I agree with some of your points. Quite a lot of MMOs have it similiar with the micromanagement.Swiftnoodle wrote: »First I wanted to choose "H*LL NO!" but then I realised
there is no way of sustaining an active, fast and fun gameplay anymore.
All the time switching bars, maintaining different buffs, short duration abilities ...
every couple of seconds...
Combat feels more like managing than game play. It's a chore. Tedious and clunky.
Action-combat in ESO? my *ss!
Enough is enough
edit: a lot of this is because of the awful UI. (targeting? Ugh!)
Every MMORPG I’ve played has this aspect and you don’t have to micromanage it but of course those who do best will have gotten this timing down. I have never been the best at that but I think it’s good to have levels of complexity and things people can work on in fights once they’ve gotten the basic mechanics down and aren’t dying.
At least there are no cool downs on skills and weapon swap!!! I don’t miss that and much prefer a system where I can use what abilities I want so long as I have the resources.
I do agree that a way to select targets would be ideal, or at least a way to prevent me from targeting the pets / summons of my own group! I’m sure they’re targetable for PvP but it seems a needless frustration when they’re your allies, as in PvE.
MLGProPlayer wrote: »I've always used them. I don't understand what the big deal is about it, honestly.
I find the entire idea of restoring resources through heavy attacking to be weird on general principle, granted. It feels like the system was designed backwards - light attacks should do little damage and restore resources while heavy attacks should do heavy damage and perhaps even consume resources. I mean, those heavy attacks look like they take a lot of effort for our characters. Why are they restoring resources? The light attacks in contrast look pretty easy like our characters are taking a bit of a breather.
They feel clunky. The game is designed around twitch casting abilities and animation cancelling. Channelling attacks feels out of place and disrupts your rotation.
Swiftnoodle wrote: »Like playing fast with quick reflexes, weaving, ani-canceling, doing lots of stuff fast (esp. during vet trials) and then
heeeeeeaaaaaaavyyyyyyy attack.
I admit I just hate that: In the exact moment, where you can't afford to be slow, you need to s l o w l y HA!
wild_kmacdb16_ESO wrote: »They add another element to combat which I appreciate. But the melee ones could benefit from a lock-on feature or something to reduce whiffing, something ranged doesn’t need to worry about nearly as much.
In My Opinion tying resource sustain to heavy or light attacks was a bad idea from the start. Again In My Opinion.
Are you running a magicka build, I suppose you'd better equip a staff for the sustain...
and it can be a bit clunky feeling in a rotation
Can I run 2hand or sword and board on a mag build? Yes, why yes I can indeed.
Is it sub-optimal? You-betcha!!! ('ceptin of course for tank builds)
Do I want to drag down the groups I run with? No, not really.
Not to mention the idea that winding up and smacking something with a battle axe would leave me feeling refreshed and not wear me out faster is just absurd. (yes, I know this is not a reality simulator. but still...)
p.s. ask me about the removal of soft-caps
p.p.s. I suppose I could run a super-duper high regen build but that has serious trade-offs.
kathandira wrote: »In My Opinion tying resource sustain to heavy or light attacks was a bad idea from the start. Again In My Opinion.
Are you running a magicka build, I suppose you'd better equip a staff for the sustain...
and it can be a bit clunky feeling in a rotation
Can I run 2hand or sword and board on a mag build? Yes, why yes I can indeed.
Is it sub-optimal? You-betcha!!! ('ceptin of course for tank builds)
Do I want to drag down the groups I run with? No, not really.
Not to mention the idea that winding up and smacking something with a battle axe would leave me feeling refreshed and not wear me out faster is just absurd. (yes, I know this is not a reality simulator. but still...)
p.s. ask me about the removal of soft-caps
p.p.s. I suppose I could run a super-duper high regen build but that has serious trade-offs.
To make it more realistic, or at least make more sense i'd suggest a resign to the way Regen works. Though this wouldn't be a better option DPS wise than a Heavy attack.
How does one drain their stamina in real life? Performing a strenuous activity. How does one restore stamina in real life? They rest.
So in ESO, rather than simply having slower regen rates in combat, i'd propose that the slowed regen rates only happen for 2 seconds after an action. So for example, you activate an ability, your regen rate is Regen/2s, after the 2 seconds has elapsed, your recovery is at Regen/1s. At least at this, if you take a moment to not cast any skills, you will recover more of your resource. It would still slow combat down, but at least it is a better source of recovery than the clunky and unrealistic way Heavy attacks restore resources.
kathandira wrote: »
To make it more realistic, or at least make more sense i'd suggest a resign to the way Regen works. Though this wouldn't be a better option DPS wise than a Heavy attack.
How does one drain their stamina in real life? Performing a strenuous activity. How does one restore stamina in real life? They rest.
So in ESO, rather than simply having slower regen rates in combat, i'd propose that the slowed regen rates only happen for 2 seconds after an action. So for example, you activate an ability, your regen rate is Regen/2s, after the 2 seconds has elapsed, your recovery is at Regen/1s. At least at this, if you take a moment to not cast any skills, you will recover more of your resource. It would still slow combat down, but at least it is a better source of recovery than the clunky and unrealistic way Heavy attacks restore resources.
Given that your overall dps output is equal would you rather have heavy attacks in your rotation or no? Do you like the mechanic of heavy attack itself?I do what needs to be done to have solid dps. It is that simple.
kathandira wrote: »
To make it more realistic, or at least make more sense i'd suggest a resign to the way Regen works. Though this wouldn't be a better option DPS wise than a Heavy attack.
How does one drain their stamina in real life? Performing a strenuous activity. How does one restore stamina in real life? They rest.
So in ESO, rather than simply having slower regen rates in combat, i'd propose that the slowed regen rates only happen for 2 seconds after an action. So for example, you activate an ability, your regen rate is Regen/2s, after the 2 seconds has elapsed, your recovery is at Regen/1s. At least at this, if you take a moment to not cast any skills, you will recover more of your resource. It would still slow combat down, but at least it is a better source of recovery than the clunky and unrealistic way Heavy attacks restore resources.
That is already in place, your recovery ticks faster out of combat than in combat.
kathandira wrote: »kathandira wrote: »
To make it more realistic, or at least make more sense i'd suggest a resign to the way Regen works. Though this wouldn't be a better option DPS wise than a Heavy attack.
How does one drain their stamina in real life? Performing a strenuous activity. How does one restore stamina in real life? They rest.
So in ESO, rather than simply having slower regen rates in combat, i'd propose that the slowed regen rates only happen for 2 seconds after an action. So for example, you activate an ability, your regen rate is Regen/2s, after the 2 seconds has elapsed, your recovery is at Regen/1s. At least at this, if you take a moment to not cast any skills, you will recover more of your resource. It would still slow combat down, but at least it is a better source of recovery than the clunky and unrealistic way Heavy attacks restore resources.
That is already in place, your recovery ticks faster out of combat than in combat.
You misread. I'm talking about IN combat.
"So for example, you activate an ability, your regen rate is Regen/2s, after the 2 seconds has elapsed, your recovery is at Regen/1s"
kathandira wrote: »kathandira wrote: »
To make it more realistic, or at least make more sense i'd suggest a resign to the way Regen works. Though this wouldn't be a better option DPS wise than a Heavy attack.
How does one drain their stamina in real life? Performing a strenuous activity. How does one restore stamina in real life? They rest.
So in ESO, rather than simply having slower regen rates in combat, i'd propose that the slowed regen rates only happen for 2 seconds after an action. So for example, you activate an ability, your regen rate is Regen/2s, after the 2 seconds has elapsed, your recovery is at Regen/1s. At least at this, if you take a moment to not cast any skills, you will recover more of your resource. It would still slow combat down, but at least it is a better source of recovery than the clunky and unrealistic way Heavy attacks restore resources.
That is already in place, your recovery ticks faster out of combat than in combat.
You misread. I'm talking about IN combat.
"So for example, you activate an ability, your regen rate is Regen/2s, after the 2 seconds has elapsed, your recovery is at Regen/1s"
Why would you want to make it more convoluted?
Your proposal makes combat is even worse than having to heavy attack, because one would have to stop and do nothing to get faster recovery. No DPS ever would want to do that...
Breaks in PVE rotations of any sort are just clunky and feel horrible. GCD is set to 1s hence and I should be able to smoothly perform an action every second, it's that simple.
And I don't want to heaaaaavyyyy atttaaaack or stand there and look pretty...