cmetzger93 wrote: »Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.
Would you like to see light attack weaving removed from the game?
MovesLikeJaguar wrote: »Another person hoping for Light Attack Weaving to be removed from the game. Sorry not sorry to say, but that ship sailed 7 years ago. It's a mechanic now, not a bug, and it's going to stay in the game. And great! It's one of the few mechanics in the game that makes ESO stand out from other similar MMOs, and rewards skilled players. Without it, you're just doing a rotation. Also, there are skills that rely on it like Crystal Weapons and Elemental Weapons.
Unknown_Redemption wrote: »
Youre still being rewarded, 10% instead of 20%. Its fair
WrathOfInnos wrote: »I would like to see light attack weaving stay in the game. It gives the combat a nice rhythm and rewards perfect timing without being too punishing when some light attacks are missed. IMO removing it would make combat feel too slow, with a long GCD and nothing to do but wait, much like FFXIV. It also makes sense that you would throw in some hits with a sword or bow between casting spells. If anything, maybe the animation could be improved, but this always has some risk of introducing bugs or making things feel clunky.
chrisw_63_ESO wrote: »I'm fully aware that I suck at DPS. Even with a nice tweaked build I rarely top 60k, and it's more likely to be in the 40's. I'm one of the people that might actually benefit, dps-wise, from this change.
And I Hate it.
I've seen too many MMO's go down the "reduce skill needed, increase xxx (usually gear) to compensate" road, and die on it. Seeing this kind of change here is just plain scary.
cmetzger93 wrote: »TheGreatBlackBear wrote: »cmetzger93 wrote: »Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.
Would you like to see light attack weaving removed from the game?
🎣🎣🎣🎣
Lol I don't know what this means
cmetzger93 wrote: »Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.
Would you like to see light attack weaving removed from the game?
FischyJones wrote: »colossalvoids wrote: »Yeah it's have nothing to do with a "bug" description and have it's place in eso for sure. Was stated a million times already by devs, it's here to stay. If you don't want to use it - just don't.Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta. The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience, while making more natural progression points for those looking to improve. To this end, we’ve started to look at the impact that one of the most common and important forms of weaving has in ESO: Light and Heavy Attack weaving.
Coming in Update 35, we’re reducing Light and Heavy Attacks’ impact in damage production by adjusting their damage to deal a flat amount, regardless of stats. We have spent a considerable amount of time investigating the baseline experience that a new player would have with these attacks, using that as our starting point for how much damage they do moving forward. The aim is to not harm the low-end experience, and target only the higher end. In doing so, we hope to reduce the difference of damage potential in a way that retains the satisfaction of learning to weave, where the impact is still felt, but to a much less degree than before.
Its going to vanish.