mpicklesster wrote: »On a serious note, one alternative solution to the light attack nerfs would be to simply buff heavy attack builds to be as strong as light attack builds. That way, people with different preferences and/or motor skill restrictions can achieve the same DPS. It would also help ZOS more completely live up to their "play any way you want" mantra.
I see this solution as a win-win...win. 1) People who invested a lot of time perfecting light attack rotations don't have their efforts wasted 2) People who play heavy attack rotations because of physical limitations or limited practice time can still be competitive DPSs and 3) ZOS gets to add one more item to their list of reasons as to why their game lets you play how you want.
I personally like playing a light attack rotation because I enjoy the pace. To me, heavy attack rotations just feel slow and tedious. (I for one do NOT miss the heavy attack meta we had a while back. Remember when Sunderflame was the stamina meta?).
Imagine...if...I...wrote...this...whole...post...with...ellipses...between...every...word. That's...what...heavy...attack...rotations...feel...like...IMO.
However, I also recognize that some people might not have the time to learn a light attack rotation--or they might have a physical disability that prevents them from learning one. I don't think it's right that a physical disability could directly or indirectly bar someone from video game achievements. I know I'd feel awful if I couldn't enter a vet trial because my DPS was too low only because of a physical disability that prevented me from light attack weaving. I think buffing heavy attack builds--to match light attack builds--would help solve problems like this without completely upending the current meta.
So ZOS removed my meme on the quote from the notes:
"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."
But my point stands.
What incentive is there for veteran players of this game if that^^ deluded, absurd statement is a "drawback" to your combat system?
What game doesn't want to reward players who master it?
This comment, along with the clearly neglected performance feels like ZOS is finally throwing down the gauntlet and telling vet players that they don't want us here anymore.
Successive Light attacks grant a stacking resource buff, up to 3 consecutive attacks maxing out the benefit (without weaving abilities).
Pushing buttons fast =/= mastering a game.
So ZOS removed my meme on the quote from the notes:
"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."
But my point stands.
What incentive is there for veteran players of this game if that^^ deluded, absurd statement is a "drawback" to your combat system?
What game doesn't want to reward players who master it?
Pushing buttons fast =/= mastering a game.
Fair, but it's important to remain that players who try harder will perform better. Closing the gap should be fine, but it should not be eliminated. Balancing in such a way to force heavy attacks for optimal damage output will feel clunky.Players with high Actions Per Minute (APM) significantly outperform those with low APM ... 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
Agree that light attack weaving feels forced, however, these changes aren't really addressing the necessity of light attack weaving, in fact they introduce a need for heavy attack weaving.over-reliance on a specific mechanic (light attack weaving)
I agree that heavy attacks should be thought of as something that does more damage, but that doesn't really mean light attacks are specifically intuitive to restore resources.Finally, the concept of using light attacks for damage and heavy attacks for restore is, quite simply, unintuitive
Okay, sure, so far that sounds alright.Light attacks now restore resources, and resource restore is removed from Heavy attacks.
I really do not like this part. This sounds like the Molag Kena set, but even more exhausting, and now forced on a core mechanical level. Consecutive light attacking feels like a complete waste of energy and time, and completely confuses/counteracts the rhythmic feeling of combat. At very least please don't balance resource management around the fact that this can be done, so it can be safely ignored by veteran players. Perhaps instead of consecutive non-woven light attacks, the resource stacks could be slightly increased with a flat value, or perhaps make consecutive light attack weaving count toward the resource stacking but have their values adjusted/decreased.Successive Light attacks grant a stacking resource buff, up to 3 consecutive attacks maxing out the benefit (without weaving abilities).
So now there is an introduced risk with medium attacks. If you don't charge them to a full heavy you are getting less damage without any additional resource regeneration. Light attacks doing significantly less damage and heavy attacking doing significantly more damage means the range of damage for medium attacks is very large. If you hold a light attack for a split second too long, you will do next to no damage as well as lose any resource regeneration (and resource stacks - which previously I mentioned I disagree with). Perhaps making medium attacks increase in damage and decrease in resource regeneration would be a solution, or perhaps making the damage range increase non-linearly to offset the resource loss at low charge-time medium attacks.Non-fully charged Heavy Attacks (also known as Medium Attacks) now have a scaling amount of damage based on how long you hold the attack (up to a full Heavy, then it counts as a Heavy attack).
Firstly, is this a math error? A maximum of 3 times 200 more than a base value of 200 is 800? Secondly, further to my point above, I feel that integrating consecutive light attacks as a core mechanic will interrupt the flow and rhythm of combat as we know it. I recommend having this as an adjusted flat value, or allowing the stacking to occur through the normal use of abilities, and adjust the resource stacks return values. At very least reduce the number of required consecutive hits as they interrupt the flow of combat.All weapon-based Light Attacks will restore 200 Stamina or Magicka per hit, depending on their type. ... Using Light Attacks in quick succession increases the resources restored by its base value, up to a maximum of 3 times. This means normal weapons' Light Attacks restore up to 1000
Assuming a balance pass to resource management in general due to these changes, this is effectively removing the ability for Magicka builds to use "martial weapons". This would be fine if the magical weapon passive skill lines were adjusted to make them more competitive with damage output, etc.Martial weapons (Bows, Dual Wield, Two Hand, Unarmed, One Hand and Shield) return Stamina, while magical weapons (Staves) return Magicka.
Again, see my above point regarding medium attacks. This introduces risk in medium attacks as they do at best the damage of a heavy attack and at worst the damage of a light attack, without any scaling down of resources returned. Maye the scaling up of damage should be non-linear to compensate.Partially Charged Heavy Attacks (also called Medium Attacks) now start scaling at the same damage as Light Attacks, and scale up to a maximum of their respective cap, to ensure they always deal more damage than a Light Attack but never more than a fully-charged Heavy Attack.
This is essentially forcing a player to use a "low APM" build to maximize damage, this fundamentally goes against my first point which is that you are closing a skill gap for players who want to try harder to output more damage and slowing down the fun fast-paced combat as we know it. It will force players to use heavy attack weaving to maximize damage and will fundamentally change the pace of combat. I don't think the overall damage should be increased beyond what is possible with light attack weaving even if it is balanced around long boss fights where resource regeneration will be needed. In PvP, I fear this will ruin the combat we have come to love. At best heavy attacks should allow for higher damage burst combos than light attacks, but not higher DPS.Heavy Attacks now do varying damage based upon their cast time, and are built to always deal approximately 10% more DPS when weaving them with abilities when compared to Light Attack weaving.
I like the adjustments to cast times and movement speeds.Below are the adjustments to damage and cast times
Again, is this a math error? 1 base stack and 3 additional stack makes up the natural 4 stack cap which would previously be shown to be 800, not 1000, or now 1200?? and adding 5 stacks (presumably to the 1 base stack) would be 1200 resources, not 2000?? Further to my above points, I feel that Off-Balance could just be a multiplier on the resource value regeneration I recommend above, making hitting someone off balance double the resources returned.Light Attacking Off Balanced enemies adds 5 stacks to your restore, bypassing the natural 4 cap. This means Light Attacking an Off Balanced enemy restores 1200 resources immediately, and goes up to 2000 if you Light Attack in quick succession.
If this is an intended change, I believe that the bound armaments ability should no longer require activation in order to start accruing towards its 4 maximum and instead should remain a passive ability that can be fired off at any time when stacks (of 1, 2, 3, or 4) are gained, at the expense of not accruing stacks when it is not slotted on the current bar (since it is meant to be used on your primary bar anyways).Sorcerer - Bound Armaments: This ability no longer increases the damage of your Light Attacks by 10% while slotted, since the ability already provides a strong bonus and active.
Someone in the other thread suggested something and I think it's a brilliant idea.
Let the developers live stream Nahvii portals on hardmode on pts with the new changes. That should be enough "feedback".
@SosRuvaakin werewolf form, no buffs, other than the kena.
Kittytravel wrote: »@SosRuvaakin werewolf form, no buffs, other than the kena.
Do you want to read the rest of the patch notes too?...
Blood Moon:
This set now increases damage of your Light Attacks by 5738, rather than 55%.
Increased the duration to 10 seconds, up from 5.
Increased the cooldown to 20 seconds, up from 15.
While active, this set reduces the amount of resources restored from your Light Attacks by 50%.
Molag Kena: This set now grants Conductor, which reduces the cost of your abilities by 20% while active, but also reduces your Weapon and Spell Damage by 511 rather than granting Overkill, which increased the cost of your abilities by 8% and increased your Weapon and Spell Damage by 516. The proc condition still remains using two Light Attacks in a row, which are now used to generate resources, so the identity of the set has flipped to accommodate that play style.
Seriously... how about read your stuff before doing testing...
@KurtAngle2 Forums bugging I guess, no idea why it quoted your name on someone else but I fixed it now.
ZOS_GinaBruno wrote: »This is the official discussion thread for the Light and Heavy attack changes currently on the PTS. If you’d like to discuss these changes with other players, this is the place to do it! If you’ve tested these changes on the PTS and would like to provide feedback, please do so in-game via /feedback or use this forum thread.