I think you are not considering changes to the current system of resource returns. Your analysis seems pinpointed on the current system. The current system is designed and balanced around you getting resources from basic attacks. Of course there would be situations that may be overly punishing if you ran out of resources with the current system.Toc de Malsvi wrote: »Very good suggestions. I firmly think basic attacks should not restore resources. We have potions, passives, and spells to do that. Basic attacks should be attacks not sustain.
It’s fine to have spells that work with basic attacks to give sustain. But it’s ridiculous to get resources from stabbing someone. We aren’t leeching them from the target being stabbed, it just doesn’t make sense outside of spells, potions, passives.
Sure, from a conceptual point of view, it seems silly for any basic attack--whether it be light, heavy, or medium--to return resources.
But from a practical point of view, it's something that I like. Let's say that you are out of resources. Maybe you're in a dungeon PUG where the healer doesn't understand what Ele Drain is. Maybe you're fighting the Pinnacle Factotum or that boss in Fungal Grotto II and they just did an ability that drained all your magicka. Maybe your tank had died and, as a stamina DD, you suddenly found yourself needing to dodge a lot of attacks.
What are your options here? Potions? But potions have long cooldowns. Passives? What kind of passives? How would they work? Can they provide you with a burst of sustain to get you back into the fight? Spells? What kind of spells? And are people going to be convinced to give up one of their precious bar slots for it?
What is nice about heavy attacks restoring resources is that if you are out of resources and thus you can't do anything, you can at least heavy attack a couple of times and get back enough to get yourself back into action. Let's say you're a tank, and you've run out of stam. Currently, on the Live server, you can do a single 1H&S heavy attack (which takes only 0.8s) and get back 2830 stamina (with 12% in Tenacity in CP) if you suddenly need stamina in a pinch. You can't rely on potions because of the cooldown. You can't rely on passive regeneration because blocking stops that.
If you're fighting the penultimate boss in Fungal Grotto II, and he just finished draining all your magicka, what can you do to get yourself back into the fight? How long do you have to wait for your magicka regeneration to get you back enough resources to let you cast something? Even the light-attack resource return currently on the PTS would be very unsatisfactory here--if your spammable costs 2000, how many light attacks do you have to do before you can get enough to get back into the fight with a single spammable? With the current heavy attack resource return, one heavy attack will get you enough for one spammable.
You're right that basic attacks restoring resources seems a bit weird. But I think it is a good system from a practical standpoint. In any case, for a game with a fast-paced combat system, there needs to be some way for someone who has run out of resources to get back a burst of resources so that they can "get back into the game" in a reasonable amount of time rather than idling around waiting for their resource bar to slowly fill.
This is something that would be lost with the current PTS changes--yes, light attacks restoring resources would make it less likely that you run into an out-of-resource scenario in the first place (if you're one of those players that weave well), but if you do run out of resources, you're kinda screwed. Even with increased resource return with consecutive light attacks, it would still take a number of light attacks to get enough resources to fire off one spammable.
And so if resource return were to be stripped from basic attacks, as you and a number of others suggest, then what would you propose as a solution for someone to get back into the fight after they've run out? Potions have cooldowns, skills require bar slots, and passives are, well, passive and not something that a player can actively do when such a need arises...
Considering potions, these changes are only a problem because in the past dps have chugged potions as a way to maintain buffs than sustain. If anything this should point the need to change potions from essentially pure buff maintenance for dps. If potions were used more similarly as they are in PVP, as a need based option, then they could actually address many of these issues stated here.But from a practical point of view, it's something that I like. Let's say that you are out of resources. Maybe you're in a dungeon PUG where the healer doesn't understand what Ele Drain is. Maybe you're fighting the Pinnacle Factotum or that boss in Fungal Grotto II and they just did an ability that drained all your magicka. Maybe your tank had died and, as a stamina DD, you suddenly found yourself needing to dodge a lot of attacks.
What are your options here? Potions? But potions have long cooldowns.
Changing bars for a different skill is not actually a problem. This has been done throughout the game when needed. Mag dps have slotted AOE purges, Shields, or defensive ults when needed. Stam dps have slotted Vigor, Rapids, or defensive/utility ults when needed. The argument that players will have to change skills is not a good one.But from a practical point of view, it's something that I like. Let's say that you are out of resources. Maybe you're in a dungeon PUG where the healer doesn't understand what Ele Drain is. Maybe you're fighting the Pinnacle Factotum or that boss in Fungal Grotto II and they just did an ability that drained all your magicka. Maybe your tank had died and, as a stamina DD, you suddenly found yourself needing to dodge a lot of attacks.
Spells? What kind of spells? And are people going to be convinced to give up one of their precious bar slots for it?
This quite literally can be addressed by potions, skills, or passives. DK's already have a passive which restores stamina on EH skill usage. It is far from impossible for passives to be adjusted to allow for this. Potions if used dynamically instead of on CD literally serve this exact purpose. S&B ultimate gives you free blocking for 6 seconds during which you can regen stamina, admittedly a small amount. I don't think you have addressed why this need could not be filled by potions, skills, and passives.What is nice about heavy attacks restoring resources is that if you are out of resources and thus you can't do anything, you can at least heavy attack a couple of times and get back enough to get yourself back into action. Let's say you're a tank, and you've run out of stam. Currently, on the Live server, you can do a single 1H&S heavy attack (which takes only 0.8s) and get back 2830 stamina (with 12% in Tenacity in CP) if you suddenly need stamina in a pinch. You can't rely on potions because of the cooldown. You can't rely on passive regeneration because blocking stops that.
This is as I pointed out above a problem based on the current system of Magicka usage and recovery.If you're fighting the penultimate boss in Fungal Grotto II, and he just finished draining all your magicka, what can you do to get yourself back into the fight? How long do you have to wait for your magicka regeneration to get you back enough resources to let you cast something? Even the light-attack resource return currently on the PTS would be very unsatisfactory here--if your spammable costs 2000, how many light attacks do you have to do before you can get enough to get back into the fight with a single spammable? With the current heavy attack resource return, one heavy attack will get you enough for one spammable.
. . .
For the "upper class", yes, it's an outright nerf to power. That can be somewhat compensated for by shifting their builds further away from sustain.
But what does this do for the power gap between the "middle class" and the "upper class". Both groups will be hit hard by this, and it's not clear that they will be affected in a way that reduces the relative power gap.
And so I would like to take a moment now to talk about the Morrowind combat changes. Back when those changes were made, @ZOS_RichLambert said on ESO Live that they had two goals with the Morrowind combat changes. First, they wanted people to think about sustain again. And second, they wanted to reduce the power gap. Well, these changes seem to fly in the face of the notion that sustain should be relevant. But more importantly, the Morrowind combat changes increased the power gap between players. Yes, the sustain nerfs hit the power of the "upper class" hard. But it also hit the "middle class" even more. If you think about it, when resources are tight, then players who are more efficient at resource usage will have an advantage. Instead of using a dynamic rotation, are you using an easy static rotation that results in a couple of DoTs being recast a little early? That's wasted resources. Did you accidentally step into red and thus need to cast a self-heal to compensate for your mistake? That's wasted resources. Did you miss a light attack and thus miss out on its resource-free damage? That's less damage per resource spent.
Can you say, without any doubt, that these light/heavy attack changes will hurt the "upper class" more than it hurts the "middle class"? If not, then you're not actually closing the power gap, and this will be a repeat of the Morrowind fiasco.
. . .
Toc de Malsvi wrote: »@code65536. . .
For the "upper class", yes, it's an outright nerf to power. That can be somewhat compensated for by shifting their builds further away from sustain.
But what does this do for the power gap between the "middle class" and the "upper class". Both groups will be hit hard by this, and it's not clear that they will be affected in a way that reduces the relative power gap.
And so I would like to take a moment now to talk about the Morrowind combat changes. Back when those changes were made, @ZOS_RichLambert said on ESO Live that they had two goals with the Morrowind combat changes. First, they wanted people to think about sustain again. And second, they wanted to reduce the power gap. Well, these changes seem to fly in the face of the notion that sustain should be relevant. But more importantly, the Morrowind combat changes increased the power gap between players. Yes, the sustain nerfs hit the power of the "upper class" hard. But it also hit the "middle class" even more. If you think about it, when resources are tight, then players who are more efficient at resource usage will have an advantage. Instead of using a dynamic rotation, are you using an easy static rotation that results in a couple of DoTs being recast a little early? That's wasted resources. Did you accidentally step into red and thus need to cast a self-heal to compensate for your mistake? That's wasted resources. Did you miss a light attack and thus miss out on its resource-free damage? That's less damage per resource spent.
Can you say, without any doubt, that these light/heavy attack changes will hurt the "upper class" more than it hurts the "middle class"? If not, then you're not actually closing the power gap, and this will be a repeat of the Morrowind fiasco.
. . .
One thing I wanted to point out here, based on my own understanding which may be incorrect.
My understanding is that the elite top end are not actually building for sustain at all as dps. They get the needed sustain from synergies, potions, and group support sets. It is also my understanding that the number of light attacks per second is highest at the top end and progressively lower as you go down the ranks of dps. That the immediate difference between the elite and the middle is the ability to efficiently weave light attacks with skills to the greatest effect.
With this understanding in mind I think we can definitively state that these changes will reduce the gap between the elite and the middle. If light attacks make up a greater portion of your dps then you will be disproportionately affected by their reduction in damage. Further, if the top already don't build for sustain then they cannot build anymore for damage. Those that can actually shift their builds for more damage are the middle.
That said this does not account for the gap from the top to the absolute bottom, those that only light attack. Nor does it account for the effect of the changes to PVP builds where sustain actually matters more.
It is entirely possible that there is more to shift to damage at the top than I am aware of. It was my understanding that those sustain skills had already been dropped. As well as that players were already pushing the limits of what was sustainable at the top end. Meaning my understanding was that players weren’t limited by sustain so much as what the maximum output of skills could be.LiquidPony wrote: »Toc de Malsvi wrote: »@code65536. . .
For the "upper class", yes, it's an outright nerf to power. That can be somewhat compensated for by shifting their builds further away from sustain.
But what does this do for the power gap between the "middle class" and the "upper class". Both groups will be hit hard by this, and it's not clear that they will be affected in a way that reduces the relative power gap.
And so I would like to take a moment now to talk about the Morrowind combat changes. Back when those changes were made, @ZOS_RichLambert said on ESO Live that they had two goals with the Morrowind combat changes. First, they wanted people to think about sustain again. And second, they wanted to reduce the power gap. Well, these changes seem to fly in the face of the notion that sustain should be relevant. But more importantly, the Morrowind combat changes increased the power gap between players. Yes, the sustain nerfs hit the power of the "upper class" hard. But it also hit the "middle class" even more. If you think about it, when resources are tight, then players who are more efficient at resource usage will have an advantage. Instead of using a dynamic rotation, are you using an easy static rotation that results in a couple of DoTs being recast a little early? That's wasted resources. Did you accidentally step into red and thus need to cast a self-heal to compensate for your mistake? That's wasted resources. Did you miss a light attack and thus miss out on its resource-free damage? That's less damage per resource spent.
Can you say, without any doubt, that these light/heavy attack changes will hurt the "upper class" more than it hurts the "middle class"? If not, then you're not actually closing the power gap, and this will be a repeat of the Morrowind fiasco.
. . .
One thing I wanted to point out here, based on my own understanding which may be incorrect.
My understanding is that the elite top end are not actually building for sustain at all as dps. They get the needed sustain from synergies, potions, and group support sets. It is also my understanding that the number of light attacks per second is highest at the top end and progressively lower as you go down the ranks of dps. That the immediate difference between the elite and the middle is the ability to efficiently weave light attacks with skills to the greatest effect.
With this understanding in mind I think we can definitively state that these changes will reduce the gap between the elite and the middle. If light attacks make up a greater portion of your dps then you will be disproportionately affected by their reduction in damage. Further, if the top already don't build for sustain then they cannot build anymore for damage. Those that can actually shift their builds for more damage are the middle.
That said this does not account for the gap from the top to the absolute bottom, those that only light attack. Nor does it account for the effect of the changes to PVP builds where sustain actually matters more.
Can't say I agree.
First, there are a number of ways that top-end groups can sacrifice sustain for more damage.
In stam groups, the obvious thing is that they're going to do *much* more bash weaving.
Support can look to drop sets like Hircine and Worm and Hollowfang and focus on DPS-boosting sets. Same may be true of monster sets.
Players can look to incorporate skills or rotations that weren't sustainable before. Like ... Daedric Tomb on a sorc, or Whirling Blades on various stam setups. Some stam specs were already running non-optimal magicka-costing skills to aid with sustain, which may get dropped in favor of more spammables. Skills like Leeching Strikes/Netch/Dark Deal/Spell Sym can get dropped altogether.
Maybe False God sees less use and mag specs focus more on pure damage.
Stamnecros may be able to drop Lavafoot and reallocate attribute points into stamina.
Long story short, I think the idea that we can "definitively state that these changes will reduce the gap between the elite and the middle" is bunk. I don't think anything has fundamentally swung that direction. If anything I wouldn't be surprised if the opposite is true, especially at first as "top-end groups" are going to have their changes mapped out as soon as this hits Live and it will take some time for that information to percolate down through the playerbase. And even when they do, players who don't have high LA rates are not going to be able to incorporate all of these changes because they won't be able to sustain them.
We've just shifted the "skill gap" from raw damage to sustain ... and damage is a function of sustain. I don't think anything has changed.
I disagree with almost everything that is said in this paragraph and will try to explain it point by point.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.
"Quickly" and "efficiently" are here put together but should be considered as two different concepts.First, it tends to reward players for pushing buttons as quickly and efficiently as possible.
I do agree with this. However, I think that it matters a lot less for players at the bottom. As I partially said above, knowledge of the game and understanding of simple rotations and fight mechanics will be enough for a low-skilled player to reach a higher tier of proficiency, without requiring a significantly higher APM.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.
This is probably the part I most disagree with.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
This is completely wrong in my opinion.and that many players aren’t finding satisfaction in the climb
At low skill level, I think that reliance on light-attack weaving is not a factor, because it is not done anyway.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.
I completely agree that light and heavy attacks having different effects doesn't make any sense. The difference between a heavy attack and a light attack should only be that they take longer and be more impactful.Finally, the concept of using light attacks for damage and heavy attacks for restore is, quite simply, unintuitive – especially for less experienced players.
YandereGirlfriend wrote: »And remember, the worries about bash-weaving only apply to Stamina builds. All of us Magicka players are over here entirely left out of that party because our Light Attacks don't return the type of resource that is used to bash. Our abilities also generally cost more and we have to wear 5-1-1 armor combinations that harm sustain whereas Stamina builds are generally much more flexible.
YandereGirlfriend wrote: »I am absolutely astounded by the number of people in these threads repeating "ZOS, please take away the sustain from Light Attacks and instead turn this patch into an unmitigated nerf."
Skjaldbjorn wrote: »Bash weaving may be more of a pertinent issue on Stam, but still a massive issue. It needs to be addressed even in the current climate. If this goes through, having bash damage exceed light attacks is absolutely absurd.
Toc de Malsvi wrote: »@code65536. . .
For the "upper class", yes, it's an outright nerf to power. That can be somewhat compensated for by shifting their builds further away from sustain.
But what does this do for the power gap between the "middle class" and the "upper class". Both groups will be hit hard by this, and it's not clear that they will be affected in a way that reduces the relative power gap.
And so I would like to take a moment now to talk about the Morrowind combat changes. Back when those changes were made, @ZOS_RichLambert said on ESO Live that they had two goals with the Morrowind combat changes. First, they wanted people to think about sustain again. And second, they wanted to reduce the power gap. Well, these changes seem to fly in the face of the notion that sustain should be relevant. But more importantly, the Morrowind combat changes increased the power gap between players. Yes, the sustain nerfs hit the power of the "upper class" hard. But it also hit the "middle class" even more. If you think about it, when resources are tight, then players who are more efficient at resource usage will have an advantage. Instead of using a dynamic rotation, are you using an easy static rotation that results in a couple of DoTs being recast a little early? That's wasted resources. Did you accidentally step into red and thus need to cast a self-heal to compensate for your mistake? That's wasted resources. Did you miss a light attack and thus miss out on its resource-free damage? That's less damage per resource spent.
Can you say, without any doubt, that these light/heavy attack changes will hurt the "upper class" more than it hurts the "middle class"? If not, then you're not actually closing the power gap, and this will be a repeat of the Morrowind fiasco.
. . .
One thing I wanted to point out here, based on my own understanding which may be incorrect.
My understanding is that the elite top end are not actually building for sustain at all as dps. They get the needed sustain from synergies, potions, and group support sets. It is also my understanding that the number of light attacks per second is highest at the top end and progressively lower as you go down the ranks of dps. That the immediate difference between the elite and the middle is the ability to efficiently weave light attacks with skills to the greatest effect.
With this understanding in mind I think we can definitively state that these changes will reduce the gap between the elite and the middle. If light attacks make up a greater portion of your dps then you will be disproportionately affected by their reduction in damage. Further, if the top already don't build for sustain then they cannot build anymore for damage. Those that can actually shift their builds for more damage are the middle.
That said this does not account for the gap from the top to the absolute bottom, those that only light attack. Nor does it account for the effect of the changes to PVP builds where sustain actually matters more.
YandereGirlfriend wrote: »I am absolutely astounded by the number of people in these threads repeating "ZOS, please take away the sustain from Light Attacks and instead turn this patch into an unmitigated nerf."
This is not a "patch". ZOS is not rolling this out any time soon, if ever. This is just ZOS asking for people to play and provide feedback. We can speculate, suggest, or whatever else we think is constructive. If you don't like someone's suggestion, make your own. That way ZOS sees more sides to the feedback.
This is not a "patch". ZOS is not rolling this out any time soon, if ever. This is just ZOS asking for people to play and provide feedback. We can speculate, suggest, or whatever else we think is constructive. If you don't like someone's suggestion, make your own. That way ZOS sees more sides to the feedback.
The more I think about it and rearrange the deck chairs in my mind, the major stumbling block for an intuitive solution seems to be where to put active resource gain currently provided by heavy attacks. I'll take ZOS' change to increase resource gain via consecutive light attacks as a sign that they want to keep that aspect in the game, probably mainly for tanks and healers.
Trouble is, as pointed out in the OP, it doesn't really make a lot of sense why light attacks would restore resources but other basic attacks don't, and myself and others have added that it doesn't feel intuitive on any kind of basic attack to begin with.
So I find it really tough to combine ZOS' stated goal of an intuitive setup ("especially for less experienced players") with the apparent desire or even need to keep active resource gain on a universal combat ability ...
Unless a completely new one was added. Something that pauses combat/blocking/sprinting for a moment like heavy attacks did, just without actually attacking. Conceptually, we might think of it as catching your breath to regain stamina/magicka, which seems much more intuitive to me.
There are undoubtedly issues I'm not seeing right now, but would people be theoretically open to that?
E.g. I can foresee issues with button placement on a gamepad, playing with one myself, but if they found something for dodge roll and synergy use, I'm sure something can be found for ... "catch-breath".
That's the way to go zos. Please implement as written down by code. It would be intuitive, helping the low apm players and keep rewarding high apm players as well.
@ZOS_GinaBruno @ZOS_Gilliam @ZOS_RichLambert
ZOS_BrianWheeler wrote: »@code65536 Thank you kindly for this constructive and well thought out feedback!
ShadowKyuubi wrote: »Now, I am not the best player in the world. But I am still pretty good, LA ratios of 0.88-0.92 on average (not perfect, I know). I agree with most of what the OP is saying. Only issue I have comes with reducing LA damage at all and it leads to this simple question: "Why am I being nerfed because I can perform better than others?" I'm sitting here starring at the screen in disbelief because I never thought that this reasoning would ever come into play. I am potentially being nerfed for the simple reason of being a good player.
Don't get me wrong, I understand that there is a skill gap between players. I understand that we want to reduce that gap. However, from a strictly APM standpoint, this will not reduce the skill gap. It just reduces the dps gap, because that is what blanket nerfs like this do. I will still be more "skillful" than the "enter name here" casual that I was before this potential change happens. The only difference is now we're both doing less damage on a whole. Which no one wants. A new meta will form where XX dps is the new best, but now the "average" dps are doing (XX-15k) instead of (XX-20k).
Why are we constantly asking ourselves how we can lower the ceiling to help accommodate the floor? I applauded the OP for taking the first step and attempting to get away from this train of thought, but in the end, it is still there.
karthrag_inak wrote: »This one thinks blocking should increase regen and be the primary source of resource restoration, with the caveat that if one actually blocks a hit, then it ends up costing resources.
Strider__Roshin wrote: »The fact that light and heavy attacks don't cost resources to cast is enough. No need to attach additional sustain to them.
I fundamentally disagree with this part and ZOS's statement that the power gap is a problem that should be addressed. It is a misguided point of view and is confused with other essential concepts. I explain this in detail in post #134.PART 1: ADDRESSING THE POWER GAP
(quote shortened for readability. You can read part 1 in the original post]
Like I already said in post #134, I completely agree with ZOS and OP that light and heavy attacks having different effects is unintuitive.PART 2: LIGHT/HEAVY ATTACKS SHOULD BE INTUITIVE
(quote shortened for readability. You can read part 2 in the original post]
The main reason for this post is to discuss OP's suggestions for what should be done, point by point, by analyzing their consequences.PART 3: WHAT I WOULD DO IF I WAS A COMBAT DESIGNER
(quote shortened for readability. You can read part 3 in the original post]
This will nerf absolutely everyone. Content will be less accessible for everyone, no matter how big or small the power gap between players is.1.Reduce light attack damage. Not by 78%. But by something more modest. 30%?
This will not matter at mid and top tier levels, because no one will ever use consecutive basic attacks anyway. It will not matter for low tier players either, because it wouldn't be a big enough increase in power that they would be able to access more content. It only reduces the power gap between the players at the very bottom and players one tier higher, but not significantly enough that it has any impact whatsoever.2.Increase the damage on consecutive (non-weaved) light/medium/heavy attacks.
See part 2.3.All light attacks restore resources. Something small like 50. (So for someone weaving perfectly, this would be a modest 100 regen.)
4.Keep the current Live levels of heavy attack resource return.
5.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.
This will have close to no effect. Apart from a secondary effect from certain abilities (the most noticeable probably being Wrecking Blow), nobody currently cares about empower as a buff given by external sources, which right now is only given by the Aegis of Galenwe set, that nobody uses.6.Make Empower affect all basic weapon attacks: light/medium/heavy.
This will buff everyone especially mid and top tier players. The accessibility of content will not change for the top tier because they can already access everything anyway. Just like the buff to consecutive basic attacks described in point 2, it will not be a significant enough change for low tier players to allow them to access more content. Only mid tier players might be able to access more content.7.Edited to add: Increase the damage of spammable abilities by an amount comparable to the reduction to light attack damage. This would maintain the current power level for people who weave successfully (thus effectively shifting damage from the basic attack to the ability), while increasing the power level for those who miss weaves (they would still do less damage, but the gap would be smaller).
LiquidPony wrote: »karthrag_inak wrote: »This one thinks blocking should increase regen and be the primary source of resource restoration, with the caveat that if one actually blocks a hit, then it ends up costing resources.Strider__Roshin wrote: »The fact that light and heavy attacks don't cost resources to cast is enough. No need to attach additional sustain to them.
I understand that these things may be more "intuitive" than basic attacks restoring resources, but ... come on guys. You have to operate within the content and combat design of the game to *some* extent.
Blocking as a resource restore tool doesn't remotely work. How would you restore resources in something like HoF Assembly General, where you are constantly being hit with spinning blades and meteors? How would a PvP tank ever un-turtle to restore resource when being mobbed by opponents?
There has to be some way to restore resources on-demand. The current system, where HAs do the trick, works really well ... because you have to wait for an opportunity to be able to charge a full heavy attack.