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Dev clarification on Molten Armaments

Kanar
Kanar
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The following note is present in the 4.0.0 patch notes:
Light Attacks are for dealing damage and Heavy Attacks are for restoring resources.

However, Dragon Knights have a skill called Molten Armaments with the following tooltip:
Your own damage with fully-charged Heavy Attacks is increased by 40% while active.

Sorcerer also had a skill that increased heavy attack damage, but it was changed as follows in the 4.0.0 patch notes:
Bound Armaments (Bound Armor morph): This morph converts the ability into a Stamina ability and now increases your damage done with Light Attacks while slotted, instead of Heavy Attacks.

Could we have some dev clarification on what direction the game is taking with regards to heavy attacks? Because my Dragon Knight skill is telling me to use them to do damage, but this is in direct contradiction to the patch notes and also changes to other class's skills.
  • Avran_Sylt
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    Personally, I'd still keep it buffing heavy attacks. The value could be increased though. Keep the DK unique in that its heavy attacks can more easily fit in with their rotation, as they do a significant amount of damage with that skill.

    HA are still likely to be oriented around resource restore, just that DK are identified as having their resource restore, also deal damage.
    Edited by Avran_Sylt on April 26, 2018 3:43PM
  • Kanar
    Kanar
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    Avran_Sylt wrote: »
    Personally, I'd still keep it buffing heavy attacks. The value could be increased though. Keep the DK unique in that its heavy attacks can more easily fit in with their rotation, as they do a significant amount of damage with that skill.

    HA are still likely to be oriented around resource restore, just that DK are identified as having their resource restore, also deal damage.

    Then they should add the heavy attack damage buff into the base skill, molten weapons.
  • Bodycounter
    Bodycounter
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    My opinion from other threads: Empower should increase the damage of your next light/heavy attack by 40/20% to not limit class rotations any further.
  • Chilly-McFreeze
    Chilly-McFreeze
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    Kanar wrote: »
    Avran_Sylt wrote: »
    Personally, I'd still keep it buffing heavy attacks. The value could be increased though. Keep the DK unique in that its heavy attacks can more easily fit in with their rotation, as they do a significant amount of damage with that skill.

    HA are still likely to be oriented around resource restore, just that DK are identified as having their resource restore, also deal damage.

    Then they should add the heavy attack damage buff into the base skill, molten weapons.

    And what do you suggest for the morph then?
  • Kanar
    Kanar
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    Kanar wrote: »
    Avran_Sylt wrote: »
    Personally, I'd still keep it buffing heavy attacks. The value could be increased though. Keep the DK unique in that its heavy attacks can more easily fit in with their rotation, as they do a significant amount of damage with that skill.

    HA are still likely to be oriented around resource restore, just that DK are identified as having their resource restore, also deal damage.

    Then they should add the heavy attack damage buff into the base skill, molten weapons.

    And what do you suggest for the morph then?

    One gives brutality, other sorcery :smile:
  • Chilly-McFreeze
    Chilly-McFreeze
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    Kanar wrote: »
    Kanar wrote: »
    Avran_Sylt wrote: »
    Personally, I'd still keep it buffing heavy attacks. The value could be increased though. Keep the DK unique in that its heavy attacks can more easily fit in with their rotation, as they do a significant amount of damage with that skill.

    HA are still likely to be oriented around resource restore, just that DK are identified as having their resource restore, also deal damage.

    Then they should add the heavy attack damage buff into the base skill, molten weapons.

    And what do you suggest for the morph then?

    One gives brutality, other sorcery :smile:

    How boring...
  • DocFrost72
    DocFrost72
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    Kanar wrote: »
    Kanar wrote: »
    Avran_Sylt wrote: »
    Personally, I'd still keep it buffing heavy attacks. The value could be increased though. Keep the DK unique in that its heavy attacks can more easily fit in with their rotation, as they do a significant amount of damage with that skill.

    HA are still likely to be oriented around resource restore, just that DK are identified as having their resource restore, also deal damage.

    Then they should add the heavy attack damage buff into the base skill, molten weapons.

    And what do you suggest for the morph then?

    One gives brutality, other sorcery :smile:

    How boring...

    Wardens say hello.
  • Kanar
    Kanar
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    Kanar wrote: »
    Kanar wrote: »
    Avran_Sylt wrote: »
    Personally, I'd still keep it buffing heavy attacks. The value could be increased though. Keep the DK unique in that its heavy attacks can more easily fit in with their rotation, as they do a significant amount of damage with that skill.

    HA are still likely to be oriented around resource restore, just that DK are identified as having their resource restore, also deal damage.

    Then they should add the heavy attack damage buff into the base skill, molten weapons.

    And what do you suggest for the morph then?

    One gives brutality, other sorcery :smile:

    How boring...

    Well this supposed class defining combat approach (spamming HA) is boring af, so doesn't it make sense that the skill is boring too?
  • DDuke
    DDuke
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    Rebalanced Light and Heavy Attack damage across weapon types to reinforce the concept that Light Attacks are for dealing damage and Heavy Attacks are for restoring resources. In general, this means:
    Light Attacks with One Hand and Shield, Dual Wield, Bow, Destruction Staff, and Restoration Staff weapons will deal more damage.
    Light Attacks with Two Handed weapons will deal less damage.
    Heavy Attacks with Destruction Staff and Restoration Staff weapons will deal more damage.
    Heavy Attacks with Two Handed, One Hand and Shield, Dual Wield, and Bow weapons will deal less damage..
    https://forums.elderscrollsonline.com/en/discussion/407045/pts-patch-notes-v4-0-0/p1


    They actually buffed heavy attack damage for inferno staves (towards which the Major Sorcery+Heavy Attack Dmg skill is clearly aimed) in this patch.
    Edited by DDuke on April 26, 2018 7:44PM
  • seitekisaki
    seitekisaki
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    Its weird cause I know molten armaments sort of works with medium weaves. Its like the skill scales percentage wise up to full heavies to get the full buff. Is it supposed to be like this? Also with the current buffs light attacks seem to hit more with all of its buffs than heavy, is that intended?
  • Recremen
    Recremen
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    I can't put a super in-depth analysis here, but it seems silly to me that light attacks are "for damage" and heavy attacks are "for restoring resources" when there's such a cool risk/reward dynamic associated with trying to get a heavy attack off, at least in a PvP setting. Maybe less for ranged weapons used at-range, but for all melee combat it's been quite interesting, even though there's really more risk than reward sometimes. I wish they'd make it more rewarding to do heavy attacks, not nerf them.
    Edited by Recremen on April 26, 2018 8:43PM
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Twohothardware
    Twohothardware
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    If they wanted to actually really buff StamDK they'd return the old Armaments that increased damage to low health targets. Molten Armaments increasing Heavy Attack damage serves no purpose on StamDK. No-one slots it in PvE or PvP now or in Summerset when they nerf Heavy Attack damage.
  • Toc de Malsvi
    Toc de Malsvi
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    Its weird cause I know molten armaments sort of works with medium weaves. Its like the skill scales percentage wise up to full heavies to get the full buff. Is it supposed to be like this? Also with the current buffs light attacks seem to hit more with all of its buffs than heavy, is that intended?

    It hasn't worked that way in a very long time. The only "medium" attacks getting the buff are the channels from lightning and resto and that is cause they aren't actually medium weaves but the channel is part of the heavy.
    Legendary Archer of Valenwood
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  • Kanar
    Kanar
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    DDuke wrote: »
    Rebalanced Light and Heavy Attack damage across weapon types to reinforce the concept that Light Attacks are for dealing damage and Heavy Attacks are for restoring resources. In general, this means:
    Light Attacks with One Hand and Shield, Dual Wield, Bow, Destruction Staff, and Restoration Staff weapons will deal more damage.
    Light Attacks with Two Handed weapons will deal less damage.
    Heavy Attacks with Destruction Staff and Restoration Staff weapons will deal more damage.
    Heavy Attacks with Two Handed, One Hand and Shield, Dual Wield, and Bow weapons will deal less damage..
    https://forums.elderscrollsonline.com/en/discussion/407045/pts-patch-notes-v4-0-0/p1


    They actually buffed heavy attack damage for inferno staves (towards which the Major Sorcery+Heavy Attack Dmg skill is clearly aimed) in this patch.

    Ok that's a good point. So really they should just forget this whole "Heavy Attacks are for restoring resources" nonsense and just admit they buffed magicka heavy attacks (and nerfed stamina) 'cause they wanted to.
    Edited by Kanar on April 26, 2018 8:53PM
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