Thevampirenight wrote: »Got to thinking about some of the replies here, maybe the changes are indeed them attempting to make the game feel more like the single player tes games. I mean they want to build on what made those games so successful in a way this is a theme park mmorpg.
So maybe these current changes are not because they are just wanting to change things. But are part of a much bigger vision and ambition to align combat with the Single Player games while mixing it with the fast paced combat that Eso players like. Thus mixing together both worlds so to speak. Some people here were talking about this and to me it made sense and there is that chance for this being an actual possibility.
I would not mind them doing these changes if it was for that reason. Because to have the game be more a Tes style game then an mmo/mmorpg would be neat if they do more to align with that and make it feel more like Morrowind, Oblivion and Skyrim. When it comes to the combat well not Morrowind's except more more weapon skill line possibilities. However mixing Oblivion and Skyrim combat with the unique combat that Eso Players enjoy would be nice. The nostalgia levels would rise for sure and it might attract some of those players back if they did this and have stopped playing because it was to much like an mmo.
I think it already will be solo player game, or may be 2 players will be online some times.
Do not put too much hope in them.
For example some skills did not work correct 9-10 month !!! I spam about it too each ZOS pm i found every day !!! After 1 say - ok we will fix i stop BUT:
Even after they fix it (it was broken 3 times !!! In this 9 month and had different bugs !!!), they fix it but made WRONG patch notes info.
Can you just imagin it ?
It is magick, even do not know what you are fixing, when do patch notes !!!
JumpmanLane wrote: »Noobs don't weave light attacks, true enough...they SPAM light attacks. How will the changes help noobs at all?
When I was just starting to play ESO, I almost exclusively light-attacked. Used maybe one skill every 10-20 seconds. I enjoyed the simplicity of just click to attack. I got by, leveled up, did some quests and eventually discovered how to use skills to participate in more challenging activities.
Heavy attacks are not fun and not fast paced. I'd imagine new players will just... experience a 70% Nerf to their dps. Will they stay long enough to learn skill rotation?
I consider that the two overall goals here are:
- Reducing the effect of the skill gap. To be clear, it is good to have a skill gap. The amount by which that skill gap translates into power is the thing that needs some adjustment.
- Making light and heavy attacks more intuitive.
PART 1: ADDRESSING THE POWER GAP
- Players who mostly use their basic weapon attacks. The so-called "light-attack spammers" or "heavy-attack spammers".
- Keep in mind that in most games, your basic weapon attacks--e.g., pointing and shooting your gun--is the primary way you do damage and that abilities are things that you cast every now and then to augment that damage or for utility. In ESO, abilities make up most of your damage and basic weapon attacks augment that damage, which can be counter-intuitive for someone who's used to, say, shooters, but is new to ESO, so it's perfectly understandable to see a new player just doing "light-attack spam" because that's kinda natural, if you think about it.
For someone spamming light attacks, well, it's not pretty. The fight duration tripled, so the DPS was cut by around 2/3 (less than the 78% nominal nerf because of damage from things like weapon enchantments).
I don't think that these changes help the proverbial "floor". On Live, both heavy-attack spam and light-attack spam does similar amounts of overall DPS. On the PTS, heavy-attack spam was mildly buffed, while light-attack spam was thrown into the gutter. I don't see how this helps the "floor". At all. If anything, I would argue that these changes hurt them more than it helps them, as it strips away combat options and forces these kinds of players into using only heavy attacks.
PART 2: LIGHT/HEAVY ATTACKS SHOULD BE INTUITIVE
You're right: Heavy attacks restoring resources, while light attacks do not, is not intuitive. But... How on earth is the opposite intuitive?! A new player is going to be just as confused about light-attacks restoring resources as they are with the current arrangement on Live.
So what would be intuitive?
Simple: Stop treating light and heavy attacks differently!
Both light and heavy attacks should restore resources. A light attack should restore a very small, token amount (50?). And heavy attacks should restore the same amount as they do now. And medium attacks should restore somewhere between the two, scaled with the duration of the channel.
That's how you make intuitive mechanics. A heavy attack should just be a heavier, stronger light attack. Period. Don't have some silly nonsense where a light attack restores resources, but if a players holds onto the button for just a fraction of a second too long and it turns into a medium attack, then they get nothing. Don't have some silly nonsense where if someone is charging a heavy attack because they are out of resources, but if they let go of that attack just a fraction of a second too soon and it turns into a medium attack, then they get nothing.
Light attacks should do a modest amount of damage and return a small amount of resources. And heavy attacks should do the same, except more: more damage, more resource return. And medium attacks should scale between the two and do a medium amount of damage and return a medium amount of resources. This is the logical, straightfoward thing to do, and it bewilders me that it doesn't work like this.
A heavy attack is slow and requires a channel, so it should be more rewarding in all aspects. How does "hey, you do more damage as a tradeoff for this annoying channel, but oh no, you don't get any resources back" make any sense?
LuxiasCaelum13 wrote: »LuxiasCaelum13 wrote: »LuxiasCaelum13 wrote: »Honestly, how exactly? As far as I can remember, resource return was never an effect of any kind of attack in any ES game.LuxiasCaelum13 wrote: »I agree with making LA's restore resources and HA's deal more damage. In fact, it's more accurate to how Elder Scrolls games work.
Because in Elder scrolls games, Light attacks are the least resource-consuming attacks, while heavy attacks deplete your stamina bar in exchange for greater damage. Having light attacks restore resources and heavy attacks deal more damage is more close to this idea than having light attacks only for damage and heavy attacks for restoring resources
Except this isnt skyrim and it should never EVER play like it. -EVER-.
It's not skyrim and shouldn't be a copy of it, but is an Elder Scrolls game, and it should have at least some resemblances with the original products in the gameplay aspect of the game, not only via places, characters and references. That is the main reason for why FFXIV feels more like wow than a proper Final Fantasy, because besides names and jobs it doesn't have any resemblance with the actual FF franchise.
Also, who said SKyrim? That gameplay applies to Oblivion too, so...
No. They made it clear when the game was released this is not skyrim, it will never be skyrim, and if you are looking for an TES game like skyrim, this is not your game. It is an mmo with fast paced combat, and dumbing it anywhere near where skyrim is, is just suicide. No one wants to just swing light and heavy attacks all day with 0 variety.
Did you actually read anything i said? Who is saying the game has to be a Skyrim replica? Stop with this straw man because no one here is asking for ESO to be like Skyrim, the only thing i pointed is the fact that the game, in order to be called "Elder Scrolls" should have at least ONE resemblance with any of the gameplay mechanics of the franchise, in this case, being that resemblance the core combat mechanic of ES games.
By your logic i assume that you would be absolutely fine if this game was a "point and click" MMO, as long as it's called "Elder Scrolls" who cares if the product actually lives up to its name, right?
That's a massive assumption on your part. I have been playing since beta, and people like you have been there from the get go saying " it's need to have more in common with skyrim.", And if that's your view, this is , nor was , nor will it ever be the game for you. And that's a good thing.
Thevampirenight wrote: »Got to thinking about some of the replies here, maybe the changes are indeed them attempting to make the game feel more like the single player tes games. I mean they want to build on what made those games so successful in a way this is a theme park mmorpg.
So maybe these current changes are not because they are just wanting to change things. But are part of a much bigger vision and ambition to align combat with the Single Player games while mixing it with the fast paced combat that Eso players like. Thus mixing together both worlds so to speak. Some people here were talking about this and to me it made sense and there is that chance for this being an actual possibility.
I would not mind them doing these changes if it was for that reason. Because to have the game be more a Tes style game then an mmo/mmorpg would be neat if they do more to align with that and make it feel more like Morrowind, Oblivion and Skyrim. When it comes to the combat well not Morrowind's except more more weapon skill line possibilities. However mixing Oblivion and Skyrim combat with the unique combat that Eso Players enjoy would be nice. The nostalgia levels would rise for sure and it might attract some of those players back if they did this and have stopped playing because it was to much like an mmo.
you forgot magplars bro the skill that gives them empower is pretty much gonna empower nothing lolmpicklesster wrote: »With such a large nerf to light attack damage (78%!), I'm glad that you made sure to buff vMA destro staves in another way to compensate--given that their sole function was to buff light (and heavy attack) damage.
<Checks patch notes>
Wait...why was there no mention of vMA destro staves?...in a PTS about light attack nerfing and rebalancing?
Also--what about skills and classes that depend heavily on light attack damage? Like Elemental Weapon and Night Blades, respectively. I saw no mention of either in the patch notes.
Every person annoyed by these potential changes because they don't want to take time to relearn the system & use it to their advantage, is exactly the same as a new player who thinks the combat system is tedious and doesn't want to be bothered in the first place. Just saying.
I say go ahead with the changes. Then the guys in PUGs who stand in the back only heavy-attacking can suck a bit less, and all the people clearly capable of maximizing their performance can go remaximize their performance (once their knees stop jerking, anyway).
LuxiasCaelum13 wrote: »Every person annoyed by these potential changes because they don't want to take time to relearn the system & use it to their advantage, is exactly the same as a new player who thinks the combat system is tedious and doesn't want to be bothered in the first place. Just saying.
I say go ahead with the changes. Then the guys in PUGs who stand in the back only heavy-attacking can suck a bit less, and all the people clearly capable of maximizing their performance can go remaximize their performance (once their knees stop jerking, anyway).
Actually not. Veterans are always the most affected by these changes, because while new players only have to learn once, since they start from 0, veterans have to learn each time a patch changes skills or mechanics. Veterans had to learn when they were new, they had to learn when their skills change, they had to learn when ZoS overhauled classes and they will have to learn when this change hits the live version. It's not the same, because one player has to do the job one time, and the other player has to do it multiple times.
Every person annoyed by these potential changes because they don't want to take time to relearn the system & use it to their advantage, is exactly the same as a new player who thinks the combat system is tedious and doesn't want to be bothered in the first place. Just saying.
I say go ahead with the changes. Then the guys in PUGs who stand in the back only heavy-attacking can suck a bit less, and all the people clearly capable of maximizing their performance can go remaximize their performance (once their knees stop jerking, anyway).
LuxiasCaelum13 wrote: »Every person annoyed by these potential changes because they don't want to take time to relearn the system & use it to their advantage, is exactly the same as a new player who thinks the combat system is tedious and doesn't want to be bothered in the first place. Just saying.
I say go ahead with the changes. Then the guys in PUGs who stand in the back only heavy-attacking can suck a bit less, and all the people clearly capable of maximizing their performance can go remaximize their performance (once their knees stop jerking, anyway).
Actually not. Veterans are always the most affected by these changes, because while new players only have to learn once, since they start from 0, veterans have to learn each time a patch changes skills or mechanics. Veterans had to learn when they were new, they had to learn when their skills change, they had to learn when ZoS overhauled classes and they will have to learn when this change hits the live version. It's not the same, because one player has to do the job one time, and the other player has to do it multiple times.
Technically, it's been this way before - this "Heavy Attacks do all the real damage and Light Attacks give resources" system isn't new. So the most Veteran of Vet players should feel right at home with these changes, since it's what they initially learned in the first place.
All Light, Medium, and Heavy Attacks now scale with your highest offensive stats.
All weapon-based Light Attacks will restore 200 Stamina or Magicka per hit, depending on their type.
ketsparrowhawk wrote: »All Light, Medium, and Heavy Attacks now scale with your highest offensive stats.
Ooooh spellsword build here I come!All weapon-based Light Attacks will restore 200 Stamina or Magicka per hit, depending on their type.
Aww
Overall dps is so high that almost all older content (including hard modes) is trivialized for good players. As such, a dps nerf might be a good idea in general as it would help to make older content a bit more interesting again. Would be best if this affected mostly the higher end though, so the players who already struggle with it aren't discouraged.
I will kick auto attack bow players from dungeons now.
I usually drag these stones, but nah ah. not with them being an empty slot.
Good way to learn right? </sarcasm>
Beginners (<CP160) will do even less damage with this change.
And I think this increases the pressure for dps again with this nerf.
And it becomes harder to carry low DPS players through dungeons resulting in more toxicity.
EDIT: Also I would love to test it, if I could create a max level character on PTS and maybe not get kicked every 1 minute from the server because an error occured.
I want to start off by saying that I am in complete 100% agreement with the "mission statement" of these PTS changes. Specifically, the following paragraph: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.
I consider that the two overall goals here are:
- Reducing the effect of the skill gap. To be clear, it is good to have a skill gap. The amount by which that skill gap translates into power is the thing that needs some adjustment.
- Making light and heavy attacks more intuitive.
PART 1: ADDRESSING THE POWER GAP
First, as a broad generalization, I like to think about players being put into three categories.So how do the proposed changes affect each of these skill tiers?
- Players who mostly use their basic weapon attacks. The so-called "light-attack spammers" or "heavy-attack spammers".
- Keep in mind that in most games, your basic weapon attacks--e.g., pointing and shooting your gun--is the primary way you do damage and that abilities are things that you cast every now and then to augment that damage or for utility. In ESO, abilities make up most of your damage and basic weapon attacks augment that damage, which can be counter-intuitive for someone who's used to, say, shooters, but is new to ESO, so it's perfectly understandable to see a new player just doing "light-attack spam" because that's kinda natural, if you think about it.
- Players who use abilities and try to weave them, but aren't very good at it. This might be due to a lack of practice. Or, in many cases, people simply aren't able to; e.g., for older players, it can even be a little physically painful. When we look at people's DPS parses, the first thing we look at is their LA/s rate. And if it's something like 0.5, we'd say, "You need to light-attack more"; i.e., get better at weaving. I myself am only around 0.7 LA/s. I can't hit the 0.8 or 0.9+ LA/s that elite players can get, and I probably will never get there; I have my limits.
- Elite players who have very high APM, whose rotations are fast and fluid and who don't miss their LA-weaves.
Based on my testing on the PTS, someone who just spams heavy attacks will get a modest boost to their damage. Heavy attack damage has been increased by a modest amount, and the cast times have been reduced a little. The end result, based on some quick casual testing on the PTS is a small increase in the ballpark of around 10-20%. For someone spamming light attacks, well, it's not pretty. The fight duration tripled, so the DPS was cut by around 2/3 (less than the 78% nominal nerf because of damage from things like weapon enchantments).
I don't think that these changes help the proverbial "floor". On Live, both heavy-attack spam and light-attack spam does similar amounts of overall DPS. On the PTS, heavy-attack spam was mildly buffed, while light-attack spam was thrown into the gutter. I don't see how this helps the "floor". At all. If anything, I would argue that these changes hurt them more than it helps them, as it strips away combat options and forces these kinds of players into using only heavy attacks.
But what about the "middle class"? What about the people who try to weave abilities, but aren't able to do so that well? The amount of resource return from light attacks is immense. Without the CP buff, it's equivalent to about 400 regen for someone who weaves perfectly. Obviously, it's more once you figure in Tenacity. So while missing light attacks won't result in as much of a direct loss of damage, it still represents a significant indirect loss of damage because that sustain can be translated into damage. Choosing bi-stat food over regen food. Picking a "damage" race like Orc instead of a "sustain" race like Redguard. Using a "damage" set like New Moon Acolyte instead of a "sustain" set like Vicious Ophidian. But these kinds of shifts away from other sources of sustain will be available only to people who can weave well.
For the "upper class", yes, it's an outright nerf to power. That can be somewhat compensated for by shifting their builds further away from sustain.
But what does this do for the power gap between the "middle class" and the "upper class". Both groups will be hit hard by this, and it's not clear that they will be affected in a way that reduces the relative power gap.
And so I would like to take a moment now to talk about the Morrowind combat changes. Back when those changes were made, @ZOS_RichLambert said on ESO Live that they had two goals with the Morrowind combat changes. First, they wanted people to think about sustain again. And second, they wanted to reduce the power gap. Well, these changes seem to fly in the face of the notion that sustain should be relevant. But more importantly, the Morrowind combat changes increased the power gap between players. Yes, the sustain nerfs hit the power of the "upper class" hard. But it also hit the "middle class" even more. If you think about it, when resources are tight, then players who are more efficient at resource usage will have an advantage. Instead of using a dynamic rotation, are you using an easy static rotation that results in a couple of DoTs being recast a little early? That's wasted resources. Did you accidentally step into red and thus need to cast a self-heal to compensate for your mistake? That's wasted resources. Did you miss a light attack and thus miss out on its resource-free damage? That's less damage per resource spent.
Can you say, without any doubt, that these light/heavy attack changes will hurt the "upper class" more than it hurts the "middle class"? If not, then you're not actually closing the power gap, and this will be a repeat of the Morrowind fiasco.
But hey there's more to this game than just DPS! What about something like PvE tanking? A lot of tanking is about resource management. Wouldn't it be great if, as a tank, you could get stamina as you light-weave everything? It would trivialize resource management! Hooray! But oh wait, that means you have to drop block to weave every ability instead of block-casting, and if you're a new tank or even an experienced tank who's tanking new unfamiliar content, that's pretty darn risky. So what this means is that experienced tanks can get easy resource management, but beginner tanks who are told, "when in doubt, hold block" can't reap the benefits of this. And of course, if a tank needs an emergency injection of stamina, the old option of getting a burst of about 2.8K stamina from a single 0.8s heavy attack channel is gone. All of this simply punishes less experienced players and dramatically increase the effects of the skill gap.
PART 2: LIGHT/HEAVY ATTACKS SHOULD BE INTUITIVE
You're right: Heavy attacks restoring resources, while light attacks do not, is not intuitive. But... How on earth is the opposite intuitive?! A new player is going to be just as confused about light-attacks restoring resources as they are with the current arrangement on Live.
So what would be intuitive?
Simple: Stop treating light and heavy attacks differently!
Both light and heavy attacks should restore resources. A light attack should restore a very small, token amount (50?). And heavy attacks should restore the same amount as they do now. And medium attacks should restore somewhere between the two, scaled with the duration of the channel.
That's how you make intuitive mechanics. A heavy attack should just be a heavier, stronger light attack. Period. Don't have some silly nonsense where a light attack restores resources, but if a players holds onto the button for just a fraction of a second too long and it turns into a medium attack, then they get nothing. Don't have some silly nonsense where if someone is charging a heavy attack because they are out of resources, but if they let go of that attack just a fraction of a second too soon and it turns into a medium attack, then they get nothing.
Light attacks should do a modest amount of damage and return a small amount of resources. And heavy attacks should do the same, except more: more damage, more resource return. And medium attacks should scale between the two and do a medium amount of damage and return a medium amount of resources. This is the logical, straightfoward thing to do, and it bewilders me that it doesn't work like this.
A heavy attack is slow and requires a channel, so it should be more rewarding in all aspects. How does "hey, you do more damage as a tradeoff for this annoying channel, but oh no, you don't get any resources back" make any sense?
PART 3: WHAT I WOULD DO IF I WAS A COMBAT DESIGNERIf you look at the current lower-APM options--what people hawk as "easy" builds--they're often light-attack-spam (werewolf) or heavy-attack-spam builds. Let's reinforce these options and make them more effective. That's why I propose increasing the damage from consecutive, non-weaved attacks. Of course, these things should not be too effective that they outclass "high-APM" options (we still want a skill gap!), but they should be more effective than they are now (thus lowering the effect of the skill gap). The increase for non-weaved attacks should more than compensate for the 30% nerf to light attack damage that I am proposing.
- Reduce light attack damage. Not by 78%. But by something more modest. 30%?
- Increase the damage on consecutive (non-weaved) light/medium/heavy attacks.
- All light attacks restore resources. Something small like 50. (So for someone weaving perfectly, this would be a modest 100 regen.)
- Keep the current Live levels of heavy attack resource return.
- Medium attack damage and resource return will be somewhere between that of a light attack and heavy attack, scaling with the duration of the channel.
- Make Empower affect all basic weapon attacks: light/medium/heavy.
- Edited to add: Increase the damage of spammable abilities by an amount comparable to the reduction to light attack damage. This would maintain the current power level for people who weave successfully (thus effectively shifting damage from the basic attack to the ability), while increasing the power level for those who miss weaves (they would still do less damage, but the gap would be smaller).
As for the "middle class" vs. "upper class", an outright nerf to light attack damage (without adding some secondary effect like a ridiculous 400 regen to perfect weavers) will slightly narrow the gap between the two because it will affect those with higher LA/s more than those with lower LA/s.
And finally, on the consistency/intuitiveness front, it makes no sense to apply a resource return to light attacks but not heavy attacks, just as it makes no sense to do the opposite. What makes sense, though, is for a heavy attack to just be a stronger light attack in every way--in both damage and resource return--as compensation for it being a slow channel.
Ultimately, the end result should be...
- A raising of the bottom floor, in which people who just spam basic attacks are better off than they are on Live. A buff to consecutive, non-weaved damage will help with this (and should more than compensate for the LA damage nerf) and reinforce the current popular low-APM options. ZOS's proposal doesn't help the floor at all, since a severe nerf to LA damage with no compensation simply serves to deprive the "lower class" of combat options and forces them into only using heavy attacks.
- A narrowing of the gap between the "middle" and "upper" classes. Reducing the damage of weaved light attacks is the key here. In contrast, ZOS's proposal just replaces the lost direct damage with indirect damage in the form of massive sustain.
- A system where heavy attacks are more desirable, but not so desirable that people who prefer high APM feel compelled into sluggish heavy-attack rotations. While ZOS's current proposal doesn't quite push people into a HA-meta, it does come dangerously close with that insane 78% damage nerf to LAs.
- Heavy and medium attacks should be rewarded for their cast times, which not only means more damage, but also more resource return. Be consistent.
IF heavy attacks become more powerful, all staves should behave the same. Either all of them as channels, or none of them.
.
SavageChain wrote: »Ok lets first state, that our game is awesome and unique, because its fast paced and people love it like that. Then lets nerf the fast paced combat and make it slow, because people love fast pace....does this make any sense.
Ok a bit more in detail:
ESO is amazing and loved as a fast paced combat game, it feels like you really can achieve something to learn this fast pace. It is rewarding a lot to get used to light attack weaving, it is skillful to do so. On the other hand heavy attacks are slow and boring. Many people left back in the heavy attack meta, because it was boring to tuck down your left mouse button. It is not skillful to press one button down all the time and try to get one skill out right after the heavy attack finishes (because you automatically queue the skill right after and you dont have to time it). Basically players, who spent time learning and improving, get nerfed, meanwhile the boring mechanic, who pretty much everybody can learn very easely gets buffed. This discourages people to learn your game, it discourages old and new players, because either they get punished for being good or they have nothing to strive for after learning an easy game play.
In addition, light attacks restoring resources is not necessary: sustain is fine, good players can sustain in PvE without heavy attacks, because they know how to do it. If you want to see heavy attacks a bit more used, just reduce its channel time a bit and you would improve the game quite a bit.
Please leave heavy attacks and light attacks as they are for the sake of your game. Nobody wants a slow game, nobody wants their effort crushed, nobody wants easy game to be effective, because you lose the reason to improve.
DPS on the trial dummies at the moment peak around 95k dps and 13-17k of it is damage from light attacks. The nerf will make that go to 3-6k dps. This would be a joke for everybody, who actually put time into the game to learn it. It is just a big "*** you" to the people caring most for the game, loving the game the most. If you want to raise the floor, then please buff heavy attacks slightly and do a decent job at teaching the new players the game, so they dont get smashed in PvP and never try it again, so they dont get kicked from groups because their dps is low or they die all the time.
And please, before you do any big chances to the game, improve performance in PvP and fix your game.
I want to start off by saying that I am in complete 100% agreement with the "mission statement" of these PTS changes. Specifically, the following paragraph: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.
I consider that the two overall goals here are:
- Reducing the effect of the skill gap. To be clear, it is good to have a skill gap. The amount by which that skill gap translates into power is the thing that needs some adjustment.
- Making light and heavy attacks more intuitive.
PART 1: ADDRESSING THE POWER GAP
First, as a broad generalization, I like to think about players being put into three categories.So how do the proposed changes affect each of these skill tiers?
- Players who mostly use their basic weapon attacks. The so-called "light-attack spammers" or "heavy-attack spammers".
- Keep in mind that in most games, your basic weapon attacks--e.g., pointing and shooting your gun--is the primary way you do damage and that abilities are things that you cast every now and then to augment that damage or for utility. In ESO, abilities make up most of your damage and basic weapon attacks augment that damage, which can be counter-intuitive for someone who's used to, say, shooters, but is new to ESO, so it's perfectly understandable to see a new player just doing "light-attack spam" because that's kinda natural, if you think about it.
- Players who use abilities and try to weave them, but aren't very good at it. This might be due to a lack of practice. Or, in many cases, people simply aren't able to; e.g., for older players, it can even be a little physically painful. When we look at people's DPS parses, the first thing we look at is their LA/s rate. And if it's something like 0.5, we'd say, "You need to light-attack more"; i.e., get better at weaving. I myself am only around 0.7 LA/s. I can't hit the 0.8 or 0.9+ LA/s that elite players can get, and I probably will never get there; I have my limits.
- Elite players who have very high APM, whose rotations are fast and fluid and who don't miss their LA-weaves.
Based on my testing on the PTS, someone who just spams heavy attacks will get a modest boost to their damage. Heavy attack damage has been increased by a modest amount, and the cast times have been reduced a little. The end result, based on some quick casual testing on the PTS is a small increase in the ballpark of around 10-20%. For someone spamming light attacks, well, it's not pretty. The fight duration tripled, so the DPS was cut by around 2/3 (less than the 78% nominal nerf because of damage from things like weapon enchantments).
I don't think that these changes help the proverbial "floor". On Live, both heavy-attack spam and light-attack spam does similar amounts of overall DPS. On the PTS, heavy-attack spam was mildly buffed, while light-attack spam was thrown into the gutter. I don't see how this helps the "floor". At all. If anything, I would argue that these changes hurt them more than it helps them, as it strips away combat options and forces these kinds of players into using only heavy attacks.
But what about the "middle class"? What about the people who try to weave abilities, but aren't able to do so that well? The amount of resource return from light attacks is immense. Without the CP buff, it's equivalent to about 400 regen for someone who weaves perfectly. Obviously, it's more once you figure in Tenacity. So while missing light attacks won't result in as much of a direct loss of damage, it still represents a significant indirect loss of damage because that sustain can be translated into damage. Choosing bi-stat food over regen food. Picking a "damage" race like Orc instead of a "sustain" race like Redguard. Using a "damage" set like New Moon Acolyte instead of a "sustain" set like Vicious Ophidian. But these kinds of shifts away from other sources of sustain will be available only to people who can weave well.
For the "upper class", yes, it's an outright nerf to power. That can be somewhat compensated for by shifting their builds further away from sustain.
But what does this do for the power gap between the "middle class" and the "upper class". Both groups will be hit hard by this, and it's not clear that they will be affected in a way that reduces the relative power gap.
And so I would like to take a moment now to talk about the Morrowind combat changes. Back when those changes were made, @ZOS_RichLambert said on ESO Live that they had two goals with the Morrowind combat changes. First, they wanted people to think about sustain again. And second, they wanted to reduce the power gap. Well, these changes seem to fly in the face of the notion that sustain should be relevant. But more importantly, the Morrowind combat changes increased the power gap between players. Yes, the sustain nerfs hit the power of the "upper class" hard. But it also hit the "middle class" even more. If you think about it, when resources are tight, then players who are more efficient at resource usage will have an advantage. Instead of using a dynamic rotation, are you using an easy static rotation that results in a couple of DoTs being recast a little early? That's wasted resources. Did you accidentally step into red and thus need to cast a self-heal to compensate for your mistake? That's wasted resources. Did you miss a light attack and thus miss out on its resource-free damage? That's less damage per resource spent.
Can you say, without any doubt, that these light/heavy attack changes will hurt the "upper class" more than it hurts the "middle class"? If not, then you're not actually closing the power gap, and this will be a repeat of the Morrowind fiasco.
But hey there's more to this game than just DPS! What about something like PvE tanking? A lot of tanking is about resource management. Wouldn't it be great if, as a tank, you could get stamina as you light-weave everything? It would trivialize resource management! Hooray! But oh wait, that means you have to drop block to weave every ability instead of block-casting, and if you're a new tank or even an experienced tank who's tanking new unfamiliar content, that's pretty darn risky. So what this means is that experienced tanks can get easy resource management, but beginner tanks who are told, "when in doubt, hold block" can't reap the benefits of this. And of course, if a tank needs an emergency injection of stamina, the old option of getting a burst of about 2.8K stamina from a single 0.8s heavy attack channel is gone. All of this simply punishes less experienced players and dramatically increase the effects of the skill gap.
PART 2: LIGHT/HEAVY ATTACKS SHOULD BE INTUITIVE
You're right: Heavy attacks restoring resources, while light attacks do not, is not intuitive. But... How on earth is the opposite intuitive?! A new player is going to be just as confused about light-attacks restoring resources as they are with the current arrangement on Live.
So what would be intuitive?
Simple: Stop treating light and heavy attacks differently!
Both light and heavy attacks should restore resources. A light attack should restore a very small, token amount (50?). And heavy attacks should restore the same amount as they do now. And medium attacks should restore somewhere between the two, scaled with the duration of the channel.
That's how you make intuitive mechanics. A heavy attack should just be a heavier, stronger light attack. Period. Don't have some silly nonsense where a light attack restores resources, but if a players holds onto the button for just a fraction of a second too long and it turns into a medium attack, then they get nothing. Don't have some silly nonsense where if someone is charging a heavy attack because they are out of resources, but if they let go of that attack just a fraction of a second too soon and it turns into a medium attack, then they get nothing.
Light attacks should do a modest amount of damage and return a small amount of resources. And heavy attacks should do the same, except more: more damage, more resource return. And medium attacks should scale between the two and do a medium amount of damage and return a medium amount of resources. This is the logical, straightfoward thing to do, and it bewilders me that it doesn't work like this.
A heavy attack is slow and requires a channel, so it should be more rewarding in all aspects. How does "hey, you do more damage as a tradeoff for this annoying channel, but oh no, you don't get any resources back" make any sense?
PART 3: WHAT I WOULD DO IF I WAS A COMBAT DESIGNERIf you look at the current lower-APM options--what people hawk as "easy" builds--they're often light-attack-spam (werewolf) or heavy-attack-spam builds. Let's reinforce these options and make them more effective. That's why I propose increasing the damage from consecutive, non-weaved attacks. Of course, these things should not be too effective that they outclass "high-APM" options (we still want a skill gap!), but they should be more effective than they are now (thus lowering the effect of the skill gap). The increase for non-weaved attacks should more than compensate for the 30% nerf to light attack damage that I am proposing.
- Reduce light attack damage. Not by 78%. But by something more modest. 30%?
- Increase the damage on consecutive (non-weaved) light/medium/heavy attacks.
- All light attacks restore resources. Something small like 50. (So for someone weaving perfectly, this would be a modest 100 regen.)
- Keep the current Live levels of heavy attack resource return.
- Medium attack damage and resource return will be somewhere between that of a light attack and heavy attack, scaling with the duration of the channel.
- Make Empower affect all basic weapon attacks: light/medium/heavy.
- Edited to add: Increase the damage of spammable abilities by an amount comparable to the reduction to light attack damage. This would maintain the current power level for people who weave successfully (thus effectively shifting damage from the basic attack to the ability), while increasing the power level for those who miss weaves (they would still do less damage, but the gap would be smaller).
As for the "middle class" vs. "upper class", an outright nerf to light attack damage (without adding some secondary effect like a ridiculous 400 regen to perfect weavers) will slightly narrow the gap between the two because it will affect those with higher LA/s more than those with lower LA/s.
And finally, on the consistency/intuitiveness front, it makes no sense to apply a resource return to light attacks but not heavy attacks, just as it makes no sense to do the opposite. What makes sense, though, is for a heavy attack to just be a stronger light attack in every way--in both damage and resource return--as compensation for it being a slow channel.
Ultimately, the end result should be...
- A raising of the bottom floor, in which people who just spam basic attacks are better off than they are on Live. A buff to consecutive, non-weaved damage will help with this (and should more than compensate for the LA damage nerf) and reinforce the current popular low-APM options. ZOS's proposal doesn't help the floor at all, since a severe nerf to LA damage with no compensation simply serves to deprive the "lower class" of combat options and forces them into only using heavy attacks.
- A narrowing of the gap between the "middle" and "upper" classes. Reducing the damage of weaved light attacks is the key here. In contrast, ZOS's proposal just replaces the lost direct damage with indirect damage in the form of massive sustain.
- A system where heavy attacks are more desirable, but not so desirable that people who prefer high APM feel compelled into sluggish heavy-attack rotations. While ZOS's current proposal doesn't quite push people into a HA-meta, it does come dangerously close with that insane 78% damage nerf to LAs.
- Heavy and medium attacks should be rewarded for their cast times, which not only means more damage, but also more resource return. Be consistent.
Every person annoyed by these potential changes because they don't want to take time to relearn the system & use it to their advantage, is exactly the same as a new player who thinks the combat system is tedious and doesn't want to be bothered in the first place. Just saying.
I say go ahead with the changes. Then the guys in PUGs who stand in the back only heavy-attacking can suck a bit less, and all the people clearly capable of maximizing their performance can go remaximize their performance (once their knees stop jerking, anyway).
People standing in the back do not heavy attack, they la spam. Dunno what game you are playing. Those players are still going to get clobbered by mechanics and by good players in pvp. Now instead of having lower damage and high sustain, we are going to have absurd damage, and unlimited sustain, still clobbering new players. xD