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the light attack nerf

Flaaklypa
Flaaklypa
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last year during dragonhold/harrowstorm patch there was a BIG pre PTS proposed change to completely alter how the core combat works. it was actually so bad i took a break from the game for about 6 months just because the thought of developers lowering skill ceiling that much.

Enough about the rant, but what became of the change? aside from some small adjustments to how LA scales, and that it wont outdamage medium/heavy attacks anymore, there hasnt been a word about it since before the launch of greymoor, where they only stated it wouldnt be a part of that particular patch launch. Then after that we heard nothing.

Has it been confirmed they scrapped their idea completely? or is it still up in the air and can still happen?

Dont get me wrong, i DONT want the change to happen, i think its stupid, and encouraged players that are on the "weaker" side to stay weak, rather than encouraging them to get better.

I just wanted to know if there was confirmation its scrapped. So i can finally relax without worrying every new patch that drops :)

For people that doesnt know what i am talking about:
https://forums.elderscrollsonline.com/en/discussion/517545/pts-patch-notes-testing-ideas-for-light-heavy-attacks-in-combat

  • GreenHere
    GreenHere
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    As far as I'm aware there's been no official word on it, so no one outside of ZOS can give a definitive answer. However, I seldom watch the streams or anything, so it's very possible I've missed something relevant.

    Personally, I get where they're coming from, though. It's a good bet that they'll try to find another angle to approach that whole idea from. The whole APM, weaving, & damage vs resource deal that they address in that post is kind of limiting and inelegant for a LOT of players, and trying to find a way to lessen the (pretty enormous) skill/performance gap is a worthwhile endeavor in my book. BUT, they shouldn't go making such massive sweeping changes that a lot of players hate, and kicks the top-tier players in the groin -- the goal should be to raise the floor more than lower the ceiling... without also raising the ceiling too much (or at all). Not an easy task.

    But yeah, there's no reason to assume they've given up. They're likely still working internally to figure a better way to improve the combat system to shake things up and bring more players into decent damage territory. And I hope they can figure something out that works for everyone; every player who wants to be decent at the game shouldn't have to study the combat system like they're trying to earn a degree, but I'm all for awarding those who optimize & really push for personal mastery. A floor/ceiling performance gap of literally 10X (or more), though, is kind of absurd -- and it creates a lot of friction within the community.

    TL;DR is that they likely saw how people felt about that test, and are using the info to "go back to the drawing board" so to speak. That's the impression I got, anyway. Wheeler's comment pretty much says, "Thanks for the input; we'll keep working on it!" if I'm not totally misreading it.


    Also, as an aside, I applaud ZOS for doing all that in an actual TEST that got rolled back and didn't totally upend the game for months (or years) on Live servers. They tried something bold & different, collected -- and actually listened to! -- player feedback, and did the "right" thing in the end. I'm really impressed with how that whole thing was handled, honestly. I'd love to see more of that kind of development as ESO goes forward!
  • volkeswagon
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    Wasn't the change to make light attacks restore resources and heavy attacks do more damage? They should have done that right from the beginning of the game cause it makes more sense that way.
  • Ceejengine
    Ceejengine
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    Wasn't the change to make light attacks restore resources and heavy attacks do more damage? They should have done that right from the beginning of the game cause it makes more sense that way.

    I thought it was a good idea, especially if they get rid of weaving as well. Each piece of the puzzle does its own part.

    Light atk: Ult-gen, resource gen
    Heavy atk: damage dumps
    Skills: skills.
  • Bradyfjord
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    I think the underlying issue they are trying to address is the servers' sending/receiving creating a strain on their game. To me, it seems they believed that the change was going to help. I think they realized that it didn't help as much as they thought, and so they moved on to other ideas.

    I don't think they've given up on it yet. I don't see either system as 'better', as long as they can preserve the 'no cool downs' action combat. Hopefully they can fix servers' performance, because the combat really is terrific when the servers behave.
  • GreenHere
    GreenHere
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    Wasn't the change to make light attacks restore resources and heavy attacks do more damage? They should have done that right from the beginning of the game cause it makes more sense that way.

    Well, yes and no... They also did the classic ZOS "crapload of changes all at once" thing, instead of incremental tweaking. I think that skewed a lot of people's opinions on the whole package.

    The relevant info is linked above, in the OP, for those that are interested.
  • Thevampirenight
    Thevampirenight
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    They didn't go through with it and later added in some parts of it. But no they didn't really nerf it I don't think. So its basically the same as it was before really, unless they did something to nerf the damage a bit in one of the patches since then.
    Edited by Thevampirenight on February 26, 2021 5:24AM
    PC NA
    Please add Fangs to Vampires.
  • Orion_89
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    The whole idea of swapping resource restoration from HA to LA is strange, and here's my thoughts why:
    — It is not clear for me what exactly resources are in terms of lore: nothing but a game mechanic or a part of creatures' life? I assume that the second and it has roughly the same logic: magicka – external force connected with the mage's mind; stamina – power relating to the warrior's fighting spirit; health – body's physical status. If so, then all of them should have conditions for regeneration.
    — For health you need energy and nutrients from food.
    — For magicka – mana out from the world. In terms of in-game common sense aren't magic staff focusing world's magicka around the character and he consumes it faster? If so, then different types of atack should not only differ by amount of damage, but also by amount of resource regen.
    — Same for the stamina: using body's natural strengh should stimulate regeneration anyway.

    P.S. It may seems too confusing, but I just tried to imagine how it would work in reality.
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