have much more control over resource regen ticks, to which they would curtail based on the community response.
Avran_Sylt wrote: »@Giles.floydub17_ESO
-You would not sit and do nothing if you can also light attack during these ticks without loosing any resources. You could, but you'd gain more damage by using a light attack or two while waiting for that short tick
Avran_Sylt wrote: »@Giles.floydub17_ESO
Hell, allowing this, stamina users would finally have more access to a purge ability because they don't have to slot a staff in order to gain resources back in a reasonable amount of time to cast the Alliance War Support Skill "Efficient Purge"
Avran_Sylt wrote: »@Giles.floydub17_ESO
I didn't answer your questions because I got your post notification prior to you editing them in or my brain for whatever reason glossed over them, my apologies.. So let's go over them:
1. It would benefit the devs because they wouldn't have to continually change heavy attack damage and channel time in order to change any resource regen.
2. Because then the devs can more easily tune resource management based on our feedback, we'll likely get more efficient changes in the future.
3. How is Standing there waiting for your Heavy Attack to charge any fun? The answer is: it isn't. So by removing the regen from heavy attacks it removes the heavy attack cast time constraint on resource regen, allowing the devs to code resource regen in shorter intervals if they so choose, allowing players to replace some heavy attack cast time with ability casts and a light attack thrown in where needed. (They can reduce the time it takes for resource return so it isn't as long as a heavy attack"
Avran_Sylt wrote: »@Giles.floydub17_ESO
Right, I don't think we'll be able to agree on this. Ultimately what I was hoping to accomplish was to allow players a way to get quicker resource ticks so everything isn't as loaded into heavy attacks just to restore stamina. Then to spread it out to both resource pools simultaneously such that it becomes a greater incentive to branch out and use utility skills that are not part of your main resource focus to add that utility as well as act as a pseudo"heavy attack", since using a skill not of your main resource pool would allow you to get a tick or two of resource regen for your main pool. Edging the player away from needing to light attack/wait (or current heavy attack) if they add in a slight amount of a hybrid build, while still allowing them to slot any weapon that they choose.