JumpmanLane wrote: »I hope this never go to live server, "Your movement speed is no longer reduced while channeling" keep this and buff heavy attack, that's all, but dam they even change Sets, CP and everything.. I doubt they will reverse this.
They CODED it. It’s going live. They’ve put a lot of time, effort, THOUGHT into this and it’s going live. Feedback or not.
I was thinking of quitting but I got THREE mothballed BROKEN AF builds I can run off THESE proposed mechanics. And they already golded out lol.
RaunHunter wrote: »People login to play and have fun, and them having to spend hours and hours to master a rotation to even be considered to enter a vet trial can be frustrating. Some people just don't have the time, and some people hit their hard limits. They shouldn't be punished for that.
RaunHunter wrote: »IMHO, perfect rotation high-dps does not equate skilled execution. It equates dedicated practice and a passion to push the numbers, and there is nothing wrong with that.
RaunHunter wrote: »With all that said... ZOS, what are you doing with these changes NOW?! Please fix the performance. The lag is terrible.
YandereGirlfriend wrote: »With respect, perhaps a Veteran trial isn't the venue for a casual player? That is what normal mode is intended for, after all.
YandereGirlfriend wrote: »Would we say this with regard to any other pursuit?
Are basketball players who have high 3-point percentages not "skilled" at shooting the basketball? Are baseball players with high batting averages not skilled at playing baseball? Is a master orator and debater not skilled at that pursuit as well? Of course they are. A DPS rotation is no different from these things and it requires skill accordingly.
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
Lol the sorc masses with staves do pretty much nothing but heavy attack, even more likely if it's a lightning staff. And apparently people with ice staves have been relying a bit much on heavy attacks too, because people keep running into newbs stealing taunts in dungeons.
PVP won't change because the majority of players hate it anyway. This combat change won't matter there.
VaxtinTheWolf wrote: »Im going to keep this short and simple. Not all of the proposed changes are any good, but lets pretend that this was going to be implemented with some adjustments. Focus on light and heavy attacks first then evaluate what further adjustments should be made to blend the changes more smoothly. Do not change gear sets yet at this point, but some of the adjustments suggested seem okay for later testing.
- Reduce light attack damage by x%, Increase heavy attack damage by x%, keep the increased scaling for medium attacks.
- The weapon specific damage seems fine, but dodging a restoration heavy channeled attack doesn't make sense to me.
- Remove resource restore from heavy attacks. light attacks do not restore resources either.
- Increase the values of class specific resource return abilities and jewelry glyphs to compensate.
- Increase the damage of some class abilities slightly to retain potential power output.
- Remove the self snare from heavy attacks, and reduce the charge time to complete a full heavy attack
- Simplify the 'off balance' effect. Just leave it at increasing incoming damage, and stun players when hit by a charged heavy.
With the changes above, you would have light attacks used for sustained damage and heavies for burst damage opportunities from the increased damage. Also, this would make restoring resources on light and heavy attacks more unique to the nightblade class due to the effect of Siphoning Strikes. A Restoration Heavy attack would also still restore a chunk of resources due to the passive by having it grant a set value instead when completed. There are other abilities that augment Light/heavy attacks to grant resources too, let them continue to do so.
SmukkeHeks wrote: »I would like some information regarding what issue that would be fixed with this? What is it the team perceives as the problem, so this is the solution?
Because it isn’t going to fix the stability, which for the Eu side also includes the servers themselves. It isn’t going to fix the issues with the meta. It isn’t going to fix the portion of “I’m just playing like I want *stomp-in-the-ground*” players. It sure as hell isnt going to fix the zerg/ballgroup in cyrodiil.
Is it a test based on data from game, is it a test based on teams own playtime? Where did you get this idea?
Because you are creating something entirely different and it doesn’t seem to be connected to the issues I’m, many others, are describing?
nameless420 wrote: »im loving it!!! please put in game!!!!!
RusevCrush wrote: »"Today I will do what others won't, so tomorrow I can do what others can't."
Inspiring for most things, just don't apply it to ESO.