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1.6 Ultimate Regen - This Change is Game Ruining

  • Spangla
    Spangla
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    DeLindsay wrote: »
    Your theory only hold water if Zenimax is keeping this current mechanic and to my knowledge, they have not indicated that they are.
    I specifically listed Ultimate gain based on the 1.6 change removing crit and any other mechanic for generation and replacing it with that new temporary buff. ZoS has already stated that at least some of the abilities/passives that currently generate additional Ultimate will continue to do so post 1.6.

    The only "theory" part of my example is the amount of additional Ultimate gain due to not knowing how much if any ZoS will nerf supplemental Ultimate gain via passives, abilities, set bonuses, etc. If they do not nerf any of those mechanics then my numbers are fairly accurate. Obviously if they nerf say Blood Spawn from 25 Ultimate on hit (6% chance) to 5 Ultimate on hit (6% chance) then my numbers would be off. Or maybe they remove WW Ultimate gain while being slotted altogether, or change Akaviri Dragonguard's 5pc to something not related to Ultimate cost reduction. Maybe they remove Sorc's passive that reduces Ultimate cost. The list goes on. I simply made a point that this change is not the world ender that some are making it out to be.

    So you made a theory without knowing most of the variables?

    The people uncomfortable with the new parts of the proposed system dislike it because:

    1) How you play makes no difference in ultimate generation. I can eat a hamburger after light attacking while you can actually do stuff that contributes to winning the fight and we will both gain the same amount of ultimate from their buff system.

    2) It limits build diversity. Right now I can play a DK that is not of the cookie-cutter spell symmetry variety because I can do damage and regain resource using ultimates. Builds that rely on ultimates such as this will not be possible from what is revealed in 1.6.

    3) The ultimate generation method of a light attack is a contrived mechanism as opposed to a natural trigger that seamlessly flows from normal combat. We know it is *possible* to make a light attack, but there are enough occasions where people would not normally do so that it will lead to awkward combat.

    4) From what they have revealed, ultimate generation will effectively be on a cooldown timer and take much longer to generate than currently. This is a game without cooldowns, it shouldn't be here. And I've wiped with enough pug groups on the Praxin fight in Spindleclutch even with the ultimate "spam" as it is right now to know I am done, finished, and retired from answering any plea in zone chat: "looking for a healer." I have better things to do than spend an entire night wasting my soul gems.

    Precisely... They will not see till it is too late though:)
  • Joy_Division
    Joy_Division
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    DeLindsay wrote: »
    I have heard/read no such mention of an Ultimate ICD mechanism being added in 1.6. My illustration perfectly shows that if they do not nerf the additional Utlimate gain via certain abilities/passives/set bonuses then players will still be capable of dropping Ultimates quite timely.
    And you would be wrong because you are not considering whether a key part of ultimate generation is being kept..

    This is what you said:
    As the system is now, only in AOE situations can a player overlap an Ultimate (for the most part) as they have so many more chances to crit with multiple targets and abilities to use that generate additional Ultimate.

    This is not true. The most effective form of gaining ultimate in the game is by damaging trash mobs and healing players. You do not need to be in an AOE situation to quickly generate ultimate. You will gain it faster, but it is not just through the critical hit mechanic, but the fact that you are reaching percentage thresholds of health when damaging enemies. Your theoretical post does not consider this aspect at all.

    And you are missing the point. Why is it that I, by eating a hamburger after I light attack, gain as much ultimate as you, who is actually trying to defeat a boss/player, when it comes the 9 second buff? For all the talk of fairness, this doesn't strike me as particularly fair.
    They have already stated that at least some abilities/passives that currently generate additional Ultimate will continue to do so in 1.6.

    Yes, but the people concerned about these changes aren't worried about the minor ultimate gained from stuff like 2 you get from using a Dawn's Wrath spell (although I am very wary about being pressured to adopt werewolf to just to compete with high end players). We are worried that the ultimate gained under the current system that actually rewards you for decent playing (damaging stuff, healing allies, blocking, etc.) will be eliminated and replaced by what is in essence a cooldown timer. And until ZoS confirms that these damage/healing thresholds still exist, that cooldown timer will be significantly longer than in the present system.

    To call the Praxin fight a "mechanic" fight is meaningless. All fights are "mechanic" fights: kill the healers, avoid the red lines, move here. You note the Praxin fight can wipe more groups than even the Ash Titan. That is because mechanics won't save a group - they have to burn down all those adds quickly. This is a huge AoE DPS check and even under the current system with the "problem" of dropping ultimates quickly, pug groups even with good players wipe.
    Edited by Joy_Division on 6 January 2015 16:44
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