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Upcoming combat changes in U35

cmetzger93
cmetzger93
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Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.

Would you like to see light attack weaving removed from the game?
  • WrathOfInnos
    WrathOfInnos
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    I would like to see light attack weaving stay in the game. It gives the combat a nice rhythm and rewards perfect timing without being too punishing when some light attacks are missed. IMO removing it would make combat feel too slow, with a long GCD and nothing to do but wait, much like FFXIV. It also makes sense that you would throw in some hits with a sword or bow between casting spells. If anything, maybe the animation could be improved, but this always has some risk of introducing bugs or making things feel clunky.
    Edited by WrathOfInnos on July 5, 2022 9:14PM
  • colossalvoids
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    Yeah it's have nothing to do with a "bug" description and have it's place in eso for sure. Was stated a million times already by devs, it's here to stay. If you don't want to use it - just don't.
  • redspecter23
    redspecter23
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    At this point, I can't see it being removed without affecting so many other systems, it would be a chore cleaning them all up. If anything, I could see them automating the process and just adding in a free light attack before every skill in a combination attack, keeping the weaving, but removing the need to actually hit the button to activate the skill/light attack separately. This would raise the floor as essentially all players would have perfect weaves, but the ceiling remains unchanged.
  • CaptainVenom
    CaptainVenom
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    cmetzger93 wrote: »
    Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.

    Would you like to see light attack weaving removed from the game?

    I'm really not sure how they could remove weaving without creating a lot of problems to the combat mechanic. If they do, every damage skill will need some kind of balancing, which could make light attacks lose their point to the combat. Why use light attacks if one could just use skills that hit harder?

    See? It's not that easy. In fact, I'd rather have it stay the way it is.
    🌈 Ride with Pride🌈
    Magicka/Damage Sorcerer - PC - NA - DC
  • merpins
    merpins
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    Another person hoping for Light Attack Weaving to be removed from the game. Sorry not sorry to say, but that ship sailed 7 years ago. It's a mechanic now, not a bug, and it's going to stay in the game. And great! It's one of the few mechanics in the game that makes ESO stand out from other similar MMOs, and rewards skilled players. Without it, you're just doing a rotation. Also, there are skills that rely on it like Crystal Weapons and Elemental Weapons.
  • ESO_Nightingale
    ESO_Nightingale
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    I think we'll see what we got for last patch, but for weapon skills instead this time. So hopefully it's a solid tuning parse for shock and frost destro as well as bow.

    Light attack weaving is fine.
    Edited by ESO_Nightingale on July 6, 2022 12:54AM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • ArzyeL
    ArzyeL
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    LA weaving is a core part of ESO combat and what makes the game fun to me(and the vast majority of ESO players). Wishing to have it removed is like wishing for the game to die or at least lose a huge percentage of its playerbase.
  • Zodiarkslayer
    Zodiarkslayer
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    ... and rewards skilled players. ...
    This!
    ...I think we'll see what we got for last patch, but for weapon skills instead this time. So hopefully it's a solid tuning parse for shock and frost destro as well as bow...
    I thought last patch was really good in terms of reigning in outliers in the class skill lines (they created some , too, but that's not the discussion here). But for weapon skills, I cannot think of many overperforming outliers, right now. However, there are a lot of underperforming and/or redundant abilities and morphs. Let's have a look, shall we?

    In terms of active abilities:
    • 2Hand had its balancing a couple of patches back, I think U33 and U32? Is the one and only backbar option in PvE
    • Sword 'n Board as well. There is not going to be a Bash META again, they stated as much in U33. And I have yet to see anyone use shield charge
    • Destruction Staff is balanced around themes, creating the Frost Staff peculiarities, and only touching the potential with elemental status effects synergies
    • Restoration Staff Siphon feels redundant, Magic Damage as a source for damage and the Overcharged status effect are both ignored
    • Dual Wield Blade cloak should be giving options for duration, cost and damage, like with the AoE DoTs from the other Weapon skill lines
    • Bow feels like it hasn't been touched in ages (even though it has been in U33) and is practically obsolete in PvE
    The passives really need a look at, too, don't they?
    • Dual Wield is overperforming, shadowing all other options in PvE (incl. Destr.)
    • Detruction Staff still has kinks, with Inferno Staffs being totally dominant by a large margin
    • 1H 'n Shield is still usless outside of tanking, Sword'n Board passive 5% is too weak to make a frontbar option
    • Restoration Staff has 3 Passives increasing your healing power, but none with utility or touching critical healing or raw damage in any way
    • 2Hand's Battle Rush and Follow Up are dominating PvP options, imo (grain of salt, I do not PvP much)
    • 3 weapon skill lines give you Major Brutality/Sorcery, the others do not, Why?
    So, it would be really good to take a fresh look on all of those. What do you think?
    No Effort, No Reward?
    No Reward, No Effort!
  • maxjapank
    maxjapank
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    cmetzger93 wrote: »
    Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.

    Would you like to see light attack weaving removed from the game?

    I don't think they could remove it from the game. But they could revert it to where heavy attacks do more damage than light attacks. I know that they tied heavies to resource return. But it is just intuitive that a longer wind up for a heavy should do more damage. At the same time, they could lower the dmg of light attacks. This is one way to bring casuals and pros closer together, not to mention those with high ping vs. low ping.
  • ESO_Nightingale
    ESO_Nightingale
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    ... and rewards skilled players. ...
    This!
    ...I think we'll see what we got for last patch, but for weapon skills instead this time. So hopefully it's a solid tuning parse for shock and frost destro as well as bow...
    I thought last patch was really good in terms of reigning in outliers in the class skill lines (they created some , too, but that's not the discussion here). But for weapon skills, I cannot think of many overperforming outliers, right now. However, there are a lot of underperforming and/or redundant abilities and morphs. Let's have a look, shall we?

    In terms of active abilities:
    • 2Hand had its balancing a couple of patches back, I think U33 and U32? Is the one and only backbar option in PvE
    • Sword 'n Board as well. There is not going to be a Bash META again, they stated as much in U33. And I have yet to see anyone use shield charge
    • Destruction Staff is balanced around themes, creating the Frost Staff peculiarities, and only touching the potential with elemental status effects synergies
    • Restoration Staff Siphon feels redundant, Magic Damage as a source for damage and the Overcharged status effect are both ignored
    • Dual Wield Blade cloak should be giving options for duration, cost and damage, like with the AoE DoTs from the other Weapon skill lines
    • Bow feels like it hasn't been touched in ages (even though it has been in U33) and is practically obsolete in PvE
    The passives really need a look at, too, don't they?
    • Dual Wield is overperforming, shadowing all other options in PvE (incl. Destr.)
    • Detruction Staff still has kinks, with Inferno Staffs being totally dominant by a large margin
    • 1H 'n Shield is still usless outside of tanking, Sword'n Board passive 5% is too weak to make a frontbar option
    • Restoration Staff has 3 Passives increasing your healing power, but none with utility or touching critical healing or raw damage in any way
    • 2Hand's Battle Rush and Follow Up are dominating PvP options, imo (grain of salt, I do not PvP much)
    • 3 weapon skill lines give you Major Brutality/Sorcery, the others do not, Why?
    So, it would be really good to take a fresh look on all of those. What do you think?

    I can tell you that destro has several issues

    Elemental Ring is just worse than Pulsar. not to mention the frost based effect is utter garbage, could be replaced with more damage to enemies who are cced (stunned, snared, taunted, immobilised etc). would fit with the theme of cc/tanking ice is known for while being a way better effect than minor mangle.

    Unstable wall of frost has the same support based effect as blockade even though it's the dps morph when every variant of unstable could all gain unstable wall of flame's effect, but dependant on respective status effects, that'd allow more options when using a destro backbar for more classes.

    Icy Rage's immobilisation is redundant and downright not helpful in pve as it stops enemies on the edge of it when your tank tries to group them up while the other 2 have increased damage through a raw buff or duration.

    shock clench is nearly entirely the same thing as shock ring, and could be balanced to become a shock damage spammable instead, that's still pretty similar but it would have a bit more of a niche than currently.

    shock staves don't have an increase to light attacks which is crucial and one of the 2 main reasons why they're so behind flame staves, the other being encratis/engulfing

    there's no source of major sorcery/brutality on the skill line and could be placed on weakness to elements
    Edited by ESO_Nightingale on July 6, 2022 9:29AM
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Treeshka
    Treeshka
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    I do not know what will they do but please do it in a way where one class does not stand out from the rest when it comes to dealing damage.
    Edited by Treeshka on July 6, 2022 10:10AM
  • Zodiarkslayer
    Zodiarkslayer
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    ... and rewards skilled players. ...
    This!
    ...I think we'll see what we got for last patch, but for weapon skills instead this time. So hopefully it's a solid tuning parse for shock and frost destro as well as bow...
    I thought last patch was really good in terms of reigning in outliers in the class skill lines (they created some , too, but that's not the discussion here). But for weapon skills, I cannot think of many overperforming outliers, right now. However, there are a lot of underperforming and/or redundant abilities and morphs. Let's have a look, shall we?

    In terms of active abilities:
    • 2Hand had its balancing a couple of patches back, I think U33 and U32? Is the one and only backbar option in PvE
    • Sword 'n Board as well. There is not going to be a Bash META again, they stated as much in U33. And I have yet to see anyone use shield charge
    • Destruction Staff is balanced around themes, creating the Frost Staff peculiarities, and only touching the potential with elemental status effects synergies
    • Restoration Staff Siphon feels redundant, Magic Damage as a source for damage and the Overcharged status effect are both ignored
    • Dual Wield Blade cloak should be giving options for duration, cost and damage, like with the AoE DoTs from the other Weapon skill lines
    • Bow feels like it hasn't been touched in ages (even though it has been in U33) and is practically obsolete in PvE
    The passives really need a look at, too, don't they?
    • Dual Wield is overperforming, shadowing all other options in PvE (incl. Destr.)
    • Detruction Staff still has kinks, with Inferno Staffs being totally dominant by a large margin
    • 1H 'n Shield is still usless outside of tanking, Sword'n Board passive 5% is too weak to make a frontbar option
    • Restoration Staff has 3 Passives increasing your healing power, but none with utility or touching critical healing or raw damage in any way
    • 2Hand's Battle Rush and Follow Up are dominating PvP options, imo (grain of salt, I do not PvP much)
    • 3 weapon skill lines give you Major Brutality/Sorcery, the others do not, Why?
    So, it would be really good to take a fresh look on all of those. What do you think?

    I can tell you that destro has several issues

    Elemental Ring is just worse than Pulsar. not to mention the frost based effect is utter garbage, could be replaced with more damage to enemies who are cced (stunned, snared, taunted, immobilised etc). would fit with the theme of cc/tanking ice is known for while being a way better effect than minor mangle.

    Unstable wall of frost has the same support based effect as blockade even though it's the dps morph when every variant of unstable could all gain unstable wall of flame's effect, but dependant on respective status effects, that'd allow more options when using a destro backbar for more classes.

    Icy Rage's immobilisation is redundant and downright not helpful in pve as it stops enemies on the edge of it when your tank tries to group them up while the other 2 have increased damage through a raw buff or duration.

    shock clench is nearly entirely the same thing as shock ring, and could be balanced to become a shock damage spammable instead, that's still pretty similar but it would have a bit more of a niche than currently.

    shock staves don't have an increase to light attacks which is crucial and one of the 2 main reasons why they're so behind flame staves, the other being encratis/engulfing

    there's no source of major sorcery/brutality on the skill line and could be placed on weakness to elements

    Sure, you are right. I just didn't want to put in all of the info. I mean you could easily make eleven threads for each destruction staff ability and passive. The conclusion to all these threads would always be the same:
    There is little to no reason to not run Inferno Staffs.

    And I also want to reinforce your statement: All Weapon Skill lines need a fresh look at.
    No Effort, No Reward?
    No Reward, No Effort!
  • Aardappelboom
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    I wouldn't mind them shaking things up a bit but I wouldn't expect anything big.

    LAW, at least to me is kind of fun, it's just the animations that are a bit wobbly, I don't think it's a bad thing for skills and light attacks to connect to each other, I do admit that when I first started doing it I didn't like the way it looked but the gameplay is actually pretty fun.

  • ESO_Nightingale
    ESO_Nightingale
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    ... and rewards skilled players. ...
    This!
    ...I think we'll see what we got for last patch, but for weapon skills instead this time. So hopefully it's a solid tuning parse for shock and frost destro as well as bow...
    I thought last patch was really good in terms of reigning in outliers in the class skill lines (they created some , too, but that's not the discussion here). But for weapon skills, I cannot think of many overperforming outliers, right now. However, there are a lot of underperforming and/or redundant abilities and morphs. Let's have a look, shall we?

    In terms of active abilities:
    • 2Hand had its balancing a couple of patches back, I think U33 and U32? Is the one and only backbar option in PvE
    • Sword 'n Board as well. There is not going to be a Bash META again, they stated as much in U33. And I have yet to see anyone use shield charge
    • Destruction Staff is balanced around themes, creating the Frost Staff peculiarities, and only touching the potential with elemental status effects synergies
    • Restoration Staff Siphon feels redundant, Magic Damage as a source for damage and the Overcharged status effect are both ignored
    • Dual Wield Blade cloak should be giving options for duration, cost and damage, like with the AoE DoTs from the other Weapon skill lines
    • Bow feels like it hasn't been touched in ages (even though it has been in U33) and is practically obsolete in PvE
    The passives really need a look at, too, don't they?
    • Dual Wield is overperforming, shadowing all other options in PvE (incl. Destr.)
    • Detruction Staff still has kinks, with Inferno Staffs being totally dominant by a large margin
    • 1H 'n Shield is still usless outside of tanking, Sword'n Board passive 5% is too weak to make a frontbar option
    • Restoration Staff has 3 Passives increasing your healing power, but none with utility or touching critical healing or raw damage in any way
    • 2Hand's Battle Rush and Follow Up are dominating PvP options, imo (grain of salt, I do not PvP much)
    • 3 weapon skill lines give you Major Brutality/Sorcery, the others do not, Why?
    So, it would be really good to take a fresh look on all of those. What do you think?

    I can tell you that destro has several issues

    Elemental Ring is just worse than Pulsar. not to mention the frost based effect is utter garbage, could be replaced with more damage to enemies who are cced (stunned, snared, taunted, immobilised etc). would fit with the theme of cc/tanking ice is known for while being a way better effect than minor mangle.

    Unstable wall of frost has the same support based effect as blockade even though it's the dps morph when every variant of unstable could all gain unstable wall of flame's effect, but dependant on respective status effects, that'd allow more options when using a destro backbar for more classes.

    Icy Rage's immobilisation is redundant and downright not helpful in pve as it stops enemies on the edge of it when your tank tries to group them up while the other 2 have increased damage through a raw buff or duration.

    shock clench is nearly entirely the same thing as shock ring, and could be balanced to become a shock damage spammable instead, that's still pretty similar but it would have a bit more of a niche than currently.

    shock staves don't have an increase to light attacks which is crucial and one of the 2 main reasons why they're so behind flame staves, the other being encratis/engulfing

    there's no source of major sorcery/brutality on the skill line and could be placed on weakness to elements

    Sure, you are right. I just didn't want to put in all of the info. I mean you could easily make eleven threads for each destruction staff ability and passive. The conclusion to all these threads would always be the same:
    There is little to no reason to not run Inferno Staffs.

    And I also want to reinforce your statement: All Weapon Skill lines need a fresh look at.

    i honestly think ranged should be the focus since melee weapons have recieved all of the love lately for like the last 2 years. bow and destro haven't recieved too much since like markarth.
    PvE Frost Warden Main and teacher. Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/5PT3rQX
  • Klingenlied
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    I would absolutely love to see light attack weaving gone from the game. Replaced by a system that looks good!
    See, for me it is almost all about the animations. A combat systems that feels and looks nice is a good combat systems. ESO has a system that actually plays nice, but is ugly almost beyond comprehension.

    Now for the "skill" aspect: ESO is relatively fast paced. Combine that with the active target acquisition and you have pretty much the fastest major MMORPG on the market right now. And yes, achieving top dps results in ESO is way harder in ESO then it is within the major MMO-contenders.

    The major problem however: if you replaced the current system, nothing less but a full fledged rework would be needed. So, as much as it saddens me, I can not see it happen and will need be content with what we have now.

    But stuff that feels bad in 2022:
    #1 No real combo moves
    #2 Lack of animation variety
    #3 Amount of time spend fighting vs amount of time spend buffing

    The reality actually is simple: There is a lot of more engaging feeling combat systems already that primarily make do with combining light and heavy attacks into different strings. Like a lot of action games or the likes. In the Online gaming world, well, we got stuff like Black Desert, but some older ones too where you have had some nicely chaining skills. Of course, I don't just want something out of other games copied and I very, very much prefer ESO to a game like BDO. Especially in regards to "visual clutter" ESO has done a rather good job. However, you do not play a giant lightshow of effects to make skills look good. You just need some beautiful animations for the characters, good blending for those animations and maybe too some slight sound and visual effect adjustments so you add some impact?

    Now for "comboing" current skills: Especially with your spamables, you could cast those once - and they get replaced on the bar by combo skill 1: you press it again, you cast it. With this cast, it gets replaced by comboskill 2 - and so on. If you would make it "real nice", once you start a combo with a specific skill, it might even change other slotted skills.

    As for animation improvements and maybe improving class identity and feeling as well: Why does the necromancer not fire electric, fire or frost skulls when using the appropriate staff and light attacking?

    So yea .. there is soo much they in theory could do to make the game feel better without breaking the system. And the current system, whenever I think, talk or - in this case write about - is really bad. I just have an easy time forgetting about it because I overall really enjoy the game as is due to what I'd describe as "overarching functionality" - the game works fine. It just not always feels or looks this way.
  • CaptainVenom
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    I'd remove Siphon from Restoration Staff line and add a new ability:

    Close Wounds: area buff around the caster for group purposes. When a group member takes damage, up to three other group members are healed for X% based on damage received.

    For example: tank takes 10000 damage during a dungeon fight. Damage, Damage and Healer will heal for 3000 Health.
    🌈 Ride with Pride🌈
    Magicka/Damage Sorcerer - PC - NA - DC
  • etchedpixels
    etchedpixels
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    I'd remove Siphon from Restoration Staff line and add a new ability:

    Close Wounds: area buff around the caster for group purposes. When a group member takes damage, up to three other group members are healed for X% based on damage received.

    For example: tank takes 10000 damage during a dungeon fight. Damage, Damage and Healer will heal for 3000 Health.

    There are sets for this but PvE healing is so overpowered (and PvP healing overstackable) that nobody actually bothers
    Too many toons not enough time
  • siddique
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    Please, for the love of God stop tweaking things that don't need tweaking. I understand you want to make everything more casual friendly but this LA change is just plain bad. Like the "medium" attacks you guys tried to introduce and failed. Remember?


    This argument that "its increasing the delta" or that its rewarding players with better ability so we are destroying it is just wrong. Better gameplay should be rewarded, not penalized. It should be appreciated not discouraged.
    "Knee-jerk reactionist."
    Lost Depths, 2015-2022.
  • Lucozade85
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    There's only a small amount of content where LA weaving is actually needed. Overland, normal dungeons (and a lot of vet dungeons) can be done without the need of LA weaving, or very little of it. Again this is only going to hurt the already small deteriorating end game community.

    Stop with this 'participation trophy' rubbish. If you want be good then practice, just like you have to do with most aspects of life.
  • aurelius_fx
    aurelius_fx
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    [...]and rewards skilled players.

    it rewards carpal tunnel and ppl using macros. it's not difficult to mash m1, even less difficult with addons to avoid unnecessarily queuing global cooldowns on pc. it undoubtedly looks really gross animation-wise. the game simply wasn't initially designed for player models to be having glitchy seizures and it shows.

    discussion about the LA gimmick has aside, theyre definitely not doing anything with it, i wouldn't get my hopes up for any kinds of meaningful overhaul to the core gameplay, prob just adjusting some skills/sets.

    after the warden nerf blunder it's impossible to predict what they're messing up next



  • Trundik
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    I want to see Yandir's might not dependable from heavy attack. Because its aready a waste. With new changes it will be waste even more.

    IMO if developers want to bring ppl in game, better way is giving ppl field to build (means doing more than 1.5 sets to use for good perform). Casual difficulty doesn't change anything, because casual player leave as fast as they come.

    My support to alchemy and old sets review.
  • festegios
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    Terrible idea in my opinion.

    I get they don’t want newer players feeling bad about low dps. But don’t punish end game players
  • TechMaybeHic
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    Might be inviting for PvE but this won't change a lot in PvE where burst wins, and HOTs stack to the sky. Hopefully that's just a small piece if all that will be done.
  • WrathOfInnos
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    it rewards carpal tunnel and ppl using macros. it's not difficult to mash m1, even less difficult with addons to avoid unnecessarily queuing global cooldowns on pc. it undoubtedly looks really gross animation-wise. the game simply wasn't initially designed for player models to be having glitchy seizures and it shows.

    Don't mash m1, just click once before each skill. One mouse click per second to match the global cooldown. I don't understand why people spam click as fast as possible, it does nothing.
  • FischyJones
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    Yeah it's have nothing to do with a "bug" description and have it's place in eso for sure. Was stated a million times already by devs, it's here to stay. If you don't want to use it - just don't.
    Currently, to be truly effective in ESO’s combat, you need to learn to manipulate something that is known as “weaving,” which refers to the act of squeezing multiple actions into the global cooldown window. Doing so drastically increases your agency and output, and it is a staple of the game that we’ve come to embrace, as it helps our combat feel different and exciting to participate in once you learn the ins and outs. However, the impact of weaving leads to a massive gap in performance where players who cannot interact with it as effectively are left miles behind those who can. While this is partially unavoidable and an important part of what makes the mastery of ESO or any activity utilizing a similar system particularly satisfying, we want to do what we can to shorten that delta. The closer the gap between the low and high end, the easier it is to create content that can accommodate a wider audience, while making more natural progression points for those looking to improve. To this end, we’ve started to look at the impact that one of the most common and important forms of weaving has in ESO: Light and Heavy Attack weaving.

    Coming in Update 35, we’re reducing Light and Heavy Attacks’ impact in damage production by adjusting their damage to deal a flat amount, regardless of stats. We have spent a considerable amount of time investigating the baseline experience that a new player would have with these attacks, using that as our starting point for how much damage they do moving forward. The aim is to not harm the low-end experience, and target only the higher end. In doing so, we hope to reduce the difference of damage potential in a way that retains the satisfaction of learning to weave, where the impact is still felt, but to a much less degree than before.

    Its going to vanish.
  • TheGreatBlackBear
    TheGreatBlackBear
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    cmetzger93 wrote: »
    Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.

    Would you like to see light attack weaving removed from the game?

    🎣🎣🎣🎣
  • Unknown_Redemption
    Unknown_Redemption
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    Another person hoping for Light Attack Weaving to be removed from the game. Sorry not sorry to say, but that ship sailed 7 years ago. It's a mechanic now, not a bug, and it's going to stay in the game. And great! It's one of the few mechanics in the game that makes ESO stand out from other similar MMOs, and rewards skilled players. Without it, you're just doing a rotation. Also, there are skills that rely on it like Crystal Weapons and Elemental Weapons.

    Youre still being rewarded, 10% instead of 20%. Its fair
  • Umajianu
    Umajianu
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    cmetzger93 wrote: »
    Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.

    Would you like to see light attack weaving removed from the game?

    I would like to see it replaced more than just removed. Some form of a "combo" system would be ideal tbh, be it from chaining skills or some other utility.

    Though I also would prefer more positional mechanics like buffs from hitting behind or alongside allies. A parry system would be nice, too. Both would be more dynamic than animation cancelling and have a skill ceiling that requires practice.
  • cmetzger93
    cmetzger93
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    cmetzger93 wrote: »
    Really hoping for an end to the LAW mechanic/bug. It is such a big turnoff for players that are interested in the game and then see they have to make their characters have seizures as part of their rotation.

    Would you like to see light attack weaving removed from the game?

    🎣🎣🎣🎣

    Lol I don't know what this means
  • Orionza
    Orionza
    ✭✭
    I am looking forward to the changes in Light Weaving. it's reallllllly annoying. I have played for some time and never get the hang of it. I know what I'm supposed to do, but who does that in a fight?! Only maybe the most coordinated and the ones who remember to take it slow. I just want to lay down my debuffs and shoot some arrows. Why do I have to do a light attack before I lay down a debuff for example. I'm sure from the description from what's upcoming we may still have to do this but anything to make it easier for everyone is great. It's not a bad system, just hard to get yourself to do what you're supposed to. I even have an addon to make me stop pressing the buttons i'm not supposed to. It doesn't work...I hope it helps.

    I'm not super in need of the longer bar switch to get your spells back up. It is kind of fast and I do have to keep watching it, but if it makes the fights less tense, it's better. I like to watch the people around me fighting, and watch the boss and what's going on, not spending time looking at my bar swaps all the time to make sure I'm doing them when the spells run out. Not my idea of fun.

    I never thought of making any of these types of changes to the game, and these are really good ideas and thank you for implementing. I can't wait to see how they'll be!

    *side note to any dev reading: Thank you very much for the companions and what you're doing with them. You know how fun they are to me?! I don't have anyone to play with, and I like to solo actually, and the companions are my partners now. I love leveling them and changing their gear and pulling the right ones out to increase rapport. It's fun, really really fun. And High Isle is my favorite expansion.
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