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Will empower ever affect heavy attacks

Red_Feather
Red_Feather
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There was a testing on test server earlier that changed it so empower affected heavy attacks. I wonder if that will ever go through. I wonder why it didn't yet. Heavy attacks feel so slow and unsatisfying. It's weird.

Found a video of it being tested with other buffs. This is against NPCs so the stealth multiplier affects it too! :o
https://www.youtube.com/watch?v=I525Xxtk9QA
Edited by Red_Feather on July 26, 2020 3:25PM
  • Firstmep
    Firstmep
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    On the one hand I'd love it for my templars, that can get insane empower uptime, on the other hand, I hope not, it would be very very broken.
  • Danksta
    Danksta
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    I'm pretty sure it used to.
    BawKinTackWarDs PS4/NA

  • MashmalloMan
    MashmalloMan
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    All of the proposed changes were completely scrapped for the forseeable future since the majority of players found gigantic problems with their vision.

    They set out to accomplish 2 things and both of them were missed.
    1. Lower skill gap caused by over reliance on light attack weaving in pve.
    2. Making light/medium/heavy attack mechanics more intuitive, that being sustain, damage, cast time, story and interaction with sets/off balance.

    Main part of their proposal was reversing the status quo's. Heavy attacks would hit hard (WAY too hard) as shown in the video, they would be used for damage dealing and completely outclassed spammables in a lot of the content. Light attacks would be used for sustain. Result was really bad and missed the mark. Rotations stayed the same while offering DPS way to much free sustain for weaving.

    I won't get too much into the whole why of it, it's already been said a billion times from people better than me like Code at the time, but it should be noted that all of the GOOD aspects of the proposal were scrapped too, which I feel was a mistake.
    1. Light/Heavy attack scaling was going to be dynamic, resulting in Magicka classes being able to utilize stamina melee weapons and vise versa. Only "catch" would be passives and the fact that resource return would still be attached to weapon type (could actually be very nice).
    2. Empowered affected heavy attacks again.. Many players pointed out that their 2nd objective, to make things intuitive was missed by removing light attack empowers. The best and simplest arguments from the majority of players I spoke with was for empowered to affect BOTH (intuitive). Same with sustain in that it should come from both or none at all. It doesn't make sense for Heavy Attacks to restore resources, but it definitely didn't make sense for Light attacks to do it, especially in quick succession (it would stack with continuous light attacks).
    3. They reduced animation/cast time while also removing the snare for staves/bows making them much more enjoyable to use

    These 3 things could of been implemented without any problems to the current version of the game, despite a possible rework in the future. However, I guess they felt it was best to scrap the whole thing for the time being. It was scheduled for Update 26, but since it didn't make it in there I thought it would be pushed to Update 27. looks like it won't be until down the line.

    But hey. We're all use to being dissapointed by ZOS's time management. Getting close to 2 years on this CP rework :D
    Edited by MashmalloMan on July 28, 2020 12:10AM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Red_Feather
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    I think all they had to do was make heavy attack wind up longer to match the damage it could do. I really liked the feel of granting empower and winding up a heavy attack and then seeing a big juicy hit.
  • MashmalloMan
    MashmalloMan
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    I think all they had to do was make heavy attack wind up longer to match the damage it could do. I really liked the feel of granting empower and winding up a heavy attack and then seeing a big juicy hit.

    It was busted, this game doesn't have cooldowns, the entire combat system is designed around resource management. Offering free burst damage from simply holding down 1 button like that was overkill. They could nerf Live light attack damage by 20-40% to make it less reliant on end game dps while lowering Heavy attack damage just enough that the animation time is worth the effort vs a light attack, but it never should out class a spammable and no one enjoys long cast times, they were reducing the animation time, not increasing it.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
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