ZOS_GinaBruno wrote: »This is the official feedback thread for the Light and Heavy attack changes currently on the PTS. After you have a chance to try out different combat scenarios, please answer the following questions and let us know what you think.
While we prefer you utilize /feedback in-game and will be prioritizing those reports, you’re welcome to also post in this thread if you’d prefer. Please keep all other discussion surrounding these changes to this other thread; we want to focus this thread on the questions being asked. Thank you!
- What type of content did you test these changes in? (Dungeons, Trials, Dueling, PvP, Battlegrounds, Target Dummy, etc)
- If PvE, what role did you test with, and what role do you mainly use on Live?
- Approximately how long did you test these changes?
- During your playtesting, did you notice that Light Attacks restore resources and that Heavy Attacks deal increased damage? If so, what was your experience with both or either of these attacks?
- Does the new paradigm of Light Attacking to restore resources while dealing low damage, and Heavy Attacking to deal high damage after a buildup, feel better or worse than what’s currently on the Live megaserver?
- When targets became Off Balance, what sort of attacks did you utilize against them, if any? Were you able to identify any potent effects that Off Balance enabled for you?
- How often did you run out of resources during your play session? Did recuperating them feel better or worse to what you are accustomed to on the Live servers?
- When playing our game, do you play at a Low (Under 100), Medium (100-200), or High (200+) Actions Per Minute? (Note this includes movement and other non-combat actions, not just ability presses). Do you ever feel penalized for playing as one of these with the new paradigm? Do you enjoy playing at your experienced APM?
SidraWillowsky wrote: »ZOS_GinaBruno wrote: »This is the official feedback thread for the Light and Heavy attack changes currently on the PTS. After you have a chance to try out different combat scenarios, please answer the following questions and let us know what you think.
While we prefer you utilize /feedback in-game and will be prioritizing those reports, you’re welcome to also post in this thread if you’d prefer. Please keep all other discussion surrounding these changes to this other thread; we want to focus this thread on the questions being asked. Thank you!
- What type of content did you test these changes in? (Dungeons, Trials, Dueling, PvP, Battlegrounds, Target Dummy, etc)
- If PvE, what role did you test with, and what role do you mainly use on Live?
- Approximately how long did you test these changes?
- During your playtesting, did you notice that Light Attacks restore resources and that Heavy Attacks deal increased damage? If so, what was your experience with both or either of these attacks?
- Does the new paradigm of Light Attacking to restore resources while dealing low damage, and Heavy Attacking to deal high damage after a buildup, feel better or worse than what’s currently on the Live megaserver?
- When targets became Off Balance, what sort of attacks did you utilize against them, if any? Were you able to identify any potent effects that Off Balance enabled for you?
- How often did you run out of resources during your play session? Did recuperating them feel better or worse to what you are accustomed to on the Live servers?
- When playing our game, do you play at a Low (Under 100), Medium (100-200), or High (200+) Actions Per Minute? (Note this includes movement and other non-combat actions, not just ability presses). Do you ever feel penalized for playing as one of these with the new paradigm? Do you enjoy playing at your experienced APM?
1. Target dummy, both 6 mil and 21 mil. Tested on a magwarden (main on live) and magplar.
2. Probably two hours on the magwarden and 30 min on the magplar
3. I didn't test HAs, but LAs didn't seem to do much. I still had no problem sustaining on the 21 mil and could barely sustain on a 6 mil. If they're returning resources (I kind of doubt that it's working properly), they're not returning enough to justify a 78% nerf.
4. Worse It's terrible.
5. Nothing. I've not ever found Off-Balance to do a damn thing to be honest.
6. As I mentioned above, my sustain felt the same on the 6 mil (crap) and about the same on the 21 mil (zero issues)
7. Not sure about the APM
ZOS, this is awful, and it's going to screw magicka DDs way worse than it will stam DDs since our vMA weapon centers around light attacks. Even WITH the vMA staff, my light attacks on the 21 mil were hitting below 8k- that's a solid 50% decrease from live.
On 6 mil I'm down to 42/43k from 50k.
On the 21 mil I'm down to 66k from 84k.
I'm already kind of bored of the game so if this goes live, I'm out (and yeah, someone can have my stuff).
ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »Hi everyone,
We know reading about these potential changes and ideas is a little overwhelming, but the entire point of having it on the PTS right now is to have you test and give feedback. The point of this thread is for us to gather feedback after you've tried it out - not to have discussions about it. If you'd like to discuss what's on the PTS, please do so here: https://forums.elderscrollsonline.com/en/discussion/517547
If discussions, non-constructive feedback or bashing continue in this thread, we're going to close it and only accept feedback in-game through /feedback on the PTS. This is your final warning. Thank you.
i think the problem is that you guys have a very long history of ignoring peoples feedback on pts so it causes people to be very frustrated and lash out like this.
If you listened and communicated better i don't think there would be this level of frustration. So, yes, people need to clean up their act but you guys need to do better to. It is a team effort.
That's fair, and is a big reason why we're having this off-cycle test. We've never done this before, but it's in an effort to get early feedback on something we're thinking about that may or may not even make it into the game. When we're normally on PTS, things are already close to final, but for something like this we have time to make adjustments. That's why we're stressing the importance of feedback here. We've been having internal playtests and feedback as well, so we're trying to collect it from all sources.
I always found it counter intuitive that heavy returned resources while light did the DPS. Changing this is a good idea, it will now be a question as to how this will be balanced out.
To the people saying it dropped their DPS while making resource management a non-issue, are you still using enchants that increase your regen? Since the weapon attacks now do more regen and less DPS, have you tried replacing those regen enchants for DPS enchants, to compensate for the change?
I.e., those mechanics changes might require some gear changes as well to adjust.
ZOS_GinaBruno wrote: »This is the official feedback thread for the Light and Heavy attack changes currently on the PTS. After you have a chance to try out different combat scenarios, please answer the following questions and let us know what you think.
While we prefer you utilize /feedback in-game and will be prioritizing those reports, you’re welcome to also post in this thread if you’d prefer. Please keep all other discussion surrounding these changes to this other thread; we want to focus this thread on the questions being asked. Thank you!
- What type of content did you test these changes in? (Dungeons, Trials, Dueling, PvP, Battlegrounds, Target Dummy, etc)
- If PvE, what role did you test with, and what role do you mainly use on Live?
- Approximately how long did you test these changes?
- During your playtesting, did you notice that Light Attacks restore resources and that Heavy Attacks deal increased damage? If so, what was your experience with both or either of these attacks?
- Does the new paradigm of Light Attacking to restore resources while dealing low damage, and Heavy Attacking to deal high damage after a buildup, feel better or worse than what’s currently on the Live megaserver?
- When targets became Off Balance, what sort of attacks did you utilize against them, if any? Were you able to identify any potent effects that Off Balance enabled for you?
- How often did you run out of resources during your play session? Did recuperating them feel better or worse to what you are accustomed to on the Live servers?
- When playing our game, do you play at a Low (Under 100), Medium (100-200), or High (200+) Actions Per Minute? (Note this includes movement and other non-combat actions, not just ability presses). Do you ever feel penalized for playing as one of these with the new paradigm? Do you enjoy playing at your experienced APM?
Unified_Gaming wrote: »I have made a video to help showcase the main points and also what I think - overall I think this idea could be good if implemented well. It's not as drastic as people think.
https://youtu.be/CsfxjdLDTH0
ZOS_GinaBruno wrote: »While we prefer you utilize /feedback in-game and will be prioritizing those reports, you’re welcome to also post in this thread if you’d prefer.
ZOS_GinaBruno wrote: »ZOS_GinaBruno wrote: »Hi everyone,
We know reading about these potential changes and ideas is a little overwhelming, but the entire point of having it on the PTS right now is to have you test and give feedback. The point of this thread is for us to gather feedback after you've tried it out - not to have discussions about it. If you'd like to discuss what's on the PTS, please do so here: https://forums.elderscrollsonline.com/en/discussion/517547
If discussions, non-constructive feedback or bashing continue in this thread, we're going to close it and only accept feedback in-game through /feedback on the PTS. This is your final warning. Thank you.
i think the problem is that you guys have a very long history of ignoring peoples feedback on pts so it causes people to be very frustrated and lash out like this.
If you listened and communicated better i don't think there would be this level of frustration. So, yes, people need to clean up their act but you guys need to do better to. It is a team effort.
That's fair, and is a big reason why we're having this off-cycle test. We've never done this before, but it's in an effort to get early feedback on something we're thinking about that may or may not even make it into the game. When we're normally on PTS, things are already close to final, but for something like this we have time to make adjustments. That's why we're stressing the importance of feedback here. We've been having internal playtests and feedback as well, so we're trying to collect it from all sources.