ValindorPinebrook wrote: »
- The damage increase to HAs was a great idea, but using a HA instead of LA weaving still results in a dps loss due to the windup time. I would suggest a further buff to HAs, but do not know a good % to increase them by.
MashmalloMan wrote: »ValindorPinebrook wrote: »
- The damage increase to HAs was a great idea, but using a HA instead of LA weaving still results in a dps loss due to the windup time. I would suggest a further buff to HAs, but do not know a good % to increase them by.
Seriously, heavy attack rotation buffs will be way to problematic for pvp if they're pushed any further. They simply can not offer higher dps than light attack rotations, the changes need to make them more competitive than live, not better.
Reason being, heavy attacks are already extremely powerful (despite the preceived lower dps on a parse). Did you know a 2H heavy attack is now about the same damage as a dizzy swing.
When you compare them against each other, they have close to the same animation time except 1 costs no resources to use, the other costs resources, but provides utility with off-balance, stun, snare, etc.
This balance (debatable) at least makes some semblence of sense. Using resources = added utility.
If ZOS buffs heavy attacks anymore than they already have, you're taking away any point of using spammables in the game if they don't offer utility for the cost (pve environments rarely care for utility). Why are we rewarding players with free damage by holding a button key down? It's already too much at it's current state.
We need to stop treating dps as a metric to balance the entire game. Dummy parses are not the answer. Heavy attacks are already very powerful. Think about the amount of burst you can pull with a heavy attack into an instant skill. We're regressing to why they nerfed heavy attacks in the first place, they were nerfed because being burst down from stealth felt cheap af.
The benefit of live heavy attacks is; although the damage is lower, it offers increased resource regen which is exactly what newer players need. Newer players aren't as good at managing their resources, they cast dots too early, they cast ground aoe dots like volley/blockade in the wrong place forcing them to cast it again, they often play in groups thats are not opitmized to carry their sustain. Lower dps = harder sustain since fights are longer and require more resources.
The damage being lower pays for itself this way. When you completely gut resource return from heavy attacks, they now need to rely on pure damage to be competitive options and this is exactly why these changes will never work simply by nerfing LA from 78% to 30-40% and HA even higher than they are now. HA rotations can not be better than LA rotations simply by increasing the damage they do further. For HA's to beat LA's, they need to do like 50% more damage than they already are and at that point, 0 reason to use spammables, we're already in a meta that barely needs dots. Wrecking Blow is so close in damage to a single target dot like Rending Slash, Soul Trap or Poison Injection that pve builds have completely removed them for damage increasing skills like fighters guilds. What do you think happens if HA's get stronger than spammables?
A happy medium is what Code mostly suggested. Resource return should gradually increase from Light -> Medium -> Heavy along with the damage. The damage of Heavy attacks now are the highest they should ever go, but some resource return should be added back. Light Attacks receiving a nerf of 30-40% should also be coupled with reducing the resource return to 0/50, something so neglible that it's not a huge loss/gain to avoid light attack rotations. Current end game builds don't need +400 free regen from light attack rotations, it's absurd. It will completely remove any reason to use the sustain races in pve content. On an Orc/High Elf/Dark Elf, you usually use sustain food/sustain enchants, this +200 regen a light attack removes that necessity.