With everyone talking about the changes to light attacks I decided to investigate the other end of things and see what heavy attacks are like. Feel free to correct me if I say anything wrong or incorrect. The intent is more directed at PvP, namely places where CP is enabled. My goal was to maximize the damage done at the instant of a heavy attack. This is not limited to the damage caused by the heavy attack itself but also includes buffs and bonuses applied at the instant the heavy attack lands. I didn't have anyone on PTS to help me so I ended up testing on a robust human target dummy (18200 resistance). With self supplied buffs, skills, sets etc... I was able to land a an attack + set + enchant for 36,163 without crit. If you include the crit which was 1.820x the normal value, this single attack was dealing 65,817. If we were to include battle spirit this would be halved and still land for about 32,909. Now, granted there are extra applicable defences to players, CP, crit resist, and blocking in place so I'm sure we wouldn't see a number like this in Cyrodiil. However even if you chop off something like 50% of the damage, you are still faced with approximately 16,454 from a heavy attack! All I would need to do is find a player who is not paying attention to block and hit them with one HEAVY ATTACK and they would be in ruin.
As a bonus I attacked a Trials dummy that provides all the trials buffs and I was able to land a full crit at 107,304. The multiplier was 1.970x.
With everyone talking about the changes to light attacks I decided to investigate the other end of things and see what heavy attacks are like. Feel free to correct me if I say anything wrong or incorrect. The intent is more directed at PvP, namely places where CP is enabled. My goal was to maximize the damage done at the instant of a heavy attack. This is not limited to the damage caused by the heavy attack itself but also includes buffs and bonuses applied at the instant the heavy attack lands. I didn't have anyone on PTS to help me so I ended up testing on a robust human target dummy (18200 resistance). With self supplied buffs, skills, sets etc... I was able to land a an attack + set + enchant for 36,163 without crit. If you include the crit which was 1.820x the normal value, this single attack was dealing 65,817. If we were to include battle spirit this would be halved and still land for about 32,909. Now, granted there are extra applicable defences to players, CP, crit resist, and blocking in place so I'm sure we wouldn't see a number like this in Cyrodiil. However even if you chop off something like 50% of the damage, you are still faced with approximately 16,454 from a heavy attack! All I would need to do is find a player who is not paying attention to block and hit them with one HEAVY ATTACK and they would be in ruin.
As a bonus I attacked a Trials dummy that provides all the trials buffs and I was able to land a full crit at 107,304. The multiplier was 1.970x.
the sorc masses with staves do pretty much nothing but heavy attack, even more likely if it's a lightning staff.
YandereGirlfriend wrote: »
If we want to turn ESO into something that more closely resembles mainline TES games, it should start with eschewing the wonky kludge classes and allowing players to choose their own skills again, like you do in literally every TES game.
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YandereGirlfriend wrote: »Honestly, I have no idea what these comparisons to "TES combat" are on about.
I love the mainline games as much as (or more) than anyone, but an amazing combat experience is definitely not the reason why most people enjoy playing those games (remember Morrowind???). It's the FUS-ROH-DAH off the cliff or spamming Fireballs or one-shotting a dragon from stealth, which, sadly, are all impossible within the confines of an MMO.
If we want to turn ESO into something that more closely resembles mainline TES games, it should start with eschewing the wonky kludge classes and allowing players to choose their own skills again, like you do in literally every TES game.
If that is not possible, it should restore the primacy of individual skill lines such as Conjuration, One-Handed, Unarmored, Destruction, Acrobatics, Alteration, etc. rather than laundering these traditional skills through the nonsensical Weapon and Guild lines.
Do those things and you have come closer to bringing an authentic Elder Scrolls experience to ESO than any buff to Heavy Attacks will ever accomplish.
Toc de Malsvi wrote: »With everyone talking about the changes to light attacks I decided to investigate the other end of things and see what heavy attacks are like. Feel free to correct me if I say anything wrong or incorrect. The intent is more directed at PvP, namely places where CP is enabled. My goal was to maximize the damage done at the instant of a heavy attack. This is not limited to the damage caused by the heavy attack itself but also includes buffs and bonuses applied at the instant the heavy attack lands. I didn't have anyone on PTS to help me so I ended up testing on a robust human target dummy (18200 resistance). With self supplied buffs, skills, sets etc... I was able to land a an attack + set + enchant for 36,163 without crit. If you include the crit which was 1.820x the normal value, this single attack was dealing 65,817. If we were to include battle spirit this would be halved and still land for about 32,909. Now, granted there are extra applicable defences to players, CP, crit resist, and blocking in place so I'm sure we wouldn't see a number like this in Cyrodiil. However even if you chop off something like 50% of the damage, you are still faced with approximately 16,454 from a heavy attack! All I would need to do is find a player who is not paying attention to block and hit them with one HEAVY ATTACK and they would be in ruin.
As a bonus I attacked a Trials dummy that provides all the trials buffs and I was able to land a full crit at 107,304. The multiplier was 1.970x.
Not just extra defenses, NPCs take bonus damage from sneak attacks that players do not. It’s drastically lower on players, which can be seen on live if you do the same setup with say a 2H heavy on an NPC from sneak versus a 2H heavy from sneak on a player.
You need to test with another player before generating imaginary fears.
please tell me this is an early april fools joke
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.
Overcome for what exactly? What is the reason for a player to remove fun from game and start overcoming?Overcome, not excuses
John_Falstaff wrote: »Yummy extra sustain. Didn't need healing before, now won't need extra otherwise useless body running Symphony either. Just will ditch the healer and will run 3DD to make up for lost damage. Healers are so 2019.
On a less provocative note - and yes, I like healers and prefer them - there are so many problems ZOS have created in one fell swoop with this change that it's hard to fathom. It's easy to decide "let LAs do no damage but restore resources now", tweak just a few things, but it shows how little thought and testing went into it, because sustain races just got obliterated, playstyles ruined, PvP unbalanced even further, sets made useless, gimmicky game elements reinforced further - bash weaving, 3DD runs, class balance wrecked, less experienced tanks made more vulnerable... It's mind-boggling just how how little proper thought went into addressing the vast amount of side effects this ham-fisted change brings.
The light attack dmg champion points will become quite useless too, any plans to remedy this? Ex: Staff Expert
If you really enjoy the game you learn to overcome hurdles, not whine about, " it's toooo hard " like many many already have. If the person in the video can, everyone can, otherwise it's just excuses and you wanting to ruin gameplay for players already enjoying the combat.
If you really enjoy the game you learn to overcome hurdles, not whine about, " it's toooo hard " like many many already have. If the person in the video can, everyone can, otherwise it's just excuses and you wanting to ruin gameplay for players already enjoying the combat.
Enjoying the game has nothing to do with enjoying the overcoming. Games being a just for fun activity is just as valid concept as game being an overcoming fest.
So seeing how many veteran 1vX pvp'ers seem outraged around this change, and afraid that ZOS might scrap this idea I just had to state my opinion about why the change should go through...
Background
Before I start I just want to write a short background on me as a player: I've been playing ESO for almost 3 years (the forum account was created a while after I started playing), I've leveled almost 10 characters to max level and have experience in every class combination, I've done most dungeons and a few raids, but I mainly focus on pvp (cyrodiil/battlegrounds). I've always been active with bug finding and theory crafting, being my two favorite things to do in this game.
Immersion/Common sense
So starting off, In most elder scrolls games light and heavy attacks were the original way to fight with weapons. Light attacks being the faster but less damaging way of fighting, while heavy attacks being slower but much stronger attacks that usually had special effects depending on how you chose to fight, and therefor drained the users stamina to execute a powerful attack like that. To not be completely drained out of stamina, the user would have to vary the attacks and use light attacks while regaining back stamina for heavy attacks and blocking, and to keep the combat flow going while waiting for it.
Now when I first started playing ESO I my initial thought around the heavy attacks restoring resources was straight up confused. Aren't heavy attacks supposed to be strong attacks that drain your stamina like in other elder scrolls games? Of course I just went along with it. I've had other friends I invited to this game also tell me that this seemed backwards to them and it will take some time to get used to it.
Forced playstyle
Later on, while trying to do end game content I started to wonder why my dps is so low, while others had 5 times more dps, and I had maxed out gear, pure glass cannon with enough resource recovery to keep my dps going. And was told by people that light attack weaving was the most important part of a rotation, and around half the damage comes from them. I just went along with it as well, but it started to feel a bit forced. I wasn't used to all of the key inputs and the high apm, and I could barely handle it. Then adding all the buffs and necessary DoT's I almost broke and was thinking if this game was really for me. I just wanted to play an elder scrolls game with my friends, not OSU or DDR MMORPG edition.
I was suddenly feeling left out, because no matter how great of a build you make, how good of a rotation you create, it all comes down to who has the faster fingers, which in my opinion is only a part of the player base. I consider myself half decent at fast action games, and I can't keep up with this. Heck even my friend I invited, who has slower apm than me, also told me he had difficulty gaining a lot of dps compared to others, and I had to explain to him what weaving and animation/bash cancelling is, and he immediately started practicing on it. I felt bad for him, because I know he's worse at this than me, but that's just how the game goes, you either high apm or you're automatically worse than other players.
Playstyle variety
So the reason why I'm trying to fight for this feature to reach the live servers is because some people just aren't suited for high apm action, and being one of the biggest MMO's out there, possibly surpassing the rest hopefully, ZOS should take the responsibility to make sure that every player should have a fair advantage compared to other players. Now I'm not saying that you should ruing the playstyle for the higher apm players, because that's also a playstyle some people enjoy, and I respect that. But at least have the possibility for the lower apm players to be viable and appreciate the contents the game has to offer.
Now some "pro" high apm 1vX'ers might say that this only appeals to newer players, and the balance shouldn't be based around that. But it's not about how new you are, I'm a good example of that as written in the short background above, it's about how capable people are at performing these "necessary" high apm actions, and I put it in quotation marks because as sarcastic as it sounds it's the sad truth.
What do people have to lose with this change?
Practically nothing to be honest. Sure, higher apm players will lose some dps, but if you really want to compete with others, you still have the better buff/potion management, weapon swapping skills, high skilled movement will be rewarded more because you don't lose as much dps as you did in the past while doing it (running/LoS'ing). Of course a little dps loss will make high apm players go defensive about it, because it affects them. Just like I'm doing right now, but instead of a dps loss I'm talking about being able to actually play the game as effectively as other players, making the game more immersive and make sense, allowing more playstyles that are more suited for lower apm players, and probably some more things.
So is that really too much to sacrifice for something far bigger than just a few number drops?
Forced playstyle
Later on, while trying to do end game content I started to wonder why my dps is so low, while others had 5 times more dps, and I had maxed out gear, pure glass cannon with enough resource recovery to keep my dps going. And was told by people that light attack weaving was the most important part of a rotation, and around half the damage comes from them. I just went along with it as well, but it started to feel a bit forced. I wasn't used to all of the key inputs and the high apm, and I could barely handle it. Then adding all the buffs and necessary DoT's I almost broke and was thinking if this game was really for me. I just wanted to play an elder scrolls game with my friends, not OSU or DDR MMORPG edition.
I was suddenly feeling left out, because no matter how great of a build you make, how good of a rotation you create, it all comes down to who has the faster fingers, which in my opinion is only a part of the player base. I consider myself half decent at fast action games, and I can't keep up with this. Heck even my friend I invited, who has slower apm than me, also told me he had difficulty gaining a lot of dps compared to others, and I had to explain to him what weaving and animation/bash cancelling is, and he immediately started practicing on it. I felt bad for him, because I know he's worse at this than me, but that's just how the game goes, you either high apm or you're automatically worse than other players.
Playstyle variety
So the reason why I'm trying to fight for this feature to reach the live servers is because some people just aren't suited for high apm action, and being one of the biggest MMO's out there, possibly surpassing the rest hopefully, ZOS should take the responsibility to make sure that every player should have a fair advantage compared to other players. Now I'm not saying that you should ruing the playstyle for the higher apm players, because that's also a playstyle some people enjoy, and I respect that. But at least have the possibility for the lower apm players to be viable and appreciate the contents the game has to offer.
Now some "pro" high apm 1vX'ers might say that this only appeals to newer players, and the balance shouldn't be based around that. But it's not about how new you are, I'm a good example of that as written in the short background above, it's about how capable people are at performing these "necessary" high apm actions, and I put it in quotation marks because as sarcastic as it sounds it's the sad truth.
What do people have to lose with this change?
Practically nothing to be honest. Sure, higher apm players will lose some dps, but if you really want to compete with others, you still have the better buff/potion management, weapon swapping skills, high skilled movement will be rewarded more because you don't lose as much dps as you did in the past while doing it (running/LoS'ing). Of course a little dps loss will make high apm players go defensive about it, because it affects them. Just like I'm doing right now, but instead of a dps loss I'm talking about being able to actually play the game as effectively as other players, making the game more immersive and make sense, allowing more playstyles that are more suited for lower apm players, and probably some more things.
So is that really too much to sacrifice for something far bigger than just a few number drops?
Enjoying the game has nothing to do with enjoying the overcoming. Games being a just for fun activity is just as valid concept as game being an overcoming fest.
If you really enjoy the game you learn to overcome hurdles, not whine about, " it's toooo hard " like many many already have. If the person in the video can, everyone can, otherwise it's just excuses and you wanting to ruin gameplay for players already enjoying the combat.
Enjoying the game has nothing to do with enjoying the overcoming. Games being a just for fun activity is just as valid concept as game being an overcoming fest.
Then the most difficult content in the game isnt for you. It is for people who put time and effort into the game. Just like overland is easy mode and for casual players with your mindset.
If you really enjoy the game you learn to overcome hurdles, not whine about, " it's toooo hard " like many many already have. If the person in the video can, everyone can, otherwise it's just excuses and you wanting to ruin gameplay for players already enjoying the combat.
Enjoying the game has nothing to do with enjoying the overcoming. Games being a just for fun activity is just as valid concept as game being an overcoming fest.
Then the most difficult content in the game isnt for you. It is for people who put time and effort into the game. Just like overland is easy mode and for casual players with your mindset.
You fail to see the whole picture. If some content is not for someone then that someone will not buy this content. If this content is not bought by a large percentage of players then the question is why develop it, is it really worth developing it and what to do to convince that percentage to buy that content. A hint: telling to overcome will not convince that percentage to buy that content.