Circuitous wrote: »guybrushtb16_ESO wrote: »[*] Stamina updates: Heavy attacks with all non-staff weapons now return stamina. More improvements to follow.
I'm very curious how this will turn out. Although the practice is not as prevalent (yet), heavy attacks can be clipped in a much similar way as light attacks, and the fact that the devs did not account for animation cancelling at all is one of the reasons the current ability balancing is somewhat out of whack right now.
I'm a bit anxious to see how this will turn out, but any buffs for stamina are good in my book.
Restoration Staff power attack only restores magicka at the end of the animation, canceling it gives you nothing.
Melee and bow power attacks do less damage if you cancel the animation early or use a skill before the wind-up is complete. It would be trivial to only apply the stamina regen when the full wind-up is completed.
AlienDiplomat wrote: »I know that stamina builds need work, in fact I have proposed a few potential solutions myself. This however feels perhaps a little rushed considering we have yet to adequately address certain "features" of the game which everyone seems to use that will potentially cause a great imbalance when this goes live.
I am speaking of course of ANIMATION CANCELLING.
There is a twofold problem with this suggested "fix."
- A person could potentially restore their entire stamina bar in seconds by animation cancelling heavy attacks with block repeatedly.
- Stamina builds currently rely on clipping heavy attacks with a weapon ability to do competitive damage in trials. If they nerf animation cancelling to implement this fix, you will have plenty of stamina to do sub-par DPS.
A much better solution would be to do as I have proposed and create Stamina-based options for class skill morphs.
I appreciate they want to fix the problem, and probably think they can save time by doing this instead of the above, but it seems to me that the balance and exploit issues they will potentially introduce with this will end up taking more time to sort out than simply hiring the animation team to come back for a month or two and get those stamina morphs in-game.
AlienDiplomat wrote: »I know that stamina builds need work, in fact I have proposed a few potential solutions myself. This however feels perhaps a little rushed considering we have yet to adequately address certain "features" of the game which everyone seems to use that will potentially cause a great imbalance when this goes live.
I am speaking of course of ANIMATION CANCELLING.
There is a twofold problem with this suggested "fix."
- A person could potentially restore their entire stamina bar in seconds by animation cancelling heavy attacks with block repeatedly.
- Stamina builds currently rely on clipping heavy attacks with a weapon ability to do competitive damage in trials. If they nerf animation cancelling to implement this fix, you will have plenty of stamina to do sub-par DPS.
A much better solution would be to do as I have proposed and create Stamina-based options for class skill morphs.
I appreciate they want to fix the problem, and probably think they can save time by doing this instead of the above, but it seems to me that the balance and exploit issues they will potentially introduce with this will end up taking more time to sort out than simply hiring the animation team to come back for a month or two and get those stamina morphs in-game.
The heavy attack for resto only restores your magicka if you complete the heavy attack. I can only imagine it will be the same for the stamina weapons.
AlienDiplomat wrote: »A much better solution would be to do as I have proposed and create Stamina-based options for class skill morphs.
Unless the stamina restore scales with charge time. But yes, animation cancelling is a problem that needs to be fixed also. I think the stamina restore on heavy attacks is a good idea. Heavy attacks should also break blocks. This way, the players who use block casting the whole fight would actually need to use some skill and watch for heavy attacks to perform a bash before their guard gets broken.
ExiledKhallisi wrote: »Unless the stamina restore scales with charge time. But yes, animation cancelling is a problem that needs to be fixed also. I think the stamina restore on heavy attacks is a good idea. Heavy attacks should also break blocks. This way, the players who use block casting the whole fight would actually need to use some skill and watch for heavy attacks to perform a bash before their guard gets broken.
Heavy attacks should break block is the best idea i have ever heard.
AlienDiplomat wrote: »I know that stamina builds need work, in fact I have proposed a few potential solutions myself. This however feels perhaps a little rushed considering we have yet to adequately address certain "features" of the game which everyone seems to use that will potentially cause a great imbalance when this goes live.
I am speaking of course of ANIMATION CANCELLING.
There is a twofold problem with this suggested "fix."
- A person could potentially restore their entire stamina bar in seconds by animation cancelling heavy attacks with block repeatedly.
- Stamina builds currently rely on clipping heavy attacks with a weapon ability to do competitive damage in trials. If they nerf animation cancelling to implement this fix, you will have plenty of stamina to do sub-par DPS.
A much better solution would be to do as I have proposed and create Stamina-based options for class skill morphs.
I appreciate they want to fix the problem, and probably think they can save time by doing this instead of the above, but it seems to me that the balance and exploit issues they will potentially introduce with this will end up taking more time to sort out than simply hiring the animation team to come back for a month or two and get those stamina morphs in-game.
I'm glad they are trying to buff stam, but the primary problem I have with this plan is that... well it makes no sense. Why would hitting something extremely hard with a sword replenish your energy?
I agree with the OP. Stam based morphs are a better option. Also... just make stam abilities cost less stam, increase regeneration, or increase damage.
AlienDiplomat wrote: »If they nerf animation cancelling to implement this fix, you will have plenty of stamina to do sub-par DPS.
david271749 wrote: »@AlienDiplomat
Can't tell if you're for or against animation cancelling anymore.AlienDiplomat wrote: »If they nerf animation cancelling to implement this fix, you will have plenty of stamina to do sub-par DPS.
Have they said they plan on nefing it? As far as I know they said it wasn't intended, but they know people are doing it.
Super_Sonico wrote: »I think it's stupid because a) the wind up time is much to long for too little gain to use heavy attacks in PvP and b) No one uses heavy attacks in PvP. Might as well just pop the stam pot. It won't be better than that.
Not a fix is not a fix.