THIS. You have 3 categories on your skill types. Instant, Cast Time, and Channel.That and reduce the duration of all animations to max .7 seconds.
I’ve been saying this too, but people like the extra button presses I think and think it makes the game more skill based. There’s no other explanation.
That and reduce the duration of all animations to max .7 seconds.
I’ve been saying this too, but people like the extra button presses I think and think it makes the game more skill based. There’s no other explanation.
That and reduce the duration of all animations to max .7 seconds.
Then what would be the point of having LAs anyway? If anyone has them automatically, then we might as well not have them at all and make it a bit easier on the servers.
What do you mean its not skill based? Performing LA-Skill-Bash perfectly in a dynamic combat situation is not skill? But yea, lets have auto-attacks while we sip tea and press 1 button here and there. Ofc having high APM and sharp muscle memory is a form of skill in all e sports.
I’ve been saying this too, but people like the extra button presses I think and think it makes the game more skill based. There’s no other explanation.
That and reduce the duration of all animations to max .7 seconds.
I’ve been saying this too, but people like the extra button presses I think and think it makes the game more skill based. There’s no other explanation.
That and reduce the duration of all animations to max .7 seconds.
Then what would be the point of having LAs anyway? If anyone has them automatically, then we might as well not have them at all and make it a bit easier on the servers.
What do you mean its not skill based? Performing LA-Skill-Bash perfectly in a dynamic combat situation is not skill? But yea, lets have auto-attacks while we sip tea and press 1 button here and there. Ofc having high APM and sharp muscle memory is a form of skill in all e sports.
MashmalloMan wrote: »I wouldn't ever want light/heavy attacks to be automatic, I enjoy weaving them as do others, the concern should just be to make more build variety, as well as lowering the necessity of light attack rotations. This obsession with completely overhauling core gameplay mechanics should be abandoned.
Right now, light attack weaving can count for 10-20% of an end game dps parse. Nerfing light attack damage to make it less of a requirement at say 5-10% of a parse is an excellent start. ("20%" being mag dps with vma staff).
ZOS needs to offer better competitive set alternatives, Ele Weapon only works with light attacks and not heavy attacks, VMA staff buffs light/heavy attacks (there is no back bar magicka alternative for people who don't want to weave at all), Bound Armaments, Grim Focus and Relequen don't give 2 stacks for a heavy attack, etc. If there was better alternatives, players shouldn't feel so shoehorned into that playstyle to be competitive and both sides of this argument can play the way they want.
Buffing heavy attack builds is an excellent direction as well, however I question if the PTS changes are balanced from a skill to ability ratio. Something really urkes me when a free cost 2H Heavy attack does basically the same damage as Dizzy/Wrecking Blow which are already some of the strongest spammables in the game, what does that say about other spammables that aren't as strong as Dizzy?
Educate players, can't stress how awful this game is at explaining core gameplay mechanics to new players.
Crit Chance/Crit Resist should always be shown as percentage instead of a value, get the game to calculate it for us. Update the Character Sheet to include more information.
Make rotations easier to manage, console players have to deal with an awful buff tracker, add action duration reminder to the base game. Press an ability, that abilties duration shows on the action bar. Simple and intuitive.THIS. You have 3 categories on your skill types. Instant, Cast Time, and Channel.That and reduce the duration of all animations to max .7 seconds.
Flurry with a 0.6second channel is easier to weave vs instant cast abilities because it has a predefined start and end point. Instant cast abilities have varying animation times, if every animation was streamlined to the same duration as flurry, you would no longer have any issues with abilities feeling clunky to use without animation cancelling. If you go back to the early pts stream about Morrowind and the Warden reveal, the developeres intentionally designed some of their animations to be much longer to fit the classes playstyle. However, this has always felt clunky and over time, abilities like Cliff Racer have lost the parts that accounted for long animation times like being undodgeable.
Light/Heavy attacks should not restore resources. That should be regen or sets period. Tune it as needed, but natural regen and sets should be the only source of resources. The whole concept is illogical.
Light/Heavy attacks should not be 10-15% of total dps. They should be filler attacks while you restore resources, and heavy attacks should be triggers or reactions to trigger conditions. Primary damage should come from abilities and ultimates.