Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

Light and Heavy Attack changes are akin to Participation Awards

Galarthor
Galarthor
✭✭✭✭✭
You seriously want to reduce the "skill gap" even further? What skill cap? There is not much left aside from managing to hit a button every 1 second and making a judgement call whether hitting that button should have an offensive or defensive effect. There are no complex combos or anything left in the game.

The most challenging mechanic in the game is learning how to weave - i.e. spend some time with a target dummy. Now you basically want to take that away as well, by basically telling people to put some more regen on their gear and just spam heavy attacks instead of weaving. What has that to do with the "fast paced combat" that supposedly makes ESO so special?

Why not go all in at this point and start handing out participation awards?
You managed to enter the dungeon? Congratulations, here is all the loot you wanted and then some!
You managed to enter a BG? Congratulations, you won, turn Grand Overlord, and killed everybody on the enemy team. Oh and of course, you are also No. 1 on all Cyrodiil leaderboards.

Sorry, but if you can't manage to hit a button every 1 second and are not willing to gain the necessary experience to know when to hit which of your like 15 buttons, then you do NOT deserve to perform well. The same way I do not deserve to get a gold medal in the Olympics simply by watch videos about the Olympics on the internet.

I don't have as much time to play ESO as I used to. As a result, I am not quite as good as I used to (practice makes perfect). And that's ok. I would expect nothing less. That's how the world works. You got a limited amount of resources and time and decide how to use them. If you decide to spend them on something else than ESO, don't expect to be better than somebody who sacrificed doing something else and instead spend his time perfecting their skill in ESO.

Fast paced combat really is the most interesting aspect of this game. Don't destroy it even further! Don't start handing out participation awards!
  • kathandira
    kathandira
    ✭✭✭✭✭
    I for one am glad they are looking at LA Weaving. For me, it is a very boring and tedious mechanic. I'd much rather be using abilities, and managing encounter mechanics and not having to fire a LA between each ability.
    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • St_Anger
    St_Anger
    ✭✭✭
    kathandira wrote: »
    I for one am glad they are looking at LA Weaving. For me, it is a very boring and tedious mechanic. I'd much rather be using abilities, and managing encounter mechanics and not having to fire a LA between each ability.

    First I want to say that I disagree with the guy above. But to you: I also love managing interesting and difficult encounter mechanics, but sadly they also are becoming rare and dumbed down. The last 3 dungeon DLCs, exept the final bosses in moongrave fane hardmode and frostvault, were easy or boring or both. I needed 2h 30 minutes to complete both harrowstorm hardmodes...
    And for raids: I liked the ice-mechanic from the Lokkestiz fight, but exept that the three bosses in vSS felt too similar, the can't be moved, so the tank doesn't need to worry about positioning.. and so on. I would love something similar like the moon twins in vMoL or like the most encounters in vHoF, not just beeing spammed with different kinds of damage or cc effects like in vAS, vCR and most of vSS.
  • kathandira
    kathandira
    ✭✭✭✭✭
    St_Anger wrote: »
    kathandira wrote: »
    I for one am glad they are looking at LA Weaving. For me, it is a very boring and tedious mechanic. I'd much rather be using abilities, and managing encounter mechanics and not having to fire a LA between each ability.

    First I want to say that I disagree with the guy above. But to you: I also love managing interesting and difficult encounter mechanics, but sadly they also are becoming rare and dumbed down. The last 3 dungeon DLCs, exept the final bosses in moongrave fane hardmode and frostvault, were easy or boring or both. I needed 2h 30 minutes to complete both harrowstorm hardmodes...
    And for raids: I liked the ice-mechanic from the Lokkestiz fight, but exept that the three bosses in vSS felt too similar, the can't be moved, so the tank doesn't need to worry about positioning.. and so on. I would love something similar like the moon twins in vMoL or like the most encounters in vHoF, not just beeing spammed with different kinds of damage or cc effects like in vAS, vCR and most of vSS.

    Agreed. I'd love to see more interesting mechanics like the Moon Twins. I've all but stopped playing recently, only hopping on to chat with friends, and help them with things if they need it. The game has lost it's challenge as new encounters haven't been really been throwing anything particularly difficult at us in recent times.

    Granted, as a person who has raided in quite a few different MMOs, so much mechanics wise has already been done, so people like me have the advantage of seeing certain mechanics, and already knowing how it will play out. Its hard to innovate without repeating at this point since so many MMOs have already introduced so many different mechanics. But I still get surprised occasionally = )
    PS4-NA. Breton Templar Healer, Bosmer Stamplar, Breton Magplar, Orsimer StamDK, Dunmer MagDK, Khajiit StamNB, Dunmer MagNB, Argonian Warden Tank, Altmer Magsorc
  • TheFM
    TheFM
    ✭✭✭✭✭
    ✭✭
    kathandira wrote: »
    I for one am glad they are looking at LA Weaving. For me, it is a very boring and tedious mechanic. I'd much rather be using abilities, and managing encounter mechanics and not having to fire a LA between each ability.


    Maybe make other playstyles viable while NOT crapping on the ones we enjoy?
  • luen79rwb17_ESO
    luen79rwb17_ESO
    ✭✭✭✭✭
    Current combat is fast indeed, as fast as you can manage to sync your skills WITH the GCD, but turns out to be stiff and robotic just because of that.

    When the game launched and everyone was a noob there was this general sense that ESO's combat was action oriented , with no tab- targetting locks which was cool at that time. But in general you felt that if you spent time going through the animation of a skill, or heavy attack you'd be rewarded for the effort. Then AA became canon and the standard for all combat balance for years.

    But nowadays there's nothing more horrid for your average player that spending time on an animation, and that's because combat balance detoured from that original premise that your de facto CD was the mix of animation+cost, and that mix compensates your time spent vs DPS output.

    I mean, if they kept that logic I wouldn't mind to cast a skill with an animation that would make my character dance the hula-hula for 30 seconds if I knew that: that is the best damage output I have but as a result would draw the most of my resources and time thus taking time to recover resources back and be able to cast again.

    Part of this combat phylosophy is still alive on the ultimate system (except OFC that your resorces go full to zero with just 1 cast). Part of this logic is what made me pick this MMO as my main since the beta days. All these years have been fun, but there's clearly a different feeling in combat.
    PC/DC/NAserver

    V16 sorc - V16 temp - V16 dk - V1 nb - V1 temp - V1 dk
  • [Deleted User]
    [Deleted User]
    Soul Shriven
    Hello everyone,

    With there already being an active topic on this discussion, we're going to go ahead and close this one down. For further discussion please feel free to post here. With that being said, be sure to stay constructive and respectful with the Forum Rules in mind to avoid thread derailment or action on one's own account.

    Thank you for understanding.
    Edited by [Deleted User] on March 24, 2020 7:44PM
    Staff Post
This discussion has been closed.