sonwon.1_ESO wrote: »However half the damage per second output for a heavy attack build is not balanced.
perfiction wrote: »sonwon.1_ESO wrote: »However half the damage per second output for a heavy attack build is not balanced.
Why not? HA builds require way less and actions per minute (and skill), it's completely balanced that they deal less damage overall.
perfiction wrote: »sonwon.1_ESO wrote: »However half the damage per second output for a heavy attack build is not balanced.
Why not? HA builds require way less and actions per minute (and skill), it's completely balanced that they deal less damage overall.
perfiction wrote: »sonwon.1_ESO wrote: »However half the damage per second output for a heavy attack build is not balanced.
Why not? HA builds require way less and actions per minute (and skill), it's completely balanced that they deal less damage overall.
When you say harder content, is it group content or solo content?sonwon.1_ESO wrote: »Bonus, light attack builds would still be meta however those physically challenged would be able to play the harder content.
Please post your constructive suggestion(s) on how this could be fixed without breaking light attacks and weaving.
When you say harder content, is it group content or solo content?sonwon.1_ESO wrote: »Bonus, light attack builds would still be meta however those physically challenged would be able to play the harder content.
Please post your constructive suggestion(s) on how this could be fixed without breaking light attacks and weaving.
For group content there is a concern which is sustain. LA builds are meta and does more damage, yes. But they are almost always bottlenecked by sustain. To handle this, a lot of support roles use sets that help with sustain (things like worm, hollowfang/stone-talker, symphony etc.) Sometimes DDs with LA builds have to use parse food (they don't give any extra health, which makes things even riskier). They also have to chug expensive potions on cooldown to keep their magicka up.
HA builds have virtually no sustain issues. Meaning the group doesn't have to worry about sustain of DDs anymore. This might make HA builds on par with LA builds in group content which is not a good idea imo (due to differences of required skill level between the two playstyles).
But I maybe biased as I really don't like heavy attacks (due to how buggy they are especially with high ping)
When you say harder content, is it group content or solo content?sonwon.1_ESO wrote: »Bonus, light attack builds would still be meta however those physically challenged would be able to play the harder content.
Please post your constructive suggestion(s) on how this could be fixed without breaking light attacks and weaving.
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sonwon.1_ESO wrote: »PVE heavy attack builds are broken when light attack builds produce double the damage per second. Heavy attacks do not have to produce the same amount of damage as a light attack weave build. However half the damage per second output for a heavy attack build is not balanced. I propose we bump this up so heavy attack builds are within 80% of light attack builds.
Here are two ideas (good?) that I had to make heavy attack builds viable in PVE.
A heavy attack takes 3 ticks, 1 per second, first 2 ticks are light attacks with a final third tick.
1. Instead of one tick per second reduce the ticks, maybe .5 - .75 seconds. Reduce the amount of resource regain to make up for the reduction in time between ticks. Adjust tick timing and resource gain as needed. I believe this change would also benefit tanks and healers.
OR
2. Keep the damage from the first 2 ticks unchanged and increase the damage of the final tick to make up for the damage per second loss when compared to light attack builds.
I think option 2 would be the easiest change to make to the ZOS' ESO code.
Bonus, light attack builds would still be meta however those physically challenged would be able to play the harder content.
Please post your constructive suggestion(s) on how this could be fixed without breaking light attacks and weaving.
°
Yes I'm aware of other effects of spell/weapon power potions.You use potions on cooldown anyway for their effects.
Usually Major Weapon/Spell Damage buff and Major Weapon/Spell Crit buff (Major Brutality & Major Savagery or Major Sorcery and Major Prophecy)
In the cases you don't need these you usually use Heroism potions, which are expensive, in order to get more ultimate, and more DPS.
Yes they give you sustain but that's not the reason you use them on cooldown.
I'm not up-to-date on current HA builds. Do they really do half or less than that of LA builds? Any sources for such claims?It is true that LA build/rotation being 2-4 times as much DPS as HA builds makes no sense. I like your suggestions.
sonwon.1_ESO wrote: »PVE heavy attack builds are broken when light attack builds produce double the damage per second. Heavy attacks do not have to produce the same amount of damage as a light attack weave build. However half the damage per second output for a heavy attack build is not balanced. I propose we bump this up so heavy attack builds are within 80% of light attack builds.
Here are two ideas (good?) that I had to make heavy attack builds viable in PVE.
A heavy attack takes 3 ticks, 1 per second, first 2 ticks are light attacks with a final third tick.
1. Instead of one tick per second reduce the ticks, maybe .5 - .75 seconds. Reduce the amount of resource regain to make up for the reduction in time between ticks. Adjust tick timing and resource gain as needed. I believe this change would also benefit tanks and healers.
OR
2. Keep the damage from the first 2 ticks unchanged and increase the damage of the final tick to make up for the damage per second loss when compared to light attack builds.
I think option 2 would be the easiest change to make to the ZOS' ESO code.
Bonus, light attack builds would still be meta however those physically challenged would be able to play the harder content.
Please post your constructive suggestion(s) on how this could be fixed without breaking light attacks and weaving.
°
Also a fix would be to eliminate LA animation cancelling from the game as it is a glitch and totally mind numbing/finger breaking when done correctly. And in place of that make LA, MA, and heavy do more damage, and I would say that each type of attack should restore resources.
They did a test a while back playing around with this type of thing but don't think they took it seriously enough and as expected got a huge backlash from people who crutch on LA AC exploit.
ForeverJenn wrote: »sonwon.1_ESO wrote: »PVE heavy attack builds are broken when light attack builds produce double the damage per second. Heavy attacks do not have to produce the same amount of damage as a light attack weave build. However half the damage per second output for a heavy attack build is not balanced. I propose we bump this up so heavy attack builds are within 80% of light attack builds.
Here are two ideas (good?) that I had to make heavy attack builds viable in PVE.
A heavy attack takes 3 ticks, 1 per second, first 2 ticks are light attacks with a final third tick.
1. Instead of one tick per second reduce the ticks, maybe .5 - .75 seconds. Reduce the amount of resource regain to make up for the reduction in time between ticks. Adjust tick timing and resource gain as needed. I believe this change would also benefit tanks and healers.
OR
2. Keep the damage from the first 2 ticks unchanged and increase the damage of the final tick to make up for the damage per second loss when compared to light attack builds.
I think option 2 would be the easiest change to make to the ZOS' ESO code.
Bonus, light attack builds would still be meta however those physically challenged would be able to play the harder content.
Please post your constructive suggestion(s) on how this could be fixed without breaking light attacks and weaving.
°
Also a fix would be to eliminate LA animation cancelling from the game as it is a glitch and totally mind numbing/finger breaking when done correctly. And in place of that make LA, MA, and heavy do more damage, and I would say that each type of attack should restore resources.
They did a test a while back playing around with this type of thing but don't think they took it seriously enough and as expected got a huge backlash from people who crutch on LA AC exploit.
I understand you don't like LAing, but let's not spread false info. LA weaving isn't an exploit. There's a random tip suggesting it in the loading screen. Also, correctly weaving your LA is only about once every second. That's hardly finger breaking.
It is also naive to assume people weave as a crutch. Effective LA weaving does add a significant amount of dps but it is primarily done for upping numbers on people that can do more damage than your average casual. It primarily comes down to knowing a proper rotation and having sets that allow you to do that.
Light Attacks are 15 percent of my 100k dps parse.
You use potions on cooldown anyway for their effects.
Kiralyn2000 wrote: »
You use potions on cooldown anyway for their effects.
How widespread is that, really? Does the normal player chug potions regularly, or is it just the "imma maximizing mah deeps!"/hardmode crew? Only vet level? Only trials?
(edit: to be honest, having gamed for decades with games where consumables are emergency supplies to only be used when Really Needed, the idea of chain-chugging potions on cooldown has always seemed bizarre to me.)
spartaxoxo wrote: »perfiction wrote: »sonwon.1_ESO wrote: »However half the damage per second output for a heavy attack build is not balanced.
Why not? HA builds require way less and actions per minute (and skill), it's completely balanced that they deal less damage overall.
Why would you cut out the sentences where he acknowledged that just to tell him information that's in the opening post? What a strawman. He literally says the opposite in his post.
He feels it should be 80% of the damage rather than half. That is not wanting it to be the same as light attack damage.
sonwon.1_ESO wrote: »PVE heavy attack builds are broken when light attack builds produce double the damage per second. Heavy attacks do not have to produce the same amount of damage as a light attack weave build. However half the damage per second output for a heavy attack build is not balanced. I propose we bump this up so heavy attack builds are within 80% of light attack builds.
Here are two ideas (good?) that I had to make heavy attack builds viable in PVE.
A heavy attack takes 3 ticks, 1 per second, first 2 ticks are light attacks with a final third tick.
1. Instead of one tick per second reduce the ticks, maybe .5 - .75 seconds. Reduce the amount of resource regain to make up for the reduction in time between ticks. Adjust tick timing and resource gain as needed. I believe this change would also benefit tanks and healers.
OR
2. Keep the damage from the first 2 ticks unchanged and increase the damage of the final tick to make up for the damage per second loss when compared to light attack builds.
I think option 2 would be the easiest change to make to the ZOS' ESO code.
Bonus, light attack builds would still be meta however those physically challenged would be able to play the harder content.
Please post your constructive suggestion(s) on how this could be fixed without breaking light attacks and weaving.
°
Kiralyn2000 wrote: »
You use potions on cooldown anyway for their effects.
How widespread is that, really? Does the normal player chug potions regularly, or is it just the "imma maximizing mah deeps!"/hardmode crew? Only vet level? Only trials?
(edit: to be honest, having gamed for decades with games where consumables are emergency supplies to only be used when Really Needed, the idea of chain-chugging potions on cooldown has always seemed bizarre to me.)
Oreyn_Bearclaw wrote: »spartaxoxo wrote: »perfiction wrote: »sonwon.1_ESO wrote: »However half the damage per second output for a heavy attack build is not balanced.
Why not? HA builds require way less and actions per minute (and skill), it's completely balanced that they deal less damage overall.
Why would you cut out the sentences where he acknowledged that just to tell him information that's in the opening post? What a strawman. He literally says the opposite in his post.
He feels it should be 80% of the damage rather than half. That is not wanting it to be the same as light attack damage.
Yeah, that is not a strawman argument. People love to use that term, but that is not what happened here. Seems like a reasonable disagreement about how much damage a light attack build should do compared to a heavy attack, with a justification given as to why. Not everything is a strawman...
To the OP, I am all for heavy attacks being viable. There are two numbers that seem to be out of left field. One the fact that heavy attack builds do 50% of the damage of light attack builds. Do we know this is true? Do we have dummy parses of the optimum LA vs HA build? I am not saying you are wrong, but it sounds low to me. It was certainly much higher than that historically, but I do know that HA builds have been nerfed over time. That always sounds silly to me because ZOS is always suggesting they are trying to raise the floor without lowering the ceiling too much. Buffing HA builds would be an excellent way to do that.
The other part is you say they should do 80%, but really don't give any context as to why that is the case. Why not 75% or 90%, etc. The APM argument seems to be a reasonable justification to support the 50%. If a heavy attack is roughly two seconds, and you weave with them, that would suggest you are doing about 60 APM (every two seconds is one HA, on skill). A LA build is 120 APM, so doing double the DPS is not unreasonable in that context. Now certainly, that should not be the only controlling factor, but it should be in the discussion.
sonwon.1_ESO wrote: »Oreyn_Bearclaw wrote: »spartaxoxo wrote: »perfiction wrote: »sonwon.1_ESO wrote: »However half the damage per second output for a heavy attack build is not balanced.
Why not? HA builds require way less and actions per minute (and skill), it's completely balanced that they deal less damage overall.
Why would you cut out the sentences where he acknowledged that just to tell him information that's in the opening post? What a strawman. He literally says the opposite in his post.
He feels it should be 80% of the damage rather than half. That is not wanting it to be the same as light attack damage.
Yeah, that is not a strawman argument. People love to use that term, but that is not what happened here. Seems like a reasonable disagreement about how much damage a light attack build should do compared to a heavy attack, with a justification given as to why. Not everything is a strawman...
To the OP, I am all for heavy attacks being viable. There are two numbers that seem to be out of left field. One the fact that heavy attack builds do 50% of the damage of light attack builds. Do we know this is true? Do we have dummy parses of the optimum LA vs HA build? I am not saying you are wrong, but it sounds low to me. It was certainly much higher than that historically, but I do know that HA builds have been nerfed over time. That always sounds silly to me because ZOS is always suggesting they are trying to raise the floor without lowering the ceiling too much. Buffing HA builds would be an excellent way to do that.
The other part is you say they should do 80%, but really don't give any context as to why that is the case. Why not 75% or 90%, etc. The APM argument seems to be a reasonable justification to support the 50%. If a heavy attack is roughly two seconds, and you weave with them, that would suggest you are doing about 60 APM (every two seconds is one HA, on skill). A LA build is 120 APM, so doing double the DPS is not unreasonable in that context. Now certainly, that should not be the only controlling factor, but it should be in the discussion.
There are no PVE HA builds that I've seen that peak over 55k dps, I've seen many PVE LA builds that do over 100-110k dps. I have no dummy parses because none build for HA. If anyone can produce a pure PVE HA build that does 80k dps please posted it.
HA take 3 seconds if they took 2 seconds I think the problem would go away.
I quote Ksariyu,
"... the tradeoff for the slower attack is the risk of it not finishing and you taking a big hit. APM does not equal skill outright."
sonwon.1_ESO wrote: »Oreyn_Bearclaw wrote: »spartaxoxo wrote: »perfiction wrote: »sonwon.1_ESO wrote: »However half the damage per second output for a heavy attack build is not balanced.
Why not? HA builds require way less and actions per minute (and skill), it's completely balanced that they deal less damage overall.
Why would you cut out the sentences where he acknowledged that just to tell him information that's in the opening post? What a strawman. He literally says the opposite in his post.
He feels it should be 80% of the damage rather than half. That is not wanting it to be the same as light attack damage.
Yeah, that is not a strawman argument. People love to use that term, but that is not what happened here. Seems like a reasonable disagreement about how much damage a light attack build should do compared to a heavy attack, with a justification given as to why. Not everything is a strawman...
To the OP, I am all for heavy attacks being viable. There are two numbers that seem to be out of left field. One the fact that heavy attack builds do 50% of the damage of light attack builds. Do we know this is true? Do we have dummy parses of the optimum LA vs HA build? I am not saying you are wrong, but it sounds low to me. It was certainly much higher than that historically, but I do know that HA builds have been nerfed over time. That always sounds silly to me because ZOS is always suggesting they are trying to raise the floor without lowering the ceiling too much. Buffing HA builds would be an excellent way to do that.
The other part is you say they should do 80%, but really don't give any context as to why that is the case. Why not 75% or 90%, etc. The APM argument seems to be a reasonable justification to support the 50%. If a heavy attack is roughly two seconds, and you weave with them, that would suggest you are doing about 60 APM (every two seconds is one HA, on skill). A LA build is 120 APM, so doing double the DPS is not unreasonable in that context. Now certainly, that should not be the only controlling factor, but it should be in the discussion.
There are no PVE HA builds that I've seen that peak over 55k dps, I've seen many PVE LA builds that do over 100-110k dps. I have no dummy parses because none build for HA. If anyone can produce a pure PVE HA build that does 80k dps please posted it.
HA take 3 seconds if they took 2 seconds I think the problem would go away.
I quote Ksariyu,
"... the tradeoff for the slower attack is the risk of it not finishing and you taking a big hit. APM does not equal skill outright."