15% is a lot
llBlack_Heartll wrote: »Light Attacks Generally account for roughly (avg) 15% of damage done (80k) (depending Stam or Mag) the other 85% is all skills.
Of course light attacks are going to be 15% because they are cast in between every skill and some times not all skills are attacking skill. Is 15% really too much?
Now taking a look at Xynode parse on his Easy Sorc, Heavy Attacks account for 13% of the damage (77k) almost exactly the same? LA was 6%. Now you are only going to HA on the front bar, so that 13% is in a shorter time frame, then over a full parse with LA weaving.
So is there really a problem here? Easy solution was to just buff HA a little and keep the resources returned, because ppl will still need to LA weave to get resources with the changes.
There are a couple of HA improvements that I like, moment speed being one of them.
Skjaldbjorn wrote: »
Objectively, neither LA or HA should do competitive damage with a resource costing ability nor provide direct sustain.
LA should be filler, while you recover resources through regen or other methods.
HA should do slightly more damage, but primarily be a reactive attack to trigger a condition: stun after block, stagger, etc.
I can understand where ZOS went with these attacks returning resource....they overnerfed sustain a couple of years ago and are using LA/HA to increase your normal regen rate while using them. So it does make sense that LA and spamming LA effectively boosts your regen by 200ish per second. It is easier to bolt sustain onto LA/HA than to re-tune sets, glyphs and passives.
At the end of the day, this will probably make my sustain very high and allow me to either drop a sustain race or set.
Skjaldbjorn wrote: »Objectively, neither LA or HA should do competitive damage with a resource costing ability nor provide direct sustain.
LA should be filler, while you recover resources through regen or other methods.
HA should do slightly more damage, but primarily be a reactive attack to trigger a condition: stun after block, stagger, etc.
I can understand where ZOS went with these attacks returning resource....they overnerfed sustain a couple of years ago and are using LA/HA to increase your normal regen rate while using them. So it does make sense that LA and spamming LA effectively boosts your regen by 200ish per second. It is easier to bolt sustain onto LA/HA than to re-tune sets, glyphs and passives.
At the end of the day, this will probably make my sustain very high and allow me to either drop a sustain race or set.
Which creates the problem no one wants to talk about it seems - a dev enforced Orc/High Elf meta. Playing anything else at all in PVE would have you laughed out of the room. Race diversity, what little remains, is buried with these changes.
llBlack_Heartll wrote: »Light Attacks Generally account for roughly (avg) 15% of damage done (80k) (depending Stam or Mag) the other 85% is all skills.
Of course light attacks are going to be 15% because they are cast in between every skill and some times not all skills are attacking skill. Is 15% really too much?
Now taking a look at Xynode parse on his Easy Sorc, Heavy Attacks account for 13% of the damage (77k) almost exactly the same? LA was 6%. Now you are only going to HA on the front bar, so that 13% is in a shorter time frame, then over a full parse with LA weaving.
So is there really a problem here? Easy solution was to just buff HA a little and keep the resources returned, because ppl will still need to LA weave to get resources with the changes.
There are a couple of HA improvements that I like, moment speed being one of them.
I doubt the real intent of these changes was to close the "skill gap" between players who weave light attacks and those who don't. So that's probably why they didn't opt to take your advice and implement an easier and more effective solution. I believe the true goal here was to remove the resource gain from heavy attacks so players could not recover their resources as fast. In other words: what they wanted was to remove the spike in resource gain and make it more steady and decided to accomplish that through light attack weaving.
Skjaldbjorn wrote: »I doubt the real intent of these changes was to close the "skill gap" between players who weave light attacks and those who don't. So that's probably why they didn't opt to take your advice and implement an easier and more effective solution. I believe the true goal here was to remove the resource gain from heavy attacks so players could not recover their resources as fast. In other words: what they wanted was to remove the spike in resource gain and make it more steady and decided to accomplish that through light attack weaving.
@Jeremy What players are these that they're targeting? Because most non-supports I know sustain through good LA weaving. They don't need to heavy, like...ever. Unless something goes real wrong (death), supports are garbo or I'm just lagging/having a bad day, I almost never HA in an actual trial environment.
Key word being "non-supports".
And that's basically what I'm saying to you. I don't believe these changes actually had anything to do with closing some "skill gap" between low or high APM players. Because as you just said - high "APM" DPS players in a trial environment didn't use heavy attacks to recover their resources anyway. So why change it?
So I believe this change was meant to even out sustain across the board and take away the ability of players to quickly recover their resources. That's the only thing that makes sense to me. Because this "close the skill gap" argument makes no sense when compared to these changes.
Skjaldbjorn wrote: »Key word being "non-supports".
And that's basically what I'm saying to you. I don't believe these changes actually had anything to do with closing some "skill gap" between low or high APM players. Because as you just said - high "APM" DPS players in a trial environment didn't use heavy attacks to recover their resources anyway. So why change it?
So I believe this change was meant to even out sustain across the board and take away the ability of players to quickly recover their resources. That's the only thing that makes sense to me. Because this "close the skill gap" argument makes no sense when compared to these changes.
That still doesn't really make sense. I tank a ton. Most high-end end-game tanks I know LA weave between most of their abilities and only rarely heavy. The LA weaving will manage their sustain, and most tanks run Atro mundus and mag regen glyphs to sustain resources.
Unless this change is blanket-healer targeted, I have no earthly idea who this is targeted at, unless it's PVP-focused.
How about make race passives a skill line with limitations in appropriate categories (weap/spell dmg, regen, etc.,.) to avoid the obvious. Maybe we could make them morphs. Then we would be permitted to play a Breton or High Elf stam build or Orc mag build (for example) and when race passives or other game altering designs change, we can just go modify the "passives" skill tree at the respec station instead of being hobbled by race. I always wished race was chosen for aesthetics, not the current META passives.
Skjaldbjorn wrote: »Objectively, neither LA or HA should do competitive damage with a resource costing ability nor provide direct sustain.
LA should be filler, while you recover resources through regen or other methods.
HA should do slightly more damage, but primarily be a reactive attack to trigger a condition: stun after block, stagger, etc.
I can understand where ZOS went with these attacks returning resource....they overnerfed sustain a couple of years ago and are using LA/HA to increase your normal regen rate while using them. So it does make sense that LA and spamming LA effectively boosts your regen by 200ish per second. It is easier to bolt sustain onto LA/HA than to re-tune sets, glyphs and passives.
At the end of the day, this will probably make my sustain very high and allow me to either drop a sustain race or set.
Which creates the problem no one wants to talk about it seems - a dev enforced Orc/High Elf meta. Playing anything else at all in PVE would have you laughed out of the room. Race diversity, what little remains, is buried with these changes.
In my opinion they should just change how the passives are acquired, it will not be necessarily lore friendly, but it's better than what we have at the moment where if they buff sustain, sustain races become useless, and if they nerf it, sustain becomes required.
The idea is to let us choose our passives as long as they "make sense" for the race.
By make sense i mean, orc should not get elemental talent, or high elf should not get swift warrior, basically, stamina races, have stam passives shared, and magicka races have magicka passives shared.
For the hybrid races, i guess they have to pick and choose which passives make sense for each race, but don't be too restrictive, otherwise we will always run into this problem of, i wanna play this race, but this other one is so much stronger.
Or, just scrap passives entirely make them way less stronger and give the stats back through other means. For magicka, stam and health it's easy, just make it so each level grants you more of those resources than before, for weapon spell damage, crit etc, it's a bit more tricky, and i don't know exactly what they could do.