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 agree with all of this, and I agree that something needs to be done, and I applaud ZOS for taking action. But I strongly dislike the solution that is being tried out here.There are, however, several drawbacks to this model as well. 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. While we believe it’s good to have a skill gap that promotes mastery, we also believe the gap as it currently exists is too wide, and that many players aren’t finding satisfaction in the climb. Additionally, we believe the over-reliance on a specific mechanic (light attack weaving) leaves less room for playstyle diversity, including lower-APM options. This is particularly evident in veteran content and PvP. Finally, the concept of using light attacks for damage and heavy attacks for restore is, quite simply, unintuitive – especially for less experienced players.
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?
- 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?
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.
StrangusMaximus wrote: »7. 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?
Probably high medium to high APM for me. I don't feel penalized - contrary to popular belief, a high-end playstyle isn't button mashing or clicking at hyper speed. In fact, if buttons are pressed too quickly, it can actually slow the rotation down because an ability isn't off GCD yet. It's about timing, and I enjoy the rewarding feeling of timing all of my attacks perfectly to achieve optimal dps, even though I don't bash-weave.
If anything, on live, since there are issues with skills not casting, my APM might artificially go up due to "mashing" the skill repeatedly to get it to go off.
PvE, overland world bosses and normal dungeons (solo).ZOS_GinaBruno wrote: »What type of content did you test these changes in? (Dungeons, Trials, Dueling, PvP, Battlegrounds, Target Dummy, etc)
Tank. (with Maelstrom bow back bar)ZOS_GinaBruno wrote: »If PvE, what role did you test with, and what role do you mainly use on Live?
To get a fair comparison, I tested for two hours on both Live and PTS to examine the changes in detail.ZOS_GinaBruno wrote: »Approximately how long did you test these changes?
There wasn't much of a change overall from my usual 7-8k single target DPS as a full spec PvE tank (Ebon+Yolnahkriin since Alkosh would have been wasted solo on a DK). Nothing really noticeable over Live without multiple consecutive light attacks. Moreover, since there's no reason to do a heavy attack for damage as a tank, there's nothing really to test. Less heavy attacks means less DPS from heavy attacks.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?
Much, much worse. I already light attack weave since it's good practice to do so anyway, but the sustain is nowhere near as good. In order to get similar sustain, one must light attack for ~5 seconds instead of heavy attacking for 1.5~1.9 seconds (this also includes, in later tests, stamina recovery glyphs, which I wouldn't usually use on a tank due to there being no stamina recovery while blocking).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?
Pierce Armour, Heroic Slash, Blockade, etc. No noticeable effects.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?
Depending on the circumstances: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?
Medium. I can't think of a time when there is cause for button-mashing on a tank. I'm unsure whether or not DPS tanks will be affected to any great degree.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?
I am very much a fan of these changes.
Ultimately, ESO's content - all of it - should be accessible by the majority of players. As it stands right now unless you follow very specific meta builds with very specific item sets, only a small fraction of the player base can do certain pieces of content. By allowing light attacks to do resource gain and making heavy attacks do the increased damage, I think it levels the playing field.
Yeah, hard mode is going to still be hard mode. Vet is still going to be vet, but I think it'll make the content more accessible (obviously folks will still have to learn how to do it and do it well) by a whole lot more of people.
So yes, please make this thing a reality, please don't bow down before a small segment of meta elites.
I am very much a fan of these changes.
Ultimately, ESO's content - all of it - should be accessible by the majority of players. As it stands right now unless you follow very specific meta builds with very specific item sets, only a small fraction of the player base can do certain pieces of content. By allowing light attacks to do resource gain and making heavy attacks do the increased damage, I think it levels the playing field.
Yeah, hard mode is going to still be hard mode. Vet is still going to be vet, but I think it'll make the content more accessible (obviously folks will still have to learn how to do it and do it well) by a whole lot more of people.
So yes, please make this thing a reality, please don't bow down before a small segment of meta elites.
Exactly what type of content isn't accessible by the majority of players? Veteran trials is definitely accessible by a big majority. Even stuff like Asylum +2 and Cloudrest +3 ,is cleared by more and more players than ever before.
If your goal is to only clear the content, meta is almost never necessary, but once you want to achieve more than that, there will always be ways that are more effective than others, aka a meta.