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.
The players pushing for these changes to go live are not objective at all. They are just happy people who have put time into the game are getting mega shafted. That is it.
Toc de Malsvi wrote: »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.
The players pushing for these changes to go live are not objective at all. They are just happy people who have put time into the game are getting mega shafted. That is it.
I don’t think you really have read or understand what you read. Or maybe you don’t know what objective means.
We don’t need basic attacks to restore resources in any way. The “need to restore resources on demand” is already filled by potions. If you are already using potions on CD and running out then you are either not building for sustain or you are using your resources without thought or care. In the more dynamic content of PvP you do not always use potions on CD, you use them as needed for their on demand effects.
That is to completely ignore that any sustain losses from basic attacks can be filled with changes to passives, potions, or skills. The current game is designed with basic attack resource generation in mind, but it is not entirely dependent on it. Changing that is not the end of the world.
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.
The players pushing for these changes to go live are not objective at all. They are just happy people who have put time into the game are getting mega shafted. That is it.
I agree with Code on all except the sustain coming from attacks. Heck, attacks should COST a little bit of stamina or magicka as they're the source of damage.
Let's say you empower your attacks for 5 seconds by a % and you make your attacks last longer for that duration, the same way Molag Kena monster set works.
The numbers balancing is the second step. Add a % of resources return in other places and it'll be fine.
montiferus wrote: »Here is the bigger question. This game is practically unplayable (specifically prime time PVP) and this is what ZOS decides to devote its time to? A change nobody asked for?
[snip]
I agree with Code on all except the sustain coming from attacks. Heck, attacks should COST a little bit of stamina or magicka as they're the source of damage.
In my opinion, Toc de Malsvi is totally right saying that we have lots of ways to restore resources. And here we come to the key word: RESTORE.
We have a weapon called restoration staff. I think if we need more resources, a change could be done to that very weapon and its abilities. There could be morphs that support stamina return, passives could also do that. Even heavy attacks could add a bit of resource sustain to its healing. And why would restoration staves damage enemies? It's not why they are there. Stamina from a healer? - you'll ask. Sure, we already have the sentinel monster set and the master resto staff.
We have damage dealers and supporters in this game. In some situations, the support role isn't even needed anymore, like healers in dungeons.
And then we have the EMPOWER buff. It buffs light attacks. But why? I love the proper empower we have in the two-handed passives that buffs the next attack. That is the EMPOWER I'd like to see, you focus your strength and stamina on that burst attack. To make people use different attacks, however, I'd add a punishment for spamming heavy attacks - higher cost of abilities. Let's say you empower your attacks for 5 seconds by a % and you make your attacks last longer for that duration, the same way Molag Kena monster set works.
The numbers balancing is the second step. Add a % of resources return in other places and it'll be fine.
montiferus wrote: »Here is the bigger question. This game is practically unplayable (specifically prime time PVP) and this is what ZOS decides to devote its time to? A change nobody asked for?
Fix the game first you incompetent clowns.
Distraction tactic and pandering the worst players. Its the only game developers I have ever seen that seem to think people who practiced should be punished instead of rewarded.
montiferus wrote: »Here is the bigger question. This game is practically unplayable (specifically prime time PVP) and this is what ZOS decides to devote its time to? A change nobody asked for?
Fix the game first you incompetent clowns.
Distraction tactic and pandering the worst players. Its the only game developers I have ever seen that seem to think people who practiced should be punished instead of rewarded.
Not at all. Before Morrowind, basic attack damage increased the longer it was channeled. Somewhat similar to the damage aspect we are testing on the PTS and what is suggested in the OP. The practiced player still did more damage as is the case in pretty much every MMORPG.
A player who practices will still be rewarded for that practice as it has always been in this game.
I agree with Code on all except the sustain coming from attacks. Heck, attacks should COST a little bit of stamina or magicka as they're the source of damage.
In my opinion, Toc de Malsvi is totally right saying that we have lots of ways to restore resources. And here we come to the key word: RESTORE.
relentless_turnip wrote: »@code65536 brilliant post mate.
The best feedback I've read to this change so far. I'm glad Brian has read it and sees that.
It 100% softens the change, makes heavy and light more intuitive and does close the skill gap, more than what is currently suggested by the Devs.
I hope they implement your idea and acknowledge you for it!
But it does not. Nerfing light attack damage does not close the gap, just makes it wider.
Using light attacks for damage is intuitive and what everyone does when they lack the experience.
Especially since it works the same in most other games (base attacks) and any pug I have ever seen in dungeons spammed light attacks. And that is fine. It is easy, it is fast and it rewards new players with a reasonable amount of dps. Light attacks should not be touched at all. Maybe even buffed honestly. They can buff heavy attacks, that is appreciated. But they need to maintain their ressource gain. When they buffed the damage of light attacks a while ago, they helped new players much more because that is literally what new players do for damage. They do not heavy attack when they want damage. Even with these changes, heavy attacks remine unloved by nearly everybody.
So obviously, reducing their damage will hurt new players more than veteran players. It widens the gap. Light attacks should remain as they are or be improved even to help newer players.
ZOS_BrianWheeler wrote: »@code65536 Thank you kindly for this constructive and well thought out feedback!
xXMeowMeowXx wrote: »Code you put a lot of work into things and it is appreciated greatly. Thank you Hope they listen to most your ideas.relentless_turnip wrote: »@code65536 brilliant post mate.
The best feedback I've read to this change so far. I'm glad Brian has read it and sees that.
It 100% softens the change, makes heavy and light more intuitive and does close the skill gap, more than what is currently suggested by the Devs.
I hope they implement your idea and acknowledge you for it!
But it does not. Nerfing light attack damage does not close the gap, just makes it wider.
Using light attacks for damage is intuitive and what everyone does when they lack the experience.
Especially since it works the same in most other games (base attacks) and any pug I have ever seen in dungeons spammed light attacks. And that is fine. It is easy, it is fast and it rewards new players with a reasonable amount of dps. Light attacks should not be touched at all. Maybe even buffed honestly. They can buff heavy attacks, that is appreciated. But they need to maintain their ressource gain. When they buffed the damage of light attacks a while ago, they helped new players much more because that is literally what new players do for damage. They do not heavy attack when they want damage. Even with these changes, heavy attacks remine unloved by nearly everybody.
So obviously, reducing their damage will hurt new players more than veteran players. It widens the gap. Light attacks should remain as they are or be improved even to help newer players.
yh I really agree that this ^ is being completely missed in all of this and makes perfect sense.
To me I have found that Light attacks are over nerfed for proper class balance. This will not create diversity but take away from it.ZOS_BrianWheeler wrote: »@code65536 Thank you kindly for this constructive and well thought out feedback!
@ZOS_BrianWheeler
After testing I see where you are going with this and I do hope you listen to @code65536 feedback sincerely before going live. Pretty please with a cherry on top
Also, imo light attacks are over nerfed and the damaged should only be reduced around 25%-20% for the sweet spot.
You can always adjust light attacks more in another update after seeing how it performs on live. {tweaking would be a nice thing to see, as well}
Next thing is spammable skills really need a slight buff for even a better polished change.
Thanks for taking the time to read through feedback and consider things.
Skjaldbjorn wrote: »Mad respect Code, but i'll go back to what I said in my thread last night/this morning. It would be better for everyone to simply unchain sustain from attacks entirely. That pleases players who just spam skills and don't want to LA/HA, they lose DPS, it's a fair trade-off that doesn't stamp out their playstyle. People that can effectively weave gain DPS varying on what types of attacks they are using. This eliminates the weird dynamic they want where "one is for damage and one is for sustain". It makes race choice MUCH more vital. It also pushes the idea that classes and races should be the main source of built-in sustain.
StarOfElyon wrote: »I know this might be heresy but I don't think heavy or light attacking for sustain is intuitive at all unless you use an absorbing enchantment on your weapons. Just use those if you want resource return.
montiferus wrote: »Here is the bigger question. This game is practically unplayable (specifically prime time PVP) and this is what ZOS decides to devote its time to? A change nobody asked for?
Fix the game first you incompetent clowns.
Distraction tactic and pandering the worst players. Its the only game developers I have ever seen that seem to think people who practiced should be punished instead of rewarded.
Not at all. Before Morrowind, basic attack damage increased the longer it was channeled. Somewhat similar to the damage aspect we are testing on the PTS and what is suggested in the OP. The practiced player still did more damage as is the case in pretty much every MMORPG.
A player who practices will still be rewarded for that practice as it has always been in this game.
Except doing constant heavy attacks is BORING AF , and the opposite of fast engaging gameplay. Why not have TWO seperate playstyles in the game? Its absurd neutering one and buffing the other.
montiferus wrote: »Here is the bigger question. This game is practically unplayable (specifically prime time PVP) and this is what ZOS decides to devote its time to? A change nobody asked for?
Fix the game first you incompetent clowns.
Distraction tactic and pandering the worst players. Its the only game developers I have ever seen that seem to think people who practiced should be punished instead of rewarded.
Not at all. Before Morrowind, basic attack damage increased the longer it was channeled. Somewhat similar to the damage aspect we are testing on the PTS and what is suggested in the OP. The practiced player still did more damage as is the case in pretty much every MMORPG.
A player who practices will still be rewarded for that practice as it has always been in this game.
Except doing constant heavy attacks is BORING AF , and the opposite of fast engaging gameplay. Why not have TWO seperate playstyles in the game? Its absurd neutering one and buffing the other.
Interesting response. Those of us that have been around for a while remember that we did not weave heavy attacks into our skills. It was more of a medium attack and worked quite well. If you find the current design interesting you will still find a medium weave just as rewarding. Nothing is getting neutered and our rotations will only receive a slight change.
Those who were top players before Morrowind were still top players after Morrowind. The same will occur if this change goes live.
Skjaldbjorn wrote: »I like that idea! Buffing a spammable to compensate for lost LA damage means that we maintain the current power levels for players who do LA-weaves. Essentially, it would be shifting damage from the LA to the spammable.
But for players who miss light attacks and thus only get their spammable off, they'll be better off than they were on Live. Still not as good as someone who gets the weave, of course, but it would close the power gap somewhat.
As a general rule I think moving damage away from LA/HA into class skills/spammables is a net benefit for ESO. One complaint you constantly hear is the death of class identity and how weapon skills are too dominant in a lot of cases/scenarios. Transitioning power away from the "we all share this" to class skills could break things for a minute, but if it was balanced properly and carefully, could create a much more overall enjoyable game.
aetherial_heavenn wrote: »Skjaldbjorn wrote: »I like that idea! Buffing a spammable to compensate for lost LA damage means that we maintain the current power levels for players who do LA-weaves. Essentially, it would be shifting damage from the LA to the spammable.
But for players who miss light attacks and thus only get their spammable off, they'll be better off than they were on Live. Still not as good as someone who gets the weave, of course, but it would close the power gap somewhat.
As a general rule I think moving damage away from LA/HA into class skills/spammables is a net benefit for ESO. One complaint you constantly hear is the death of class identity and how weapon skills are too dominant in a lot of cases/scenarios. Transitioning power away from the "we all share this" to class skills could break things for a minute, but if it was balanced properly and carefully, could create a much more overall enjoyable game.
This is what I would prefer as a middle ground player who would like to get better but has physical limitations. (ESO skews older than twitchy point and shooters, so arthritis or just RSI can be an issue for quite a few players atm. Poor LA weaving can be simply caused by a physical barrier to getting better. It just plain hurts) Lag is the other impediment to perfect weaving.
Adjusting the spammables, and being able to balance resources with each type of attack makes sense (if resource regen has to be attached to the weapon). Making each class have a good spammable that is also the class identifier /main class skill appeals strongly.
Thanks for well thought out posts and ideas, both of you.
JohnOfMarkarth wrote: »My approach effects my APM because to do any meaningful damage I have to...:
- drink a potion (and remember to do it then go outta my way to use it, interrupting action line, thus the feel of action (seems minor and this one is minor too but wait. The small specs are what make a snowball))
- weave a light attack to regain resources (another spec on the snowball)
- fire a setup skill
- WeAvE (+snowball size)
- fire a dot (acceptable)*
- wEaVe (+snowball size)
- fire a second dot (kinda acceptable but slight addition to snowball)*
- WeEeEe!ave (+that snowball is bigger then my head now)
- keep them in mind rather then the abilities that actually are more intuitive for me (in this moment that snowball outweights me (am 76kg, it isnt that hard)
- do something fun once (finally...) and then repeat the cycle
John_Falstaff wrote: »aetherial_heavenn wrote: »Skjaldbjorn wrote: »I like that idea! Buffing a spammable to compensate for lost LA damage means that we maintain the current power levels for players who do LA-weaves. Essentially, it would be shifting damage from the LA to the spammable.
But for players who miss light attacks and thus only get their spammable off, they'll be better off than they were on Live. Still not as good as someone who gets the weave, of course, but it would close the power gap somewhat.
As a general rule I think moving damage away from LA/HA into class skills/spammables is a net benefit for ESO. One complaint you constantly hear is the death of class identity and how weapon skills are too dominant in a lot of cases/scenarios. Transitioning power away from the "we all share this" to class skills could break things for a minute, but if it was balanced properly and carefully, could create a much more overall enjoyable game.
This is what I would prefer as a middle ground player who would like to get better but has physical limitations. (ESO skews older than twitchy point and shooters, so arthritis or just RSI can be an issue for quite a few players atm. Poor LA weaving can be simply caused by a physical barrier to getting better. It just plain hurts) Lag is the other impediment to perfect weaving.
Adjusting the spammables, and being able to balance resources with each type of attack makes sense (if resource regen has to be attached to the weapon). Making each class have a good spammable that is also the class identifier /main class skill appeals strongly.
Thanks for well thought out posts and ideas, both of you.
People with less fine motor control already have found their occupation in ESO, and that's leaning towards being tanks and healers. And here's the thing, they're in for a surprise: as tanks, they now will have to weave LAs to gain resources, and they also have to block-cancel LAs if they don't want to be one-shot. So poor LA weavers who so far enjoyed being tanks will suddenly find out that they, instead of simply block-casting skills and opening up for 0.8s when they see an opportunity for HA, will have to weave and block cancel their LAs if they want to keep getting resources. So much about reducing the gap - because of those changes, a huge gap was created where there was none before.
JohnOfMarkarth wrote: »My approach effects my APM because to do any meaningful damage I have to...:
- drink a potion (and remember to do it then go outta my way to use it, interrupting action line, thus the feel of action (seems minor and this one is minor too but wait. The small specs are what make a snowball))
- weave a light attack to regain resources (another spec on the snowball)
- fire a setup skill
- WeAvE (+snowball size)
- fire a dot (acceptable)*
- wEaVe (+snowball size)
- fire a second dot (kinda acceptable but slight addition to snowball)*
- WeEeEe!ave (+that snowball is bigger then my head now)
- keep them in mind rather then the abilities that actually are more intuitive for me (in this moment that snowball outweights me (am 76kg, it isnt that hard)
- do something fun once (finally...) and then repeat the cycle
While I agree that the mechanics of a top level dps rotation are fairly unimmersive to say the least, you don't have to submit to doing them... and you don't, as you say. There are plenty of solo builds on youtube, mostly from Hack the Minotaur, that can illustrate good jumping-off points for making whatever you want to do work, without anyone's help, to take on world bosses or run dungeons. Solo.
What that says is that once you get your end game gear going and spend a little time thinking through how your skills work, the attacks you will be making will feel plenty impactful regardless if you are min-maxed for trials or not. Some work and practice will make you welcome in a lot of groups that aren't in the top-end elite category.
Like it or not, and I'm not a big fan either, there will always be a subsection of players in any game that would probably be happier playing dance dance revolution on a spreadsheet, focusing on bleeding-edge optimization in order to turn every part of an otherwise fun role-playing experience into angsty speedruns. There are plenty of others that get joy from ignoring the rich and fascinating fantasy setting and log in every day just to flip items on the market, others who spend all their time trying to score cheap goods off noobs that don't know what stuff is worth, and even more than a few that just love more than anything to mindlessly grind the same things over and over. Oh, and then there are always the trolls. Oh, and the zone-chatters...
Unfortunately, among each of these groups there are a few members that get so much of their sense of self-worth from what they are doing that they feel threatened and antagonized by anyone that's not in their group. Optimizers are the ones that most directly affect the fun of others. We've all been kicked from a pug group or openly mocked by a 15 year old whose claim to world-class status is derived from slavishly copying someone's build guide and rotation. We're supposed to learn that's more about what's going on with them, right?
Point is, there's plenty of room for success in playing however you want to play. Just do that. Requesting free bonus damage because other people are working harder is just clouding the issue... and the issue seems to be that ZOS is ham-handedly trying to get the elites to agree to a nerf and the elites are trying to turn that into a buff to sustain, which will only just add to their damage done. The thing ZOS is missing here is that no matter what they try to do in order to tone down the highest level players, those guys will always find a way to squeeze every drop of dps out of the game and there will always be everyone else that isn't willing to put that much into that extra 1%. Nerfs will always just anger those that pay the bills, and that's never the smart move.
Personally, I feel like ZOS should just accept that the skill/effort gap exists and focus their efforts on other, more important things. Fixing server performance, for instance, would be that rising tide that raises all the boats. Taking a hard look at each role on each class to make sure player choices in these regards are as rewarding and impactful as possible would be another area that, if accomplished intelligently, could make a lot of players happy and serve as a draw for new players. Building high-profile activities that show off just how powerful our most competitive players can be could bring in some E-Sports money and attention... There's all kinds of things that could be done that aren't the nerfing and pseudo "balancing" that is NEVER a net positive for ANY game.
If it's not broken don't fix it. And if it is broken, don't decompose it further. That's how they treated DoTs last year. One would say that after 5 years of development at least the basic parameters of the combat system should be clear...
JohnOfMarkarth wrote: »--- Not to mention that ESO combat probably isnt the "go to" attraction of the game that increases player base, not really...)
The vast majority of testing has come from a DPS-centric perspective, and the changes are aimed primarily at DDs. I doubt many tanks have even bothered trying out the changes. The few that have so far, and are willing to take the time to post on the forum, myself included, have stated that sustain is much worse. There is very little discussion on this point and it would be nice if there was more.aetherial_heavenn wrote: »Tanks are going to be stuffed if ZoS changes go ahead I suspect. I am surprised there isn't more blow back from them.