propertyOfUndefined wrote: »I would love this, and feel like it’s the next logical step in the direction they seem to be taking the game in.
I think they should at least restore the higher of the 2 stats - i.e. the stat they are getting their damage from
StarOfElyon wrote: »I don't understand how heavy attacks restore resources anyway lol. That makes no sense. Like, I'm going to swing my sword as hard as I can and get the opposite of tired af.
ke.sardenb14_ESO wrote: »StarOfElyon wrote: »I don't understand how heavy attacks restore resources anyway lol. That makes no sense. Like, I'm going to swing my sword as hard as I can and get the opposite of tired af.
I think zos tried switching it last year but people were not down for it.
ke.sardenb14_ESO wrote: »StarOfElyon wrote: »I don't understand how heavy attacks restore resources anyway lol. That makes no sense. Like, I'm going to swing my sword as hard as I can and get the opposite of tired af.
I think zos tried switching it last year but people were not down for it.
People didn't like it because heavy attacks were going to hit HARDER than light attacks (specifically referring to dps) which I agree with actually.
If cooldowns were a thing in the game, and animation cancelling were nixed, balancing this games combat would be so much easier. But that would require another 1-Tamriel size of an update...
propertyOfUndefined wrote: »I would love this, and feel like it’s the next logical step in the direction they seem to be taking the game in.
I think they should at least restore the higher of the 2 stats - i.e. the stat they are getting their damage from
alberichtano wrote: »To be honest, I don't get why we get resources back for heavy attacks. It makes absolutely no sense. It would be like saying that lifting small things does nothing to your fatigue, but lifting HEAVY things refreshes. It is absurd.
Your first part of the post, refering to the changes proposed, saying that they were shot down because heavy attacks were hitting too hard, has no connection to the total game revamp you proposed in the 3rd and 4th paragraph. And if you want elaboration to all the reasons it was bad idea you can dig up the PTS discussions.
If cooldowns were a thing in the game, and animation cancelling were nixed, balancing this games combat would be so much easier. But that would require another 1-Tamriel size of an update...
And it would make the game way less fun for quite a large amount of players.
Im playing this game, because it doesnt have cooldowns and has a fast paced combat and i dont think im the only one.
StarOfElyon wrote: »I don't understand how heavy attacks restore resources anyway lol. That makes no sense. Like, I'm going to swing my sword as hard as I can and get the opposite of tired af.
If cooldowns were a thing in the game, and animation cancelling were nixed, balancing this games combat would be so much easier. But that would require another 1-Tamriel size of an update...
And it would make the game way less fun for quite a large amount of players.
Im playing this game, because it doesnt have cooldowns and has a fast paced combat and i dont think im the only one.
Not if the game was rebalanced, that point is moot. I don't animation cancel anymore because I was tired of buying new gear when keys/buttons broke. The "release" aspect of the triggering actions is annoying and holding down keys and buttons to time it all just wears them out faster. In that respect, animation cancelling is P2W. lol
How would bistat return be broken in PVP though? A change in playstyle sure but I don't personally see it being "broken" per se.
Your first part of the post, refering to the changes proposed, saying that they were shot down because heavy attacks were hitting too hard, has no connection to the total game revamp you proposed in the 3rd and 4th paragraph. And if you want elaboration to all the reasons it was bad idea you can dig up the PTS discussions.
Ok, if you're not even going to summarize, it doesn't provide adequate rebuttal, or contribution to this discussion. Half the people reading this (estimate) aren't going to do the research themselves.
How would bistat return be broken in PVP though? A change in playstyle sure but I don't personally see it being "broken" per se.
Because in PvP we make much more use out of the break free and dodge rolling system. Your weapon choices have a massive impact on how you build and fight, and I'll take for example the Restoration staff.
I use the Restoration staff as a back bar weapon specifically for magicka regeneration on heavy attacks and the occasional casting of Radiating Regeneration. If that passive that increased the amount of Magicka you got from heavy attacks by 30% also restored stamina by the same amount.... Unlimited dodge rolling on a build where stamina is used exclusively for such things since all my abilities cost Magicka. Everything would be turned up on its head.
Now take another weapon for example the Sword and Shield. I can imagine a Warden or DK build spamming their Magicka heal while getting the added benefit of the shield and increased blocking. Should they need more Magicka they wouldn't be burdened by having to equip a magical weapon on the back bar and could just do a quick heavy attack from the S&B. This would be terrifyingly brutal, especially if they had a back bar 2-handed weapon with a lethal burst followed by Executioner.
How would bistat return be broken in PVP though? A change in playstyle sure but I don't personally see it being "broken" per se.
Because in PvP we make much more use out of the break free and dodge rolling system. Your weapon choices have a massive impact on how you build and fight, and I'll take for example the Restoration staff.
I use the Restoration staff as a back bar weapon specifically for magicka regeneration on heavy attacks and the occasional casting of Radiating Regeneration. If that passive that increased the amount of Magicka you got from heavy attacks by 30% also restored stamina by the same amount.... Unlimited dodge rolling on a build where stamina is used exclusively for such things since all my abilities cost Magicka. Everything would be turned up on its head.
Now take another weapon for example the Sword and Shield. I can imagine a Warden or DK build spamming their Magicka heal while getting the added benefit of the shield and increased blocking. Should they need more Magicka they wouldn't be burdened by having to equip a magical weapon on the back bar and could just do a quick heavy attack from the S&B. This would be terrifyingly brutal, especially if they had a back bar 2-handed weapon with a lethal burst followed by Executioner.
I, personally, wouldn't consider the ability to get stam from staff heavies to be unlimited dodge rolling. You are still limited to dodging until out of stam...then you aren't getting free stam back; You have to heavy for it. Same concept with S&B. Although I do agree DK's would benefit from it with a health missing based heal. Resto passive stam return you would be getting a lot of stam. But Really how much resources does a heavy restore? I don't believe its much; 3-4k at the high end?(without passive boosts)
Still not convinced its broken.
the1andonlyskwex wrote: »
I'm pretty sure the main problem was with how light attacks were handled. The stated intention of the change was to make weaving have a smaller impact on DPS by reducing the damage of light attacks. This angered the pro-weaving crowd. Then, the actual implementation added resource restoration to light attacks, which wound up making weaving even more important than it is now (because it allowed people who could weave to build for essentially zero sustain). This, understandably, angered the anti-weaving crowd, while also failing to achieve the stated goal. Ultimately the whole idea was dropped as a failure.
How would bistat return be broken in PVP though? A change in playstyle sure but I don't personally see it being "broken" per se.
Because in PvP we make much more use out of the break free and dodge rolling system. Your weapon choices have a massive impact on how you build and fight, and I'll take for example the Restoration staff.
I use the Restoration staff as a back bar weapon specifically for magicka regeneration on heavy attacks and the occasional casting of Radiating Regeneration. If that passive that increased the amount of Magicka you got from heavy attacks by 30% also restored stamina by the same amount.... Unlimited dodge rolling on a build where stamina is used exclusively for such things since all my abilities cost Magicka. Everything would be turned up on its head.
Now take another weapon for example the Sword and Shield. I can imagine a Warden or DK build spamming their Magicka heal while getting the added benefit of the shield and increased blocking. Should they need more Magicka they wouldn't be burdened by having to equip a magical weapon on the back bar and could just do a quick heavy attack from the S&B. This would be terrifyingly brutal, especially if they had a back bar 2-handed weapon with a lethal burst followed by Executioner.
I, personally, wouldn't consider the ability to get stam from staff heavies to be unlimited dodge rolling. You are still limited to dodging until out of stam...then you aren't getting free stam back; You have to heavy for it. Same concept with S&B. Although I do agree DK's would benefit from it with a health missing based heal. Resto passive stam return you would be getting a lot of stam. But Really how much resources does a heavy restore? I don't believe its much; 3-4k at the high end?(without passive boosts)
Still not convinced its broken.
I always calculate the boosts into this discussion because they truely are powerful. Wearing Heavy Armor and Heavy Attacking with a resto staff is close to, if not over, 10k magicka back in a single pulse. When I tank with my PvE build with just the Sword and Board heavy attack I pretty much fully restore my entire, albeit small, stamina bar to full so I can go back to holding block and casting Puncture for a while more.
Might not seem like a lot on paper, but I'll bring into focus one more example.... werewolf. Thanks to Ferocious Roar their heavy attacks are 33% faster, and thanks to the Pursuit passive they restore 50% more resources. Werewolf's primary survivability tool is an incredibly expensive magicka ability, which forces werewolves to build tanky and with high magicka regeneration on a stamina build in order to actually survive. If you give them the ability to heavy attack and restore magicka.... the floodgates would be opened and werewolf would become a monster very few would be able to put down.
https://eso-skillbook.com/skill/ferocious-roar
https://eso-skillbook.com/skill/pursuit
With the current balance changes allowing more and more hybrid setups, the option to have all heavies restore both resources seems more appealing. With dagger mag dps creeping into the meta you are forced to heavy attack on your backbar staff; with stam allowing use of staves on backbar you are forced to heavy on front. Why not just both? Tanks would love it and DD's will likely just complain that we are encouraging the use of hybrid dps...
PVP you say?...well...who cares its all busted.
At a minimum it could be tied in with Off balance; Where heavy attacking while an enemy is off balance restores both.
propertyOfUndefined wrote: »I would love this, and feel like it’s the next logical step in the direction they seem to be taking the game in.
I think they should at least restore the higher of the 2 stats - i.e. the stat they are getting their damage from