i hope they never change, im lovin the new cast times.
and i know im not alone in that because all my friends, all my guild mates and even zone chat people talk about using them and enjoying the change and how it can be used to trick opponents in pvp with the timing of the ultimates as well as other methods now available because of the cast times.
and "no" im not joking, serious post, honest feedback.
Hey zos, this question has been bothering me lately. I'm a fan of coherence in fantasy environments. So how come incapacitating strike, Wich is a melee range strike and a class ultimate gets 0,4 seconds delay; and DK leaps, Wich involve a being growing wings, jumping in the air, landing 20 meters away and doing huge undodgable aoe damage is instant. How should be this difference understood?
ZOS_GinaBruno wrote: »Adding cast times to Ultimates appears to be a change most people here have reacted negatively to. Why are these cast times being added? What issue is the team attempting to solve with this change?
Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much. You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore. They are just too powerful.
Chickf1lGay wrote: »ZOS_GinaBruno wrote: »Adding cast times to Ultimates appears to be a change most people here have reacted negatively to. Why are these cast times being added? What issue is the team attempting to solve with this change?
Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much. You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore. They are just too powerful.
There you go. That’s why. Too powerful. Didn’t have counter play.
Chickf1lGay wrote: »ZOS_GinaBruno wrote: »Adding cast times to Ultimates appears to be a change most people here have reacted negatively to. Why are these cast times being added? What issue is the team attempting to solve with this change?
Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much. You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore. They are just too powerful.
There you go. That’s why. Too powerful. Didn’t have counter play.
Which does not make sense at all, considering ...
1. they added a cast time to one of the worst ultimates in the game - which wasn't even used when it was instant.
2. they also put a cast time onto a defensive ult (but only to one) where adding counterplay defeats the whole purpose of the skill.
3. most of the affected ultimates have been nerfed before the cast time got added, making them weaker than they have ever been, after beeing deemed ok for years.
4. adding the cast time doesn't even stop " 3-4 abilities hitting you at once".
Adding those cast times has been an absolute garbage change and they are probably only keeping it - despite overwhelmingly negative feedback - because they don't want to admit their failure. Which is stupid.
ZOS_GinaBruno wrote: »Adding cast times to Ultimates appears to be a change most people here have reacted negatively to. Why are these cast times being added? What issue is the team attempting to solve with this change?
Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much. You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore. They are just too powerful.
Cast times are garbage, but zos are balancing for garbage players.
Hey zos, this question has been bothering me lately. I'm a fan of coherence in fantasy environments. So how come incapacitating strike, Wich is a melee range strike and a class ultimate gets 0,4 seconds delay; and DK leaps, Wich involve a being growing wings, jumping in the air, landing 20 meters away and doing huge undodgable aoe damage is instant. How should be this difference understood?
we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much.
i hope they never change, im lovin the new cast times.
and i know im not alone in that because all my friends, all my guild mates and even zone chat people talk about using them and enjoying the change and how it can be used to trick opponents in pvp with the timing of the ultimates as well as other methods now available because of the cast times.
and "no" im not joking, serious post, honest feedback.
Chickf1lGay wrote: »ZOS_GinaBruno wrote: »Adding cast times to Ultimates appears to be a change most people here have reacted negatively to. Why are these cast times being added? What issue is the team attempting to solve with this change?
Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much. You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore. They are just too powerful.
There you go. That’s why. Too powerful. Didn’t have counter play.
Joy_Division wrote: »Chickf1lGay wrote: »ZOS_GinaBruno wrote: »Adding cast times to Ultimates appears to be a change most people here have reacted negatively to. Why are these cast times being added? What issue is the team attempting to solve with this change?
Ultimate abilities are some of the most powerful abilities in the game. We added cast times so there is counter play; we felt that having 3-4 abilities hitting you at once, including an Ultimate, is just too much. You also can’t animation cancel them because we don’t want players to be able to instantly cast them anymore. They are just too powerful.
There you go. That’s why. Too powerful. Didn’t have counter play.
When I read that I get quite a different impression. Namely: "We don;t care what our players feel. We're going to ram these changes through anyway."