Sanguinor2 wrote: »csbeau1969 wrote: »
The changes are logical and do not have a significant impact on a person's ability to achieve similar DPS. It should be noted that there are more then just DPS in the game; impact on tanks and healers must also be considered. Tanks and healers need to play strategically and watch the tide of the battle closely. The changes (reduced APM) does allow for a more strategic game play.
What I like most about the change is "class identity". By changing the sustain mechanism to light attacks and increasing heavy attack damage; it should have the side benefit of using more of our class abilities. Today, so much of our DPS comes from light attack weaving; that does not really drive class identity. Creating a mechanism where we use more abilities as we have more stamina or magicka; theoretically, that could lead to better class identity.
I think that all of the above are good directions for ESO to take; more strategic game play, more use of abilities and a chance for better class identity.
Thank you ZOS once again for sharing some potential direction on PTS. I hope you move forward with it.
csbeau
Tanks and healers now Need more APM if they want to Keep up Sustain from live because they will have to do Minimum 4 consecutive light attacks to reach the resource restore from a 0.8 seconds cast time heavy attack on Sword and Shield for a tank. Situation is similar for a healer.
The more you heavy attack the less class abilities (or abilities in General) you use.
JanTanhide wrote: »Do not like these changes at all. Not one bit. I rarely do light attacks now and now I will be forced to to get resources back?
Are you kidding? And removing resource return from heavy attacks? Really?
Hundreds of thousands of players know how that light attacks and heavy attacks do damage and that heavy attacks also return resources. Many builds rely on these two simple mechanics. Now you want to change this completely?
The pendulum really swings from one end of the spectrum to the other with you at ZOS. You guys need a GLOBAL COOL DOWN yourselves. Stop coming up with drastic changes to the Combat system. Can you not tell by all the feed back over the past four years what your customer base likes and doesn't like?
Good grief.
Fact of the matter is, depending on the content, there's a lot going on in your game!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.
I wholeheartedly agree on this. Virtually every RPG I've played had differences in attackspeed across various classes and roles, but in ESO, everyone is playing with the same 1-second global cooldown speed. This makes even apparently very different builds - magicka vs stamina, for example - feel very similar. Unless we'd want to go faster and burn a hole through the servers, the only option is to have slower, lower-APM playstyles.Additionally, we believe the over-reliance on a specific mechanic (light attack weaving) leaves less room for playstyle diversity, including lower-APM options.
PvP is a very different beast than even veteran PvE, and it will be difficult to offer lower APM options when you have to react (or rather, pro-act) to a lot of things outside of the control of even the designers of this game. Offensively, it might be done by strengthening DoT builds again (uh-oh), so low-APM players wouldn't have to remain engaged continuously. Another option could be to improve heavy attacks in general. I'll try to consider impacts on PvP in my suggestion.This is particularly evident in veteran content and PvP.
I still recall when this change has been made, and I said as much back then. Resource restore made sense on Restoration Staffs (it's right there in the name), but it never should have been expanded to other heavy attacks. Channeling a heavy-hitting ability, exerting yourself while doing so, cannot feasibly restore my stamina within the logic of the game world.Finally, the concept of using light attacks for damage and heavy attacks for restore is, quite simply, unintuitive – especially for less experienced players.
It is rather difficult to envision who besides top-end players are still going to use light attacks in this environment. To the new or inexperienced player, they now feel entirely ineffectual, dealing significantly less damage than most overland enemies' basic attack. While I've asked for a more challenging questing experience, I don't think this it, and will only serve to discourage newcomers.We believe these changes will broaden the usage of Light, Medium and Heavy attacks for all players. In this new dynamic, Heavy attack builds will be more viable, giving low APM players opportunities to compete in both PVE and PVP.
That's the rub: People don't want to have to mix light and heavy attacks. Most are happy with fast-paced light attack rotations and don't want to stop and slow down. Others have trouble weaving and don't really want to rely on either. Inexperienced players want their attacks to feel effective without having to memorize tight combos. And freaks like me are longing for viable heavy-attack playstyles that don't overshadow others.High APM play is still rewarded as the absolute highest DPS and requires a mix of both Light and Heavy attacks, interacting with Off-Balance as optimally as possible.
csbeau1969 wrote: »
Reasonable observation, assuming that the tank or healer is trying to do more DPS. However, if taunting and healing the reason for a higher APM may be more light attacks per taunt or heal; however this will be build dependent. A tank or healer's need for HA would be interesting to explore in end-game content. For DPS, I think you are probably correct; depending on the build and % of DPS from abilities vs. LA today (which in the future would be HA - assuming they made a change.)
I should clarify that my comments are primary PvE focused, not PvP.
Note: My main (since the beginning of ESO, even back to Arena and Daggerfall) has always been a tank, and sometimes a healer. I do enjoy end-game content including vet trials.
Sanguinor2 wrote: »csbeau1969 wrote: »
Reasonable observation, assuming that the tank or healer is trying to do more DPS. However, if taunting and healing the reason for a higher APM may be more light attacks per taunt or heal; however this will be build dependent. A tank or healer's need for HA would be interesting to explore in end-game content. For DPS, I think you are probably correct; depending on the build and % of DPS from abilities vs. LA today (which in the future would be HA - assuming they made a change.)
I should clarify that my comments are primary PvE focused, not PvP.
Note: My main (since the beginning of ESO, even back to Arena and Daggerfall) has always been a tank, and sometimes a healer. I do enjoy end-game content including vet trials.
Your tank part is wrong. Tanks could already light attack weave if they wanted more Damage on live, healers aswell. With the proposed changes they have to light attack weave if they want Sustain. They cant get a burst of resources from heavy attacks anymore if These changes go live.
A Sword and Shield heavy attack restores About 2.8k stam on live and takes 0.8 seconds. If you want to get the same Sustain with the proposed changes you have to either: heavy attack 5 times in heavy armor or light attack 4 times in a row.
Same for healers, a resto heavy restored around 4k mag I think, to get the same restore you have to light attack 5 times in a row or do 20!!! resto heavy attacks, reduced to 5 if you wear heavy armor and have a resto.
haploeb14_ESO wrote: »I'm not reading 8 pages. I just want to know how the heck anyone even knows what their, APM, is
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.
It seems like ZOS wants to attract and keep new players and I definitely understand this and something should be done about that. That being said there should always be a skill gap, if its too wide now I believe it is mainly because of combat mechanics and the way you attain high dps. For example if iam a new player and I learn that i need to learn how to la/weave and do animation cancelling to attain high dps i will say ok let me learn what thats about only to learn that it doesnt always work as intended, which you find out after several hours of practicing on a dummy, the reason for this is because of the latency or lag and non responsiveness that happens. This immediately turns off a new player and frustrates them because they cant dps high enough and then to top it off most endgame guilds wont let you run with them unless you attain the high dps which creates more frustration. Most players dont feel the frustration is worth if for any game. A game should be fun and challenging and should require the most skill to complete the hardest content but the game has to work as intended and because light attack weaving and animation cancelling doesn't work as intended for many players they leave the game.
-I definitely agree that LA should not be doing 78% of your total damage thats crazy and it shouldn't be the main component to attain high dps especially since it doesn't always work as intended so i welcome a change here. Its like why have all these cool abilities for if they dont hit as hard as my light attacks.
- Animation cancelling and LA/weaving should be part of the game for those that want to use that play style but it shouldn't be the only play style to attain high dps. Heres an area where you guys can add more play styles and build diversity to attain high dps and still be competitive but each play style has to be challenging to master if you want to attain the high dps/performance. If you make it easy to do the hardest content in the game you will lose your most loyal players and eventually lose you new players too.
- Incorporate sets, potions, enchants, traits, race, CP etc. everything you can to add more build and play style diversity that will be challenging and rewarding and can still be competitive for end game I think is the best way to go.
- With this change I hope you can make more sets viable for endgame content, It gets boring wearing the same sets for most of your toons and everyone else wearing the same thing, it takes away from the build diversity and this game has a ton of sets but they rarely get used, i do agree the best unique sets should be in the hardest content and should provide the best dps, healing and tanking. I think many players will love to use their creativity and the many different sets with different strengths and weaknesses to create unique builds that can still compete in end game content or PVP. dont let all these sets go to waste allow players to be more creative in their builds and still competitive with what they created, it can be a very rewarding and enjoyable experience that iam sure will keep players playing. On the flip side all the time and effort you devs put into being creative with sets etc goes to waste because no one uses alot of the sets in the game.
- This change can also be a way to maybe add a new node in the CP tree and use some of the unused CP we have to create new viable play styles and builds for all content as long as it doesnt add to performance issues.
after all is said and done LA/weaving and animation cancelling should not be the be all end all in attaining high dps. More diversity and creativity to attain high dps is definitely welcomed here as long as it requires skill and is challenging and works without all the issues.
csbeau1969 wrote: »
If you point is that this may result in a higher APM (which ESO stated the goal is lower APM), then you may be right. However, abilities (especially tanks and healers) have a timer (just use ActionDurationTimer add-on as an example). If during that time, you add LA - that will keep your stamina/magicka up. The goal of a tank or healer (in group content) is not DPS; that is where the DPS only focus of so many of the 'whiners' on the forums is lost. The game needs to be balanced across all play styles and classes.
Opinions are like bellybuttons, everyone has one.
My opinion is that this is a good change and I hope that ESO continues to work on class identity and driving content back towards the RPG/MMO trifecta; tank, healer and dps - with all being equally needed. This is a step in the right direction.
Those who have gotten used to the current rotation will get used to this one as well.
csbeau1969 wrote: »Excellent overview and I fully agree with Xynode's assessment.
Link: https://youtu.be/5_LPM4zlJkc
--
The changes are logical and do not have a significant impact on a person's ability to achieve similar DPS. It should be noted that there are more then just DPS in the game; impact on tanks and healers must also be considered. Tanks and healers need to play strategically and watch the tide of the battle closely. The changes (reduced APM) does allow for a more strategic game play.
What I like most about the change is "class identity". By changing the sustain mechanism to light attacks and increasing heavy attack damage; it should have the side benefit of using more of our class abilities. Today, so much of our DPS comes from light attack weaving; that does not really drive class identity. Creating a mechanism where we use more abilities as we have more stamina or magicka; theoretically, that could lead to better class identity.
I think that all of the above are good directions for ESO to take; more strategic game play, more use of abilities and a chance for better class identity.
Thank you ZOS once again for sharing some potential direction on PTS. I hope you move forward with it.
csbeau
csbeau1969 wrote: »" Your tank part is wrong. Tanks could already light attack weave if they wanted more Damage on live, healers aswell. With the proposed changes they have to light attack weave if they want Sustain. They cant get a burst of resources from heavy attacks anymore if These changes go live.
A Sword and Shield heavy attack restores About 2.8k stam on live and takes 0.8 seconds. If you want to get the same Sustain with the proposed changes you have to either: heavy attack 5 times in heavy armor or light attack 4 times in a row.
Same for healers, a resto heavy restored around 4k mag I think, to get the same restore you have to light attack 5 times in a row or do 20!!! resto heavy attacks, reduced to 5 if you wear heavy armor and have a resto."
--
If your point is that this may result in a higher APM (which ESO stated the goal is lower APM), then you may be right. However, abilities (especially tanks and healers) have a timer (just use ActionDurationTimer add-on as an example). If during that time, you add LA - that will keep your stamina/magicka up. The goal of a tank or healer (in group content) is not DPS; that is where the DPS only focus of so many of the 'whiners' on the forums is lost. The game needs to be balanced across all play styles and classes.
Opinions are like bellybuttons, everyone has one.
My opinion is that this is a good change and I hope that ESO continues to work on class identity and driving content back towards the RPG/MMO trifecta; tank, healer and dps - with all being equally needed. This is a step in the right direction.
Those who have gotten used to the current rotation will get used to this one as well.
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?