ZOS_GinaBruno: "First, it tends to reward players for pushing buttons as quickly and efficiently as possible. Players with high Actions Per Minute (APM) significantly outperform those with low APM, as they have better up-time of abilities, higher mitigation, much higher DPS, and can simply move around the battlefield better in both PVE and PVP."
ZOS_GinaBruno wrote: »
- 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?
ZOS_GinaBruno wrote: »
- 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?
ZOS_GinaBruno wrote: »
- 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?
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?
Overland content, Summerset geysers, target dummy (Robust Target Dro-m'Athra, Target Mournful Aegis, Target Iron Atronach Trial).ZOS_GinaBruno wrote: »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?
About 1 hour for now.ZOS_GinaBruno wrote: »Approximately how long did you test these changes?
I did noticed it. My sustain while LA-weaving was better. Damage from HA was good (I don't have indicators on Live, I have them on PTS to try things).ZOS_GinaBruno wrote: »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?
It feels better. I recommend though add gradual (scaling) restoring of resources to medium attacks.ZOS_GinaBruno wrote: »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?
Both attacks (including skills, such as whip). I think I need more adapting to notice additional restoring from LA. It may be good to add some UI identification of the exact amount that was restored to better identify it. Increased damage was visible on the indicator.ZOS_GinaBruno wrote: »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?
I did not run out of resources in overland, geysers and trial dummy. I ran out of resources on other dummies. I didn't use ultimates on them so that is one of the reasons. Blue food used (strange bug: the tooltip shows 0 increase on the character screen in the effects tab). I had better sustain than on Live.ZOS_GinaBruno wrote: »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?
I would say medium. I think it is better on PTS than on Live. There are some additional thoughts about your goal to make the gap not so big:ZOS_GinaBruno wrote: »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?
FThisIWantALongerNam wrote: »Nice work to delete 90% of the comments that had a critical opinion about these changes ZOS, makes things even more obvious
While keeping positive feedback comments like this, which also have nothing to do with direct testing (presumably why you mass-nuked a load of comments)I pretty much like the idea of the patch and hope his becomes life. Right now the LA weaving mechanic is so much meta that everything else is considers trash. this opens up more tactical options than just button mashing.
I literally gave feedback saying that the proposed changes ruin the fast-paced playstyle a lot of players enjoy most about this game, and then went on to say you could have your cake and eat it too, by buffing HAs, while leaving LAs as they are. Which WAS valid feedback.
Just wow.
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?
I pretty much like the idea of the patch and hope his becomes life. Right now the LA weaving mechanic is so much meta that everything else is considers trash. this opens up more tactical options than just button mashing.
And the changes on PTS change nothing about that. It's just that on live LA weaving gives you damage directly. With PTS setup it will still give you huge advantage through increased sustain. And players who can weave will have no problems leveraging additional 400 stam/mag recovery into damage.
and if you never had sustain issues to begin with it makes little difference