The heavy attack/light attack changes could be so much more.

echo2omega
echo2omega
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There are a number of things that can be done to change up how light and heavy attacks function within the game.

1. Light attacks deal damage as they currently do. Light attacks do not provide sustain.
2. Heavy deal damage and activate an effect when there is a cause. within a 4 second window. Heavy attacks no longer provide sustain.

For example. A player uses an ability that adds the cause effect frozen to a target. Heavy attacking a frozen target causes shatter dealing AOE damage to all enemies within a 6m radius of the target.

For example. A player uses an ability that adds the cause effect bleeding to a target. Heavy attacking a bleeding target causes the target to suffer from hemorrhage dealing additional damage over time to the target.

For example. A player uses an ability that adds the cause effect electrified to a target. Heavy attacking an electrified target causes the target to discharge stunning all enemies within a 6 meter radius for 2 seconds.

For example. A player uses an ability that adds the cause effect consecrated. Heavy attacking a consecrated target removes 2 negative conditions from the heavy attacking player.


3. After a cause/effect combination happens there is a 4 second period where no additional cause/effects can happen.
4. You amp stamina and magicka potions to make up the sustain difference since Light and heavy attacks no longer provide sustain.

Light attacks still deal DPS.
Heavy attacks are just as important to capitalize on the buff/debuffs that come from cause/effect combinations.


OR

1. You can balance out light attack and heavy attack damage and remove sustain.
2. Then amp potions to make up the difference in lost resources.

I think most players can use a potion every 45 seconds to sustain.

This also allows players to make light attack and/or heavy attack builds. More build diversity is never a bad thing.
can't run a light attack weave. That's fine, you can still run a heavy attack build and deal equitable damage.




There are other options available as well.

- You could add in an accessibility option to automatically perform a light attack with every ability activation.

- You could increase the global cooldown to something like 1.25 (maybe even 1.5 seconds) to slightly slow down the pace of combat which should make light attack weaving slightly easier.

- You could include in game tutorials that actually explain game mechanics...
  • MashmalloMan
    MashmalloMan
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    echo2omega wrote: »
    - You could increase the global cooldown to something like 1.25 (maybe even 1.5 seconds) to slightly slow down the pace of combat which should make light attack weaving slightly easier.

    You had some pretty good ideas until this comment.. just no.

    The gameplay doesn't need to be slowed down, they just need to make low APM options like heavy attack rotations more viable. Buffing damage, with no resource sustain won't work. Most 1 bar easy builds are built around the fact that you have endless sustain to cast whatever you want without being punished. I don't know what they were thinking by reversing them. Now LA's are required to sustain, worse you need to LA 5-10 times without skills to get your resource pool back up.

    Your status effect ideas are cool, but I think ZOS should avoid adding new status effect interactions for now, given the fact they can't even figure out LA/HA core mechanics 6 years into their game. Baby steps.
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