Quite literally the only thing.We’d like to emphasize the possibility of these changes never actually going into the game
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.
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.
Tested it. It feels good but half-baked. Some additional thoughts wrote in the feedback thread.I like what I am reading in the patch notes. Needs a bit testing but overall seems good.
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.
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
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-.
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-.
Repost for agreement. A lot of peoples time around the world went into perfecting rotations... a change ZOS is proposing would *** a lot of people off, and especially their popular playersmpicklesster 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.
Like most of your posts, I agree. I wish I could do more than one reaction. I don't see how the changes ZOS propose come even close to lessening the gap in the way that they say they want to. I also like how you include other roles (such as tanking), which ZOS apparently hasn't thought about when making these changes. The changes all seem very DPS- centric and you're one of only a few people in this forum thread who have even brought this up.PART 3: WHAT I WOULD DO IF I WAS A COMBAT DESIGNER
- 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.