Plasma_Elf wrote: »How about fix the huge list of bugs before making needless core mechanic changes like this?
Plasma_Elf wrote: »How about fix the huge list of bugs before making needless core mechanic changes like this?
Performance first
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.
We’d like to emphasize the possibility of these changes never actually going into the game – we are simply testing and gathering feedback right now.
I've been calling for the removal of LA weaving with AC for a long time, but this change won't functionally change anything in that regard. The fact that LAs restore resources and HAs do more damage is indeed more intuitive and probably a good thing for new players, but it's not the biggest issue with the current system.
The most unintuitive part is that LAs are kind of independent of skills, because you don't have to wait out their animation/cooldown to use a skill, but then again not really, because you can't do LAs after a skill. They should either be made actually independent (and implement WoW-style auto-attacks), or be made exclusive and be treated as just another skill. The way it is now, it's an absolutely unintuitive design where you're effectively not doing LAs and skills, but essentially pressing 2 buttons to use 1 skill. This is not contributing to anything being "fast-paced", it only unnecessarily complicates the controls.
This isn't an actions per minute issue, this is a conceptual issue. If you made the GCD half as long but treated LAs and skills the same, it would result in the same APM, but it would be much more intuitive and it would make it so that every button press is tied to a gameplay decision and is actually meaningful. As it is on live, it's just mechanical clicking of the left mouse button.
This fundamental issue is not being addressed with this change.