f047ys3v3n wrote: »Elsterchen wrote: »@ZOS_GinaBruno
@ZOS_JessicaFolsom
This mechanic (heavy attack) is used by every player, yet its now 1 month without a single note from you or a DEV on wether this is intended (no scaling of heavy attacks), not intended (it should scale but you cannot figure out how to make it work), unintentional but bugged (you do not understand the problem), intentional "bc of" (unintentional behavior, but you are not interested in fixing).
I feel this issue and wether or not you intend to change something should be communicated with the playerbase.
Responds are welcome.
You would think that they would have something to say about it given that it appears that:
1) Their reduction of heavy attack damage to compensate for resource return effects only partially charged heavies that return no resources.
2) Their reduction of duration for a fully charged heavy attack did not include a reduction in damage effectively buffing fully charged heavy attack damage per second instead of nerfing it as stated.
3) Neither this latest, nor past, reductions in full heavy attack charge time were accompanied by any animation scaling such that a heavy attack now launches itself automatically at 2.2 seconds but gains no additional damage from just over 1.6 seconds onward.
It is, in short, a counter-intuitive mess and as you mentioned, effects everyone due to their complete insistence on fully charged heavies as the only functional resource management strategy. I continue to be deeply unsatisfied with the results that this plot of attack duration has on combat. Changes need to be made. I suggest the plot below in which partially charged heavies return partial resources, damage for a full attack is brought back on the linearly scaling line with other heavy attacks, and, importantly, the animation is rescaled to the proper duration.
In this suggested scenario, both resource return and damage scale linearly with charge time such that resource management could be handled dynamically by varying the length of charge depending on damage needs and resource status. Furthermore, a full heavy that had to be interrupted to block or dodge a mechanic would no longer be a total loss. This scenario also eliminates the brutal punishments for a light that goes a little too long or a full heavy that comes up short. Lastly, it preserves the clear desire of ZOS to lower casts / second and require some player block downtime that were presumably the reason for the changes with an eye to PVP server load and PVP combat goals.
Here is too hoping they address this mess soon. Their PVE raiding community has certainly seen a massive decline due to the unpopularity of the required left mouse button holding.
f047ys3v3n wrote: »Elsterchen wrote: »@ZOS_GinaBruno
@ZOS_JessicaFolsom
This mechanic (heavy attack) is used by every player, yet its now 1 month without a single note from you or a DEV on wether this is intended (no scaling of heavy attacks), not intended (it should scale but you cannot figure out how to make it work), unintentional but bugged (you do not understand the problem), intentional "bc of" (unintentional behavior, but you are not interested in fixing).
I feel this issue and wether or not you intend to change something should be communicated with the playerbase.
Responds are welcome.
You would think that they would have something to say about it given that it appears that:
1) Their reduction of heavy attack damage to compensate for resource return effects only partially charged heavies that return no resources.
2) Their reduction of duration for a fully charged heavy attack did not include a reduction in damage effectively buffing fully charged heavy attack damage per second instead of nerfing it as stated.
3) Neither this latest, nor past, reductions in full heavy attack charge time were accompanied by any animation scaling such that a heavy attack now launches itself automatically at 2.2 seconds but gains no additional damage from just over 1.6 seconds onward.
And here I was wondering that sometimes when i animation cancel the HA with a Skill on my Stamina Night-blade/ Dragon Knight/ Sorcerer , why some times I see no stamina return at all and run dry. On stamina characters, the combat as it is already very slow weaving every skill with HA, now no Resource returns on Partial Heavies is cherry on top. LA damage buff anyway is no use for stamina builds except where it can only be done on the bow bar, on main dual wield or 2 Hander, it's always HA weaving.
IzakiBrotherSs wrote: »And here I was wondering that sometimes when i animation cancel the HA with a Skill on my Stamina Night-blade/ Dragon Knight/ Sorcerer , why some times I see no stamina return at all and run dry. On stamina characters, the combat as it is already very slow weaving every skill with HA, now no Resource returns on Partial Heavies is cherry on top. LA damage buff anyway is no use for stamina builds except where it can only be done on the bow bar, on main dual wield or 2 Hander, it's always HA weaving.
What do you mean light attacks are no use for stamina builds aside from Bow attacks? I do 1 Heavy Attack per 11 sec rotation in total with the rest being Light Attacks, I am running bi-stat food, I'm not running any recovery/cost reduction gear or mundus or enchants. Yet I pull 47.4k on my Stamblade.
http://xboxdvr.com/gamer/lI Izaki Il/screenshot/6739197
And no, I don't have any resource problems even on the 25mil dummy.
The light attack damage buff has played the biggest part in the DPS increase for NBs this patch. The other important factor being Grim Focus. Plus DW heavy attacks are still the fastest in the game and frankly they are barely noticeable in a raid.
Flameheart wrote: »IzakiBrotherSs wrote: »And here I was wondering that sometimes when i animation cancel the HA with a Skill on my Stamina Night-blade/ Dragon Knight/ Sorcerer , why some times I see no stamina return at all and run dry. On stamina characters, the combat as it is already very slow weaving every skill with HA, now no Resource returns on Partial Heavies is cherry on top. LA damage buff anyway is no use for stamina builds except where it can only be done on the bow bar, on main dual wield or 2 Hander, it's always HA weaving.
What do you mean light attacks are no use for stamina builds aside from Bow attacks? I do 1 Heavy Attack per 11 sec rotation in total with the rest being Light Attacks, I am running bi-stat food, I'm not running any recovery/cost reduction gear or mundus or enchants. Yet I pull 47.4k on my Stamblade.
http://xboxdvr.com/gamer/lI Izaki Il/screenshot/6739197
And no, I don't have any resource problems even on the 25mil dummy.
The light attack damage buff has played the biggest part in the DPS increase for NBs this patch. The other important factor being Grim Focus. Plus DW heavy attacks are still the fastest in the game and frankly they are barely noticeable in a raid.
Stamblades work fine, exactly as you mentioned it. My concerns are pointed to magicka HA builds, they are boring as hell. Actually his suggestion would not make any difference to stamblade playstyle, but it would help magicka HA builds, especially Sorcs.
...and as long Zos hasn't acknowledged that the Flame Lash proc costing zero/nada magicka is working as intended and not a bug, the magDK's world can change a lot.
I noticed on the bow that there is a little bit of time between where it is fully drawn and when it now auto releases. I just assumed it was accounted for and if I did my old release I wouldn't get resources but maybe it's the old animation. Also thought I might just be out of practice because my light attack weave was off and I missed some abilities following a LA.
It just feels clunky
QuebraRegra wrote: »I noticed on the bow that there is a little bit of time between where it is fully drawn and when it now auto releases. I just assumed it was accounted for and if I did my old release I wouldn't get resources but maybe it's the old animation. Also thought I might just be out of practice because my light attack weave was off and I missed some abilities following a LA.
It just feels clunky
clunk as f@wk.
Toc de Malsvi wrote: »
It speeds up after the first attack if you just hold down the button. It appears that the initial attack on the bow was not reduced in speed but only in damage, the successive heavy attacks are sped up but its worthless because skill casts reset you back to the slow timer.
Dumb question but was a bug report filed on this?
It might've slipped through the cracks as a not-so-important-issue without a big report to help track.
Did you have any trouble completely missing any of your attacks even though you were near or even may have tab targeted the test dummy?