You get ressource on heavy attack when the attack is fully charged and successfully hit.
Heavy attack ressource gain is based on the lengh of the attack, the more slow the attack is, the more ressource the attack give.
Here is the base value of heavy attacks with no passive modifier :
- Bow HA: 2724 Stamina
- Dual Wield HA : 1667 Stamina
- 2H HA :2426 Stamina
- 1H&S HA : 2014 Stamina
- Fire/Frost staff HA : 2823 Magicka
- Shock staff HA: 3633 Magicka
- Restoration staff HA : 3219 Magicka (note there is a 30% more ressource passive that can be added with Cycle of life) : 4184 magicka
- Werewolf HA : 1617 Stamina (note there is a 100% more ressource passive that can be added with Pursuit) : 3234 stamina
If your ennemy block (for channeled only the last tick need to be blocked) or dodge (channeled resto and shock aren't dodgeable) your heavy attack, you don't get the ressources from it.
You can further increase the heavy attack ressource gained by wearing 5 pieces of heavy armor (Revitalize passive, 25% more ressource), by putting CP in the Tenacity start (up to 25%) or by wearing a set like Ulfnor's Favor (5 pieces give you 30% more ressource on heavy attack).
There is a mechanic that's bound to heavy attack which is called "off balance".
Ways to proc off balance :
- The most commun way is with the Tactician CP passive when you put 120 points into the atronach : "When you use Roll Dodge to dodge an attack, you set the enemy Off Balance."
- With abilities like Flame Lash if you strike an ennemy that's stunned or immobilize, Blockade of storm if the ennemy is concussed and surprise attack if you touch ur ennemy while being sneaky or invisible.
- Interrupting a ennemy hwo cast a spell/rez when he doesn't have CC immunity with a bash or with Crushing shock/Scatter shot/Deep breath or a regular stun will set up the ennemy off balance (as well as stunning him).
- Blocking a NPC melee Heavy Attack set up the mob off balance.
Here is how work off balance :
- It last 5s
- Using a heavy attack (fully charged or just a little) on a non blocking and non dodged ennemy (work on doding target for the channeled resto and shock heavies) stun the ennemy for X s and consume the off balance status (doesn't consume off balance of boss since they are immune to crowd control effects.
- Fully charged heavy attack make 70% more damage on off balance target.
- Heavy attack restore 100% more ressource on off balance target
- The Exploiter CP unlocked at 75 point in the ritual increases your damage done against Off Balance enemies by 10%
- Bosses gain 15 seconds of Off Balance immunity after Off Balance ends.(if a PvE boy can confirm this last one not sure about the time)
John_Falstaff wrote: »@Aedaryl , thanks for the write-up, it's nice to have the concise info in one place. Though since OP wrote "what's the thematic tie", I assume that he mostly meant "how is it logical that I get myself fresh, perky and full of energy by swinging a heavy piece of steel at someone". ^^
ZOS_RobGarrett wrote: »When designing gameplay the ideal is to craft mechanics that both generate desirable play patterns and maintain some sense of consistency with the real world. Designers are sometimes faced with a reality of prioritizing one over the other, and this is often the case when attempting to improve existing gameplay systems without introducing entirely new mechanics (which adds complexity and risk).
Heavy Attack resource restore falls into this category. Some time ago the team was identifying ways to make Magicka and Stamina management more interesting. Heavy Attacks already had a built-in, long windup that represented a good opportunity cost for restoring those resources, so we included the restore behavior on the existing mechanic. The team was aware this wouldn't be immediately intuitive to a new player, but once the behavior is learned it has the desired effect on gameplay.
ZOS_RobGarrett wrote: »When designing gameplay the ideal is to craft mechanics that both generate desirable play patterns and maintain some sense of consistency with the real world. Designers are sometimes faced with a reality of prioritizing one over the other, and this is often the case when attempting to improve existing gameplay systems without introducing entirely new mechanics (which adds complexity and risk).
Heavy Attack resource restore falls into this category. Some time ago the team was identifying ways to make Magicka and Stamina management more interesting. Heavy Attacks already had a built-in, long windup that represented a good opportunity cost for restoring those resources, so we included the restore behavior on the existing mechanic. The team was aware this wouldn't be immediately intuitive to a new player, but once the behavior is learned it has the desired effect on gameplay.
ZOS_RobGarrett wrote: »When designing gameplay the ideal is to craft mechanics that both generate desirable play patterns and maintain some sense of consistency with the real world. Designers are sometimes faced with a reality of prioritizing one over the other, and this is often the case when attempting to improve existing gameplay systems without introducing entirely new mechanics (which adds complexity and risk).
Heavy Attack resource restore falls into this category. Some time ago the team was identifying ways to make Magicka and Stamina management more interesting. Heavy Attacks already had a built-in, long windup that represented a good opportunity cost for restoring those resources, so we included the restore behavior on the existing mechanic. The team was aware this wouldn't be immediately intuitive to a new player, but once the behavior is learned it has the desired effect on gameplay.
ZOS_RobGarrett wrote: »When designing gameplay the ideal is to craft mechanics that both generate desirable play patterns and maintain some sense of consistency with the real world. Designers are sometimes faced with a reality of prioritizing one over the other, and this is often the case when attempting to improve existing gameplay systems without introducing entirely new mechanics (which adds complexity and risk).
Heavy Attack resource restore falls into this category. Some time ago the team was identifying ways to make Magicka and Stamina management more interesting. Heavy Attacks already had a built-in, long windup that represented a good opportunity cost for restoring those resources, so we included the restore behavior on the existing mechanic. The team was aware this wouldn't be immediately intuitive to a new player, but once the behavior is learned it has the desired effect on gameplay.
@ZOS_RobGarrett This mechanism really puts melee magicka at a resource disadvantage. Are there plans to address this?
You get ressource on heavy attack when the attack is fully charged and successfully hit.
Heavy attack ressource gain is based on the lengh of the attack, the more slow the attack is, the more ressource the attack give.
Here is the base value of heavy attacks with no passive modifier :
- Bow HA: 2724 Stamina
- Dual Wield HA : 1667 Stamina
- 2H HA :2426 Stamina
- 1H&S HA : 2014 Stamina
- Fire/Frost staff HA : 2823 Magicka
- Shock staff HA: 3633 Magicka
- Restoration staff HA : 3219 Magicka (note there is a 30% more ressource passive that can be added with Cycle of life) : 4184 magicka
- Werewolf HA : 1617 Stamina (note there is a 100% more ressource passive that can be added with Pursuit) : 3234 stamina
If your ennemy block (for channeled only the last tick need to be blocked) or dodge (channeled resto and shock aren't dodgeable) your heavy attack, you don't get the ressources from it.
You can further increase the heavy attack ressource gained by wearing 5 pieces of heavy armor (Revitalize passive, 25% more ressource), by putting CP in the Tenacity start (up to 25%) or by wearing a set like Ulfnor's Favor (5 pieces give you 30% more ressource on heavy attack).
There is a mechanic that's bound to heavy attack which is called "off balance".
Ways to proc off balance :
- The most commun way is with the Tactician CP passive when you put 120 points into the atronach : "When you use Roll Dodge to dodge an attack, you set the enemy Off Balance."
- With abilities like Flame Lash if you strike an ennemy that's stunned or immobilize, Blockade of storm if the ennemy is concussed and surprise attack if you touch ur ennemy while being sneaky or invisible.
- Interrupting a ennemy hwo cast a spell/rez when he doesn't have CC immunity with a bash or with Crushing shock/Scatter shot/Deep breath or a regular stun will set up the ennemy off balance (as well as stunning him).
- Blocking a NPC melee Heavy Attack set up the mob off balance.
Here is how work off balance :
- It last 5s
- Using a heavy attack (fully charged or just a little) on a non blocking and non dodged ennemy (work on doding target for the channeled resto and shock heavies) stun the ennemy for X s and consume the off balance status (doesn't consume off balance of boss since they are immune to crowd control effects.
- Fully charged heavy attack make 70% more damage on off balance target.
- Heavy attack restore 100% more ressource on off balance target
- The Exploiter CP unlocked at 75 point in the ritual increases your damage done against Off Balance enemies by 10%
- Bosses gain 15 seconds of Off Balance immunity after Off Balance ends.(if a PvE boy can confirm this last one not sure about the time)
ZOS_RobGarrett wrote: »When designing gameplay the ideal is to craft mechanics that both generate desirable play patterns and maintain some sense of consistency with the real world. Designers are sometimes faced with a reality of prioritizing one over the other, and this is often the case when attempting to improve existing gameplay systems without introducing entirely new mechanics (which adds complexity and risk).
Heavy Attack resource restore falls into this category. Some time ago the team was identifying ways to make Magicka and Stamina management more interesting. Heavy Attacks already had a built-in, long windup that represented a good opportunity cost for restoring those resources, so we included the restore behavior on the existing mechanic. The team was aware this wouldn't be immediately intuitive to a new player, but once the behavior is learned it has the desired effect on gameplay.
Ragnarock41 wrote: »ZOS_RobGarrett wrote: »When designing gameplay the ideal is to craft mechanics that both generate desirable play patterns and maintain some sense of consistency with the real world. Designers are sometimes faced with a reality of prioritizing one over the other, and this is often the case when attempting to improve existing gameplay systems without introducing entirely new mechanics (which adds complexity and risk).
Heavy Attack resource restore falls into this category. Some time ago the team was identifying ways to make Magicka and Stamina management more interesting. Heavy Attacks already had a built-in, long windup that represented a good opportunity cost for restoring those resources, so we included the restore behavior on the existing mechanic. The team was aware this wouldn't be immediately intuitive to a new player, but once the behavior is learned it has the desired effect on gameplay.
I see the combat team decided that heavy attacks are for sustain and light attacks are for damage, which favours some classes more than others sadly. How does the devs feel about the state of Dks(especially stam) and molten armaments, an ability that boosts heavy attack damage. Heavy attacks used to be a pseudo-spammable for stamDKs in PvE and some very rare PvP builds also utilized it.(and in the past it used to be also serve as an execute if I remember correctly) While I appreciate devs deciding to be consistent, Its upsets me that this ability and the new idea zenimax has in mind goes agaist each other.
Does the combat team have any plans to change molten armaments into something different in future? Both morphs of this ability are very outdated and they don't fit the current game meta very well, for both PvP , and PvE.
ZOS_RobGarrett wrote: »When designing gameplay the ideal is to craft mechanics that both generate desirable play patterns and maintain some sense of consistency with the real world. Designers are sometimes faced with a reality of prioritizing one over the other, and this is often the case when attempting to improve existing gameplay systems without introducing entirely new mechanics (which adds complexity and risk).
Heavy Attack resource restore falls into this category. Some time ago the team was identifying ways to make Magicka and Stamina management more interesting. Heavy Attacks already had a built-in, long windup that represented a good opportunity cost for restoring those resources, so we included the restore behavior on the existing mechanic. The team was aware this wouldn't be immediately intuitive to a new player, but once the behavior is learned it has the desired effect on gameplay.
The combat in this game is already sterile and basic; this decision makes someone like myself feel as if heavy attacking is abrupt stop to otherwise enjoyable gameplay, I ignore the mechanic and carry on. I simply build my character around stam restore and it's enough for basic pve content.
Either speed up heavy attacks by 40% or adjust the resource return to almost the entire resource bar.
You get ressource on heavy attack when the attack is fully charged and successfully hit.
Heavy attack ressource gain is based on the lengh of the attack, the more slow the attack is, the more ressource the attack give.
Here is the base value of heavy attacks with no passive modifier :
- Bow HA: 2724 Stamina
- Dual Wield HA : 1667 Stamina
- 2H HA :2426 Stamina
- 1H&S HA : 2014 Stamina
- Fire/Frost staff HA : 2823 Magicka
- Shock staff HA: 3633 Magicka
- Restoration staff HA : 3219 Magicka (note there is a 30% more ressource passive that can be added with Cycle of life) : 4184 magicka
- Werewolf HA : 1617 Stamina (note there is a 100% more ressource passive that can be added with Pursuit) : 3234 stamina
If your ennemy block (for channeled only the last tick need to be blocked) or dodge (channeled resto and shock aren't dodgeable) your heavy attack, you don't get the ressources from it.
You can further increase the heavy attack ressource gained by wearing 5 pieces of heavy armor (Revitalize passive, 25% more ressource), by putting CP in the Tenacity start (up to 25%) or by wearing a set like Ulfnor's Favor (5 pieces give you 30% more ressource on heavy attack).
There is a mechanic that's bound to heavy attack which is called "off balance".
Ways to proc off balance :
- The most commun way is with the Tactician CP passive when you put 120 points into the atronach : "When you use Roll Dodge to dodge an attack, you set the enemy Off Balance."
- With abilities like Flame Lash if you strike an ennemy that's stunned or immobilize, Blockade of storm if the ennemy is concussed and surprise attack if you touch ur ennemy while being sneaky or invisible.
- Interrupting a ennemy hwo cast a spell/rez when he doesn't have CC immunity with a bash or with Crushing shock/Scatter shot/Deep breath or a regular stun will set up the ennemy off balance (as well as stunning him).
- Blocking a NPC melee Heavy Attack set up the mob off balance.
Here is how work off balance :
- It last 5s
- Using a heavy attack (fully charged or just a little) on a non blocking and non dodged ennemy (work on doding target for the channeled resto and shock heavies) stun the ennemy for X s and consume the off balance status (doesn't consume off balance of boss since they are immune to crowd control effects.
- Fully charged heavy attack make 70% more damage on off balance target.
- Heavy attack restore 100% more ressource on off balance target
- The Exploiter CP unlocked at 75 point in the ritual increases your damage done against Off Balance enemies by 10%
- Bosses gain 15 seconds of Off Balance immunity after Off Balance ends.(if a PvE boy can confirm this last one not sure about the time)
ZOS_RobGarrett wrote: »When designing gameplay the ideal is to craft mechanics that both generate desirable play patterns and maintain some sense of consistency with the real world. Designers are sometimes faced with a reality of prioritizing one over the other, and this is often the case when attempting to improve existing gameplay systems without introducing entirely new mechanics (which adds complexity and risk).
Heavy Attack resource restore falls into this category. Some time ago the team was identifying ways to make Magicka and Stamina management more interesting. Heavy Attacks already had a built-in, long windup that represented a good opportunity cost for restoring those resources, so we included the restore behavior on the existing mechanic. The team was aware this wouldn't be immediately intuitive to a new player, but once the behavior is learned it has the desired effect on gameplay.
The combat in this game is already sterile and basic; this decision makes someone like myself feel as if heavy attacking is abrupt stop to otherwise enjoyable gameplay, I ignore the mechanic and carry on. I simply build my character around stam restore and it's enough for basic pve content.
Either speed up heavy attacks by 40% or adjust the resource return to almost the entire resource bar.
At least for pvp and endgame I think combat is quite fun but I wholeheartedly agree that the heavy attack mechanic unfortunately is completely nonsensical and feels ridiculous to go with it. More like clumsy attack. And then feeling the need to sit there holding the mouse for way too long, being afraid to cast because you'll cancel the heavy attack and ruin the resource return...just frustrating, not rewarding.
A heavy attack, in my head, might be something that's only a little longer than a light attack but does much more damage, but takes resources. Perhaps if you blocked for a moment and didn't get hit, you could restore resources faster? I hope it does get a more intuitive mechanic someday.
Ragnarock41 wrote: »ZOS_RobGarrett wrote: »When designing gameplay the ideal is to craft mechanics that both generate desirable play patterns and maintain some sense of consistency with the real world. Designers are sometimes faced with a reality of prioritizing one over the other, and this is often the case when attempting to improve existing gameplay systems without introducing entirely new mechanics (which adds complexity and risk).
Heavy Attack resource restore falls into this category. Some time ago the team was identifying ways to make Magicka and Stamina management more interesting. Heavy Attacks already had a built-in, long windup that represented a good opportunity cost for restoring those resources, so we included the restore behavior on the existing mechanic. The team was aware this wouldn't be immediately intuitive to a new player, but once the behavior is learned it has the desired effect on gameplay.
I see the combat team decided that heavy attacks are for sustain and light attacks are for damage, which favours some classes more than others sadly. How does the devs feel about the state of Dks(especially stam) and molten armaments, an ability that boosts heavy attack damage. Heavy attacks used to be a pseudo-spammable for stamDKs in PvE and some very rare PvP builds also utilized it.(and in the past it used to be also serve as an execute if I remember correctly) While I appreciate devs deciding to be consistent, Its upsets me that this ability and the new idea zenimax has in mind goes agaist each other.
Does the combat team have any plans to change molten armaments into something different in future? Both morphs of this ability are very outdated and they don't fit the current game meta very well, for both PvP , and PvE.
The case of DKs is especially puzzling because when the changes to light/heavy attacks were made recently, Sorcerers' Bound Armaments was also changed from a heavy to a light attack bonus. It's odd why this didn't happen for DKs.
ZOS_RobGarrett wrote: »When designing gameplay the ideal is to craft mechanics that both generate desirable play patterns and maintain some sense of consistency with the real world. Designers are sometimes faced with a reality of prioritizing one over the other, and this is often the case when attempting to improve existing gameplay systems without introducing entirely new mechanics (which adds complexity and risk).
Heavy Attack resource restore falls into this category. Some time ago the team was identifying ways to make Magicka and Stamina management more interesting. Heavy Attacks already had a built-in, long windup that represented a good opportunity cost for restoring those resources, so we included the restore behavior on the existing mechanic. The team was aware this wouldn't be immediately intuitive to a new player, but once the behavior is learned it has the desired effect on gameplay.