So, while we know the proposed changes at least got shelved, I don't think there's any question we're eventually going to see a variant of those changes pushed through. With that in mind, I wanted to get out ahead of them to a point and offer up an alternative i've been working on for a while that is significantly healthier for the game, bring actual play style mechanics that players can interact with, gives players a legitimate choice and brings something new and inventive to the game, instead of attacks solely functioning as a source of flat damage.
Heavy/Light Attack Balance Reimagined
The central problem with the heavy/light attack issue isn’t necessarily the “skill gap”, or even a “damage gap”. That much I’ve repeatedly addressed in the forums and attempted to highlight that the actual gap existed moreso through sustain and because spamming attacks wasn’t viable, even if you buff them crazy hard.
I think I might have struck a balance between making heavy attacks required and making them legitimately balanced by of course retooling the base damage of both light and heavy attacks somewhat, but also creating new interactions for heavy attack users that will be useful both in PVE and PVP, while balancing some of the more “overtuned” aspects of weapon passives. So, here we go.
• Light Attack Damage reduced by 20%.
• Heavy Attack Damage increased by 30%
• Light Attacks restore 30 magicka/stamina
• Heavy Attacks restore 300 magicka/stamina
This is step one. A flat, across-the-board buff to heavies with a mild nerf to LAs that we’ll compensate for in other ways.
• Consecutive Light Attacks within 2 seconds apply a stacking buff, increasing both damage and resource return of further Light Attacks by 10% per stack, stacking up to five times. Casting a skill drops all stacks.
This change means if you want to sustain heavily, you can spam LAs for a bit, OR pop a heavy. Your choice. It puts choice and control in the player’s hands. Which do you value more? The flat damage of spammed lights, or the additional effects offered by the new heavy attack mechanics?
Heavy Weapons
• Swords increase damage done and critical strike chance by 3%. Landing a fully-charged heavy attack with a sword increases your weapon damage and spell damage by 5% for 3 seconds.
• Axe bleed left unchanged. Landing a fully-charged heavy attack applies a buff to you, increasing your bleed damage done by 15% for 4 seconds. This effect stacks up to two times.
• Mace pen reduced to 15% per mace, but applies before flat penetration. Landing a fully-charged heavy attack stuns the target for 2 seconds, or staggers/interrupts them if they are CC immune.
Here we see adjustments to the 2h weapon passives to coincide with our new LA/HA balance system. By upping the damage as well as giving an additional benefit to heavy attacks, you make them significantly more attractive without being game-breaking. It’s not a monstrous DPS loss to heavy attack once or twice with an axe, for example. Through a system like this, we can bring players up who are more comfortable doing a HA rotation. Consider this, if using a 2h sword, it’s feasible that weaving between heavies means your 5% Weapon Damage increase is up full-time. That’s a reasonably significant buff for a build that some players do genuinely run.
Obviously the numbers aren’t set in stone, or even the effects, and could be adjusted further, but it’s a baseline concept idea to push through heavy attack viability without making them inherently game-breaking, or forcing people to transition away from light attacks.
Twin Blade and Blunt
• Dagger crit unchanged. If wielding a dagger in the main hand, landing a fully-charged heavy attack increases crit damage by 6% for 3 seconds. If wielding a dagger in the off hand, landing a fully-charged heavy attack increases crit damage by 3% for 3 seconds.
• Axe bleed unchanged. If wielding an axe in the main hand, landing a fully-charged heavy attack applies a buff to you, increasing your bleed damage done by 8% for 4 seconds. This effect stacks up to two times. If wielding an axe in the off hand, landing a fully-charged heavy attack increases bleed proc chance by 25%.
• Sword damage buff unchanged. If wielding a sword in the main hand, landing a fully-charged heavy attack increases weapon damage and spell damage by 3% for 3 seconds. If wielding a sword in the off hand, landing a fully-charged heavy attack increases weapon damage and spell damage by 2% for 3 seconds.
• Mace pen reduced to 7.5% per mace, but applies before flat penetration. If wielding a mace in the main hand, landing a fully-charged heavy attack stuns the target for 1 second, or staggers them if they are CC immune. If wielding a mace in the off hand, landing a fully-charged heavy attack increases the damage of the heavy by 5%.
Here again we’re working off giving players a choice. Each weapon combination gives different results. Each weapon feels remarkably different and the ability to combine them to fill holes in your kit further pushes the already decent weapon variety.
Hawk Eye
• Your successful light attacks increase the damage of your bow abilities and heavy attacks by 5% for 5 seconds, stacking up to 5 times.
• Your successful heavy attacks reduce the channel/cast time of your next bow heavy attack by 35%.
Here we’re breaking into a “ranger” build, where using LAs to stack up the passive allows you to weave not just abilities, but a few heavy attacks for higher damage ramp and at faster speeds, kind of a “momentum” mechanic where an archer left alone unmolested can pump out significant damage over time.
The only aspect of weapon changes I haven’t had any real ideas for is staves. They lack meaningful variety and their passives are difficult to work with. It’s likely better to simply ramp the already existing effects for staff heavies, but I am concerned that could be game-breaking to some extent, so someone more familiar with magicka DPS than I am would likely be a better flag carrier for changes to their core mechanics.
Edited by Skjaldbjorn on April 29, 2020 6:51PM