If we weren't changing the entire dynamic of the game. Let's take a look at the stamina set as an example;
(5) Dealing Critical Damage grants you a stack of Giant's Endurance, up to once per second. Each stack of Giant's Endurance adds X stamina recovery, and stacks up to X times. Dealing damage with a fully-charged Heavy Attack removes Giant's Endurance and grants Giant's Might for X seconds, increasing your Weapon Damage by X per stack removed. You cannot have Giant's Endurance and Might active at the same time.
So this set is actually interesting, but not if the proposed changes go through, where heavy attacks as a regular theme are encouraged. Where this set is actually dynamic and interesting is the current climate. Tracking your stacks and timing them appropriately, using a heavy (DPS loss) to boost yourself through a DPS gain for burn phases is actually really interesting and engaging, especially as you can't rebuild stacks while the effect is active, thus making it infinitely more important to hold those stacks for a few seconds if there's an important DPS burn phase approaching.
In that context, this set is actually really interesting, especially if the new Major Slayer set kills Lokke. That becomes a super engaging dynamic where you have to make a decision as to whether or not it's the right time to drop that heavy attack, burn your regen stacks and get the buff.
Instead, we're getting another "square peg, round hole" set that tries to shoehorn a meta that (based on the feedback I have seen) the bulk of the community is against, and doesn't encourage new playstyles or bridge any of the gaps Zenimax keeps talking about. The gap isn't LA damage, it's sustain. Has been for ages, but no one seems to get that.
Edited by Skjaldbjorn on March 30, 2020 8:24PM