The statement that "light attacks deal more damage than heavy attacks" is more in the context that a light attack rotation will deal more damage than a heavy attack rotation.
Light attacks are faster than heavy attacks, and can be animation cancelled allowing for abilities to be cast on global cooldown. Heavy attacks on the other hand, hit for more damage than a light attack, but in the time it takes to complete one heavy attack, you would have been able to get off two light attacks and an ability, meaning that your overall damage is going to be higher with the light attacks.
Heavy attacks are going to return resources though, and running out of resources is a much larger DPS loss.
So basically, a heavy attack hits harder than a light attack under all circumstances, but light attacks provide more damage over time when properly interwoven with abilities.
The statement that "light attacks deal more damage than heavy attacks" is more in the context that a light attack rotation will deal more damage than a heavy attack rotation.
Light attacks are faster than heavy attacks, and can be animation cancelled allowing for abilities to be cast on global cooldown. Heavy attacks on the other hand, hit for more damage than a light attack, but in the time it takes to complete one heavy attack, you would have been able to get off two light attacks and an ability, meaning that your overall damage is going to be higher with the light attacks.
Heavy attacks are going to return resources though, and running out of resources is a much larger DPS loss.
So basically, a heavy attack hits harder than a light attack under all circumstances, but light attacks provide more damage over time when properly interwoven with abilities.
hmr13.76preeb18_ESO wrote: »"Игра была намного лучше при запуске, поскольку она действительно заставляла учиться юоровому классу с самого начала, помните Dochia, босса-уборщика в самом начале квеста гильдии бойцов? О, эти времена."
I remember. The game is heavily simplified. I'd say they made it pretty easy. Therefore, we see players with the maximum CP and absolutely not able to play and do not know the game itself. I play with the beta tests of the game. I know this game and see how the quality of high-level players has decreased.
Seraphayel wrote: »The statement that "light attacks deal more damage than heavy attacks" is more in the context that a light attack rotation will deal more damage than a heavy attack rotation.
Light attacks are faster than heavy attacks, and can be animation cancelled allowing for abilities to be cast on global cooldown. Heavy attacks on the other hand, hit for more damage than a light attack, but in the time it takes to complete one heavy attack, you would have been able to get off two light attacks and an ability, meaning that your overall damage is going to be higher with the light attacks.
Heavy attacks are going to return resources though, and running out of resources is a much larger DPS loss.
So basically, a heavy attack hits harder than a light attack under all circumstances, but light attacks provide more damage over time when properly interwoven with abilities.
You described everything that's wrong with scaling and animation cancelling. A 2.5-3s heavy attack should never be worse than some kind of animation cancelling light attack "rotation".
Seraphayel wrote: »The statement that "light attacks deal more damage than heavy attacks" is more in the context that a light attack rotation will deal more damage than a heavy attack rotation.
Light attacks are faster than heavy attacks, and can be animation cancelled allowing for abilities to be cast on global cooldown. Heavy attacks on the other hand, hit for more damage than a light attack, but in the time it takes to complete one heavy attack, you would have been able to get off two light attacks and an ability, meaning that your overall damage is going to be higher with the light attacks.
Heavy attacks are going to return resources though, and running out of resources is a much larger DPS loss.
So basically, a heavy attack hits harder than a light attack under all circumstances, but light attacks provide more damage over time when properly interwoven with abilities.
You described everything that's wrong with scaling and animation cancelling. A 2.5-3s heavy attack should never be worse than some kind of animation cancelling light attack "rotation".
Did you even read what you just wrote?
Because what that says to me is that a 3 second heavy attack should deal equal or greater damage to 3 global cooldowns worth of abilities.
Even if you are taking animation cancelling completely out of the picture there, you can easily cast two abilities within 2.5-3 seconds, so by your argument, this should deal less damage than a heavy attack, that not only requires less imput from the player, but also restores resources?
The only way for what you want to be possible is for abilities to be nerfed into the ground, or heavy attacks being buffed to absurd levels.
You can even take word from the developers where they have said they want light attacks to be the better DPS option, with heavy attacks being there for sustain.
But I guess there is just a subset of people out there that see the words "animation cancelling" and immediately call shenanigans without taking a second to think about what they are saying.
Seraphayel wrote: »The statement that "light attacks deal more damage than heavy attacks" is more in the context that a light attack rotation will deal more damage than a heavy attack rotation.
Light attacks are faster than heavy attacks, and can be animation cancelled allowing for abilities to be cast on global cooldown. Heavy attacks on the other hand, hit for more damage than a light attack, but in the time it takes to complete one heavy attack, you would have been able to get off two light attacks and an ability, meaning that your overall damage is going to be higher with the light attacks.
Heavy attacks are going to return resources though, and running out of resources is a much larger DPS loss.
So basically, a heavy attack hits harder than a light attack under all circumstances, but light attacks provide more damage over time when properly interwoven with abilities.
You described everything that's wrong with scaling and animation cancelling. A 2.5-3s heavy attack should never be worse than some kind of animation cancelling light attack "rotation".
Seraphayel wrote: »The statement that "light attacks deal more damage than heavy attacks" is more in the context that a light attack rotation will deal more damage than a heavy attack rotation.
Light attacks are faster than heavy attacks, and can be animation cancelled allowing for abilities to be cast on global cooldown. Heavy attacks on the other hand, hit for more damage than a light attack, but in the time it takes to complete one heavy attack, you would have been able to get off two light attacks and an ability, meaning that your overall damage is going to be higher with the light attacks.
Heavy attacks are going to return resources though, and running out of resources is a much larger DPS loss.
So basically, a heavy attack hits harder than a light attack under all circumstances, but light attacks provide more damage over time when properly interwoven with abilities.
You described everything that's wrong with scaling and animation cancelling. A 2.5-3s heavy attack should never be worse than some kind of animation cancelling light attack "rotation".
Did you even read what you just wrote?
Because what that says to me is that a 3 second heavy attack should deal equal or greater damage to 3 global cooldowns worth of abilities.
Even if you are taking animation cancelling completely out of the picture there, you can easily cast two abilities within 2.5-3 seconds, so by your argument, this should deal less damage than a heavy attack, that not only requires less imput from the player, but also restores resources?
The only way for what you want to be possible is for abilities to be nerfed into the ground, or heavy attacks being buffed to absurd levels.
You can even take word from the developers where they have said they want light attacks to be the better DPS option, with heavy attacks being there for sustain.
But I guess there is just a subset of people out there that see the words "animation cancelling" and immediately call shenanigans without taking a second to think about what they are saying.
Seraphayel wrote: »The statement that "light attacks deal more damage than heavy attacks" is more in the context that a light attack rotation will deal more damage than a heavy attack rotation.
Light attacks are faster than heavy attacks, and can be animation cancelled allowing for abilities to be cast on global cooldown. Heavy attacks on the other hand, hit for more damage than a light attack, but in the time it takes to complete one heavy attack, you would have been able to get off two light attacks and an ability, meaning that your overall damage is going to be higher with the light attacks.
Heavy attacks are going to return resources though, and running out of resources is a much larger DPS loss.
So basically, a heavy attack hits harder than a light attack under all circumstances, but light attacks provide more damage over time when properly interwoven with abilities.
You described everything that's wrong with scaling and animation cancelling. A 2.5-3s heavy attack should never be worse than some kind of animation cancelling light attack "rotation".
Did you even read what you just wrote?
Because what that says to me is that a 3 second heavy attack should deal equal or greater damage to 3 global cooldowns worth of abilities.
Even if you are taking animation cancelling completely out of the picture there, you can easily cast two abilities within 2.5-3 seconds, so by your argument, this should deal less damage than a heavy attack, that not only requires less imput from the player, but also restores resources?
The only way for what you want to be possible is for abilities to be nerfed into the ground, or heavy attacks being buffed to absurd levels.
You can even take word from the developers where they have said they want light attacks to be the better DPS option, with heavy attacks being there for sustain.
But I guess there is just a subset of people out there that see the words "animation cancelling" and immediately call shenanigans without taking a second to think about what they are saying.
The problem with heavy attacks, is that the reward is crap and the risk is maximum.
You can spam light attacks forever and with no resource drain and meanwhile you can hop around like a bunny. Optimal for lots of contents.
Heavy attack: greatly slows you down. You cannot move freely as well or it can break. You cannot cast anything or you lose the resource recharge. Often it bugs and you remain stuck into the heavy attack "staff ahead" animation.
And now, it'll also deal nerfed damage and kill heavy attack builds.
Can something be implemented worse than this?
Currently LA and HA do scale with weapon/spell damage AND max resource, but the ratio is :
1 weapon/spell damage gives as much as 40 max resource for LA and HA damage
opposed to spell and abilities :
1 weapon/spell damage gives as much as 10,5 max resource for spells and abilities
The hinted change is that they will make LA/HA ratio 1/10,5 (same as abilities), this would mean a big boost to LA/HA for everyone if they only change this part of the equation. This would also mean it might be better to start stacking max resources instead of weapon/spell damage.
Seraphayel wrote: »Seraphayel wrote: »The statement that "light attacks deal more damage than heavy attacks" is more in the context that a light attack rotation will deal more damage than a heavy attack rotation.
Light attacks are faster than heavy attacks, and can be animation cancelled allowing for abilities to be cast on global cooldown. Heavy attacks on the other hand, hit for more damage than a light attack, but in the time it takes to complete one heavy attack, you would have been able to get off two light attacks and an ability, meaning that your overall damage is going to be higher with the light attacks.
Heavy attacks are going to return resources though, and running out of resources is a much larger DPS loss.
So basically, a heavy attack hits harder than a light attack under all circumstances, but light attacks provide more damage over time when properly interwoven with abilities.
You described everything that's wrong with scaling and animation cancelling. A 2.5-3s heavy attack should never be worse than some kind of animation cancelling light attack "rotation".
Did you even read what you just wrote?
Because what that says to me is that a 3 second heavy attack should deal equal or greater damage to 3 global cooldowns worth of abilities.
Even if you are taking animation cancelling completely out of the picture there, you can easily cast two abilities within 2.5-3 seconds, so by your argument, this should deal less damage than a heavy attack, that not only requires less imput from the player, but also restores resources?
The only way for what you want to be possible is for abilities to be nerfed into the ground, or heavy attacks being buffed to absurd levels.
You can even take word from the developers where they have said they want light attacks to be the better DPS option, with heavy attacks being there for sustain.
But I guess there is just a subset of people out there that see the words "animation cancelling" and immediately call shenanigans without taking a second to think about what they are saying.
It's not just about damage. It's about overall usefulness. I usually don't have a problem with animation cancelling but when the changes (and buffs) to light attacks even increase the advantage of animation cancelling something is seriously messed up (not to start with that animation cancelling is not a "feature" of this game but a problem the devs couldn't get rid of and just accepted as normal because they can't fix it).
Right now heavy attacks for most specs are a chore. They don't feel good but you need them for sustain. And in Summerset heavy attacks even get worse because light attacks get better? You see the problem here? It's NOT about animation cancelling.
hmr13.76preeb18_ESO wrote: »"Игра была намного лучше при запуске, поскольку она действительно заставляла учиться юоровому классу с самого начала, помните Dochia, босса-уборщика в самом начале квеста гильдии бойцов? О, эти времена."
I remember. The game is heavily simplified. I'd say they made it pretty easy. Therefore, we see players with the maximum CP and absolutely not able to play and do not know the game itself. I play with the beta tests of the game. I know this game and see how the quality of high-level players has decreased.
hmr13.76preeb18_ESO wrote: »"Игра была намного лучше при запуске, поскольку она действительно заставляла учиться юоровому классу с самого начала, помните Dochia, босса-уборщика в самом начале квеста гильдии бойцов? О, эти времена."
I remember. The game is heavily simplified. I'd say they made it pretty easy. Therefore, we see players with the maximum CP and absolutely not able to play and do not know the game itself. I play with the beta tests of the game. I know this game and see how the quality of high-level players has decreased.
Yeah, and its sad too, since the game was not that hard to learn basics to begin with.. I mean there were propably places that were too hard for beginners, but this was acceptable once in the industry because games were meant to challenge people to learn. Profit was not the only factor and sometimes it was even the minor factor in game designing.
Even in the extremely easy open workd environment, i see people strugling daily. Dying from battles that basically should pose no threat if they would just try and learn a bit. Sadly they dont even listen to very polite advices i somtimes whisper to them when i see them to do something wrong and strugling because of tha error. Just give suggestions but nobody listens. When i started Warcraft back at 2005 or so, people were very different, i often wonder wht happened, are the games to blame or what.
@Sixty5
Some light attack rotation should never be the normal in combat but a burst option for short term large burst damage which in turn is balanced, by eating so much resources, that one reallt needs the heavy attack rotation as the norm or be completely drained without resources. Especially with high CP, the resource recharge is too high and while things cost magicka and stamina, they apparently dont cost enough since people can just mash buttons and hope they somehow do good DPS and when game is designed like ESO is now, the button mashing is very rewarding.
This should not be the case. Heavy attack rotation should be the normal and the light attack rotation should be costly "emergency" feature for burst damage. This could be achieved with cumulative resource cost so the more you use abilities in short period of time between light attacks, rthey start to cost more and more each time you use them and also make the resource recharge worse for some time.
The more damage, the more resources it costs and this is kinda immersive as well, as maintaining this sort of rapid attack maneuver, should always strain the character more than more relaxed heavy attack steady rotation.
@MaleAmazon
I also use heavy attack rotations, even while questing in open world environment. It just feels right, and opens up the said resource to last forever plus as a side bonus, i can pick couple of stamina skills to magicka build and put few points to stamina as well to make them a bit better..
Though i would hope, that they changed scaling so that the amount of resource does not play role in this but just the spell/weapon damage.
@Onefrkncrzypope
Its quite true, that well charged spells do cost more, but they are done in elegant and practise manner which sould also open up better resource channeling to recharge and replenish the mage.
The books i read, the fantasy books, often describe paniced spellcaster as people, who just throw spells like the worlds foing tpo end and in the process, end up straining their wealth..
Not to mention if we could talk aboyt D&D, the spells are memorized daily, and can only be used few times relative to mages knownledge where the study of magick has also left the mage physically weak, making her or him strain from physical stuff and the way spells are cast, also makes them less mobile. If one is sorcerer, they can cast more spells daily, but know less spells in general. Maybe ESO mahick is closer to that sorcerer style or a bard style, but the thing is, that one cant just spam spells around and expect to do that forever, that strains resources as there is litle time for leyline channeling and whatnot not to mention if spells needed to be memorized.. Well that would be interesting idea to see in average MMO players group play and idea of balance
@MaleAmazon
I also use heavy attack rotations, even while questing in open world environment. It just feels right, and opens up the said resource to last forever plus as a side bonus, i can pick couple of stamina skills to magicka build and put few points to stamina as well to make them a bit better..
Though i would hope, that they changed scaling so that the amount of resource does not play role in this but just the spell/weapon damage.
@Onefrkncrzypope
Its quite true, that well charged spells do cost more, but they are done in elegant and practise manner which sould also open up better resource channeling to recharge and replenish the mage.
The books i read, the fantasy books, often describe paniced spellcaster as people, who just throw spells like the worlds foing tpo end and in the process, end up straining their wealth..
Not to mention if we could talk aboyt D&D, the spells are memorized daily, and can only be used few times relative to mages knownledge where the study of magick has also left the mage physically weak, making her or him strain from physical stuff and the way spells are cast, also makes them less mobile. If one is sorcerer, they can cast more spells daily, but know less spells in general. Maybe ESO mahick is closer to that sorcerer style or a bard style, but the thing is, that one cant just spam spells around and expect to do that forever, that strains resources as there is litle time for leyline channeling and whatnot not to mention if spells needed to be memorized.. Well that would be interesting idea to see in average MMO players group play and idea of balance
Seraphayel wrote: »The statement that "light attacks deal more damage than heavy attacks" is more in the context that a light attack rotation will deal more damage than a heavy attack rotation.
Light attacks are faster than heavy attacks, and can be animation cancelled allowing for abilities to be cast on global cooldown. Heavy attacks on the other hand, hit for more damage than a light attack, but in the time it takes to complete one heavy attack, you would have been able to get off two light attacks and an ability, meaning that your overall damage is going to be higher with the light attacks.
Heavy attacks are going to return resources though, and running out of resources is a much larger DPS loss.
So basically, a heavy attack hits harder than a light attack under all circumstances, but light attacks provide more damage over time when properly interwoven with abilities.
You described everything that's wrong with scaling and animation cancelling. A 2.5-3s heavy attack should never be worse than some kind of animation cancelling light attack "rotation".
/end discussion?The problem with heavy attacks, is that the reward is crap and the risk is maximum.
I wouldn't go this far to agree with forever, but the trade-off is spamming LAs requires a few HAs to replenish.You can spam light attacks forever and with no resource drain and meanwhile you can hop around like a bunny. Optimal for lots of contents.
There's one thing missing from this: the automatic distribution, which means there's now a greater risk of "whooshing" said attack into nothing.Heavy attack: greatly slows you down. You cannot move freely as well or it can break. You cannot cast anything or you lose the resource recharge. Often it bugs and you remain stuck into the heavy attack "staff ahead" animation.
Ask, and ye shall receive.Can something be implemented worse than this?
I think you may have misinterpreted my reply.@Violynne
I hope you dont mean, that the slower movement of heavy attacks needs to be removed? I mean its the part of risk which one has to take to get a heavy attack, and thus should also remain but the heavy attack rotation itself needs to be more rewarding and the light attack rotation however better short term damage, must also have risk equal to the higher damage and it needs to have mechanisms like cumulative spell costs and no recharge to discourage its long term use.
@exeeter702
You do know, that the game can run as intended and designed, but the whole design may be wrong. Just because some players like spammy attacks, does not mean it should be the normal way to attack.
Sure, light attack weawing should do more damage for a period of time, but must be balanced by punishing continued use of light attack weaving so that its main purposes is short term burst which cant be maintained for long period of time. If one uses light attack weawing, it should eat out resources so the player is forced to maintain damage withheavy attacks.
it is also apparent how low the learning curve to spammy light attack rotations is, as even while it was the worst thing one could do, people still used it since they had no idea that heavy attacks even exist, they did not care to learn the game, and game designers went with this to make game design bad for everyone so the game really does not need that much skill as it used to need.
How is it balanced, when one can run to worlds end while hopping like rabbit and still maintain the maximum damage with less risk of being hit by enemy than when using heavy attacks when movement slows and the attack is more easily interrupted from various actions like interrupts and accidental rolls or jumps or what ever can go wrong. Maintaining good damage while also maintaining health and maintaining the rotation without being interrupted is not as easy as it is with light attacks.
I have tested this myself today, and when using light attack rotation, it is basically impossible to get interrupted or killed while damage is way too good considering theres no risk to this gameplay style plus in the last nail, the resources do not go empty, i can do this forever.. I can also do heavy attacks for ever, but im losing health since cant kite that fast, my attacks are interrupted either bt game mechanics or by bugging out animations or just because the need to get away from enemies to not die.
It sure does not feel like the damage light attack rotation is in balance with the risk since there is no risk in using light attack rotation. No risk at all. Why is the harder gameplay method the least revarding while the easy bunnyrabbit style is easy as hell?