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Discussion: Stamina Heavy Attack Range Nerf (poll inside)

  • Defilted
    Defilted
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    If we are talking about daggers/s&b.. ok I can at least explain the nerf as these are shorter weapons. The two hander is not a short weapon and has a long reach.

    What they really should have done is that each weapon category has its own reach based on the type.

    Changing them all shorter is not correct IMO.
    XBOX NA
    XBOX Series X

    #NightmareBear
  • Shadowmaster
    Shadowmaster
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    This nerf is a great idea that makes a ton of sense, and by choosing this option I will explain why.
    Saying dumb nerf = all 2h executioner/dawnbreaker spammers
    Saying good nerf = everyone else.
  • Strider__Roshin
    Strider__Roshin
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    This nerf is a great idea that makes a ton of sense, and by choosing this option I will explain why.
    Saying dumb nerf = all 2h executioner/dawnbreaker spammers
    Saying good nerf = everyone else.

    I use a 2H so good job being wrong.
  • sneakymitchell
    sneakymitchell
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    This is a pointless nerf, and I think heavy range should stay where it is.
    This helps substain but some don’t get it....since they are probably magic range builds.
    NA-Xbox one- Ebonheart Pact- Nord Tank DK
    PC-NA Ebonheart Pact Nord Stam Templar
  • ezeepeezee
    ezeepeezee
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    Biro123 wrote: »
    I'm a little worried about how it will play out when laggy (ie every single day in primetime cyro)..

    Will it mean just a little movement from your target, that hasn't registered yet on your client means you're gonna be constantly missing..?

    I mean especially if he's running from you - his position on his client will be further from you than the server thinks - which will be further than your client sees - and therefore out of range from the server perspective, but in range to your client (and therefore your eyesight)..


    I just remember these kind of bugs on other MMO's, and always assumed the long heavy attack range was a way to mitigate them..

    This is exactly why I don't think this is a good idea. I already miss heavy attacks for this reason, especially if I don't have major expedition up. That's if I can even get my heavy attacks off anymore with all the CC spam ...

    The range is in fact ridiculous, but as several people have said, this is just a flat out nerf, especially in PVE. Stam is already so effed in PVE I just don't see why this should even be bothered with right now.
  • troomar
    troomar
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    This is a pointless nerf, and I think heavy range should stay where it is.
    Yeah, again because of PvP, we stam PVE players (there are still few remaining but more and more ppl are re-rolling to magblades) must suffer.
    Yes.
  • LiquidPony
    LiquidPony
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    This is a pointless nerf, and I think heavy range should stay where it is.
    It's not a big nerf, 3 meters, from 10 to 7, it just makes them a bit more forgiving for people who are getting distance and a little bit less ridiculous in PVP for builds that spam them to rely on stam management.

    How is this going to be a problem in PVE? If you're in melee range then your abilities have certain range and there's no issues there, now heavy attacks are more in tune with that.

    And how the hell can anyone expect a sword to hit someone 10 meters away in the first place?

    PXFcomo.gif

    I listed a handful of raid scenarios earlier where this is going to be a problem in PvE. Not a huge problem, but a problem nonetheless. The same will apply on quite a few dungeon and world bosses, too.

    And I don't understand at all why people give any consideration to whether or not melee attacks hitting at 10 meters "makes sense." Melee attacks hitting at 7 meters doesn't "make sense" either. In fact, if we're going for realism, 2-3 meters is probably right. But that's irrelevant, because all distance is scaled in this game. It doesn't make sense that I can ride my horse all the way across Wrothgar in 3 minutes, either.
  • LegendaryMage
    LegendaryMage
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    This nerf is a great idea that makes a ton of sense, and by choosing this option I will explain why.
    LiquidPony wrote: »
    It's not a big nerf, 3 meters, from 10 to 7, it just makes them a bit more forgiving for people who are getting distance and a little bit less ridiculous in PVP for builds that spam them to rely on stam management.

    How is this going to be a problem in PVE? If you're in melee range then your abilities have certain range and there's no issues there, now heavy attacks are more in tune with that.

    And how the hell can anyone expect a sword to hit someone 10 meters away in the first place?

    PXFcomo.gif

    I listed a handful of raid scenarios earlier where this is going to be a problem in PvE. Not a huge problem, but a problem nonetheless. The same will apply on quite a few dungeon and world bosses, too.

    And I don't understand at all why people give any consideration to whether or not melee attacks hitting at 10 meters "makes sense." Melee attacks hitting at 7 meters doesn't "make sense" either. In fact, if we're going for realism, 2-3 meters is probably right. But that's irrelevant, because all distance is scaled in this game. It doesn't make sense that I can ride my horse all the way across Wrothgar in 3 minutes, either.

    Either way, it's way over-tuned in PVP. Getting hit by a heavy attack that has no business landing on you is just ridiculous too.
  • usmcjdking
    usmcjdking
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    Some of the larger mobs will need to have their hitboxes redesigned because they are laughably bad (lol olms)
    0331
    0602
  • templesus
    templesus
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    This is a pointless nerf, and I think heavy range should stay where it is.
    2h heavies are already the clunkiest, hardest to land animations in the game. This nerf is just making 2h even worse then it already is in PvP.
    Two patches in a row 2h has been nerfed. Starting to think ZOS trying to phase stamina out of the game completely every new set of patch notes i read.
  • mb10
    mb10
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    This nerf is a great idea that makes a ton of sense, and by choosing this option I will explain why.
    None of the weapons are 10 meters long lmao it makes total sense.

    Some magicka abilities arent 10m range!
  • kadar
    kadar
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    This nerf is a great idea that makes a ton of sense, and by choosing this option I will explain why.
    I'm not super happy about it being a stam main, but it does make sense. 10m is suuuuuper far for a melee attack. From the pvp perspective, a player doesn't have a realistic way to know that he will be hit with something like that-- at 10m you're nowhere near your target.
  • Finedaible
    Finedaible
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    This is a pointless nerf, and I think heavy range should stay where it is.
    Nerfing range of melee only hurts stamina users more in trials and dungeons, where there's already an annoying tendency to have more and more AoE attacks overlapping again and again until you can't even step close to hit the bosses without a tanking setup.
  • ResTandRespeC
    ResTandRespeC
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    This is a pointless nerf, and I think heavy range should stay where it is.
    Saying dumb nerf = all 2h executioner/dawnbreaker spammers
    Saying good nerf = everyone else.

    Or pve players who like to be able to something while rakkaht is on the middle pad for 10-20seconds
  • Dredlord
    Dredlord
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    This nerf is a great idea that makes a ton of sense, and by choosing this option I will explain why.
    Reduce the range of gap closers.

    gap closer range is just right...
  • Anazasi
    Anazasi
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    This nerf is a great idea that makes a ton of sense, and by choosing this option I will explain why.
    any build that can roll away 20 times and never have to worry about sprint cost or any other evasion type mechanic does not deserve to have a 10 meter HA range. If you want to fight with a sword regardless of how big you think it is you need to be in the face of your enemy and not LOS'ng macroe'd attacks from behind some rock. Awesome nerf let them all get a little closer or just run away.

    MORE BOW USERS PLEASE>>>>>>>
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