Joy_Division wrote: »While they have this idiotic method of generating ultimate in 1.6, they have to be consistent and bring Blood Spawn and Combat Frenzy in line. Blood Spawn was *already* a top 2 Undaunted set in 1.5 where ultimates are a dime a dozen, there was no way that set would be remotely balanced in 1.6.
As for Negate, I did feel it was too strong in 1.5, but if I am reading the abiltiy correctly, someone would be able to cast a effect in a negated area...doesn't that defeat the purpose? That does not sound very "ultimate" to me.
Princess_Asgari wrote: »Saint_JiubB14_ESO wrote: »Princess_Asgari wrote: »saintmurray wrote: »Mmmm I haven't played on pts yet. 1month into live we will really know..
My question is how does an Alliance war passive no longer count towards ....
The alliance war
What? Combat frenzy generates ult, it is in your op. Which passive are you talking about then?
Combat frenzy does not apply to killing players .. You only get that ult in PvE.
*looks at negate* you call that an ultimate? THIS is an ultimate *drops banner/nova/veil/meteor into negate*
But yeah, not so sure about this change to negate. Does make it seem a little underwhelming, especially with the previous nerf and considering it has no synergy.
Princess_Asgari wrote: »*looks at negate* you call that an ultimate? THIS is an ultimate *drops banner/nova/veil/meteor into negate*
But yeah, not so sure about this change to negate. Does make it seem a little underwhelming, especially with the previous nerf and considering it has no synergy.
It makes holding onto negates that much more important. Also the cost for negate is pretty low now so depending on the build you can pretty much drop negates never ending.
The thing I'm most concerned about is how the ulti build change will affect melee specs. Staff/bow have the luxury of being able to start their ulti gen at range, but melee will have to get right up in the enemies face in order to light attack and proc the ulti buff.
In a group situation, this seems like a massive disadvantage for melee based builds, as getting close to an enemy group is already a near death wish unless you are specced heavily into avoidance or tanking.
I don't have the time or internet speed to download the PTS, can anyone shed some light on this? Is melee going to be gimped for ultis or is it relatively balanced?
Princess_Asgari wrote: »Saint_JiubB14_ESO wrote: »Princess_Asgari wrote: »saintmurray wrote: »Mmmm I haven't played on pts yet. 1month into live we will really know..
My question is how does an Alliance war passive no longer count towards ....
The alliance war
What? Combat frenzy generates ult, it is in your op. Which passive are you talking about then?
Combat frenzy does not apply to killing players .. You only get that ult in PvE.
Princess_Asgari wrote: »I love how everybody is crying about the Negate nerf. This is a change that needed to happen. Sorcerers were far too strong, and a group of 16 Sorcerers was far strong than a balanced group of players. Anytime you could sacrifice another class for a Sorcerer, your group became stronger.
This change means that while still strong (Negate removes other ultimates), Negate is no longer mandatory and fights will no longer dramatically shift toward the team with more Negates.
The Combat Frenzy and Blood Spawn changes were equally vital in the new ultimate meta. Combat Frenzy is arguably still OP in an area where the only other way to generate ultimate is through the new mechanic. Combat Frenzy means that new players or players leveling new characters are at a severe disadvantage compared to existing players, increasing an already very steep power curve.
Overall I am very happy with this new patch.
I understand the change to blood spawn more than anyone seeing as I had the set first on NA PvP. Got them both the first week in one run haha. Used it ever since on the DK and it showed how op it is. However, removing the combat frenzy passive from alliance war is unacceptable.
Why even have it as an alliance war passive? Just make it a passive in undaunted or something so people are aware it has nothing to do with pvp anymore.
I love how everybody is crying about the Negate nerf. This is a change that needed to happen. Sorcerers were far too strong, and a group of 16 Sorcerers was far strong than a balanced group of players. Anytime you could sacrifice another class for a Sorcerer, your group became stronger.
This change means that while still strong (Negate removes other ultimates), Negate is no longer mandatory and fights will no longer dramatically shift toward the team with more Negates.
The Combat Frenzy and Blood Spawn changes were equally vital in the new ultimate meta. Combat Frenzy is arguably still OP in an area where the only other way to generate ultimate is through the new mechanic. Combat Frenzy means that new players or players leveling new characters are at a severe disadvantage compared to existing players, increasing an already very steep power curve.
Overall I am very happy with this new patch.
How is combat frenzy OP in PvE? The ppl who have it also have gear already and 99% are vet14. No new gear or content. Whats the use of it now... nevemind the fact it was a PvP earned passive. Possibly to grind the new skills? Hardly OP
I love how everybody is crying about the Negate nerf. This is a change that needed to happen. Sorcerers were far too strong, and a group of 16 Sorcerers was far strong than a balanced group of players. Anytime you could sacrifice another class for a Sorcerer, your group became stronger.
This change means that while still strong (Negate removes other ultimates), Negate is no longer mandatory and fights will no longer dramatically shift toward the team with more Negates.
The Combat Frenzy and Blood Spawn changes were equally vital in the new ultimate meta. Combat Frenzy is arguably still OP in an area where the only other way to generate ultimate is through the new mechanic. Combat Frenzy means that new players or players leveling new characters are at a severe disadvantage compared to existing players, increasing an already very steep power curve.
Overall I am very happy with this new patch.
How is combat frenzy OP in PvE? The ppl who have it also have gear already and 99% are vet14. No new gear or content. Whats the use of it now... nevemind the fact it was a PvP earned passive. Possibly to grind the new skills? Hardly OP
The bigger question is why would a PvP passive not be useful in PvP?
Some major shortsightedness on the dev's part there...
Princess_Asgari wrote: »I love how everybody is crying about the Negate nerf. This is a change that needed to happen. Sorcerers were far too strong, and a group of 16 Sorcerers was far strong than a balanced group of players. Anytime you could sacrifice another class for a Sorcerer, your group became stronger.
This change means that while still strong (Negate removes other ultimates), Negate is no longer mandatory and fights will no longer dramatically shift toward the team with more Negates.
The Combat Frenzy and Blood Spawn changes were equally vital in the new ultimate meta. Combat Frenzy is arguably still OP in an area where the only other way to generate ultimate is through the new mechanic. Combat Frenzy means that new players or players leveling new characters are at a severe disadvantage compared to existing players, increasing an already very steep power curve.
Overall I am very happy with this new patch.
I understand the change to blood spawn more than anyone seeing as I had the set first on NA PvP. Got them both the first week in one run haha. Used it ever since on the DK and it showed how op it is. However, removing the combat frenzy passive from alliance war is unacceptable.
Why even have it as an alliance war passive? Just make it a passive in undaunted or something so people are aware it has nothing to do with pvp anymore.I love how everybody is crying about the Negate nerf. This is a change that needed to happen. Sorcerers were far too strong, and a group of 16 Sorcerers was far strong than a balanced group of players. Anytime you could sacrifice another class for a Sorcerer, your group became stronger.
This change means that while still strong (Negate removes other ultimates), Negate is no longer mandatory and fights will no longer dramatically shift toward the team with more Negates.
The Combat Frenzy and Blood Spawn changes were equally vital in the new ultimate meta. Combat Frenzy is arguably still OP in an area where the only other way to generate ultimate is through the new mechanic. Combat Frenzy means that new players or players leveling new characters are at a severe disadvantage compared to existing players, increasing an already very steep power curve.
Overall I am very happy with this new patch.
How is combat frenzy OP in PvE? The ppl who have it also have gear already and 99% are vet14. No new gear or content. Whats the use of it now... nevemind the fact it was a PvP earned passive. Possibly to grind the new skills? Hardly OPI love how everybody is crying about the Negate nerf. This is a change that needed to happen. Sorcerers were far too strong, and a group of 16 Sorcerers was far strong than a balanced group of players. Anytime you could sacrifice another class for a Sorcerer, your group became stronger.
This change means that while still strong (Negate removes other ultimates), Negate is no longer mandatory and fights will no longer dramatically shift toward the team with more Negates.
The Combat Frenzy and Blood Spawn changes were equally vital in the new ultimate meta. Combat Frenzy is arguably still OP in an area where the only other way to generate ultimate is through the new mechanic. Combat Frenzy means that new players or players leveling new characters are at a severe disadvantage compared to existing players, increasing an already very steep power curve.
Overall I am very happy with this new patch.
How is combat frenzy OP in PvE? The ppl who have it also have gear already and 99% are vet14. No new gear or content. Whats the use of it now... nevemind the fact it was a PvP earned passive. Possibly to grind the new skills? Hardly OP
The bigger question is why would a PvP passive not be useful in PvP?
Some major shortsightedness on the dev's part there...
Guys, they didn't remove Combat Frenzy from PvP. There is a baseline ultimate generation for kills independent of Combat Frenzy, that is what they removed. Combat Frenzy is still in the game.
Sallington wrote: »The less ultimates in Cyrodil, the better IMO.
Aoe_Barbecue wrote: »They should just put ultimate abilities on cool downs and have all skills that contribute to ulti generation lower the cool down by a set amount of seconds. I don't think ZoS even knows wtf it's doing anymore.
@ZOS_BrianWheeler
Aoe_Barbecue wrote: »They should just put ultimate abilities on cool downs and have all skills that contribute to ulti generation lower the cool down by a set amount of seconds. I don't think ZoS even knows wtf it's doing anymore.
@ZOS_BrianWheeler
Aoe_Barbecue wrote: »They should just put ultimate abilities on cool downs and have all skills that contribute to ulti generation lower the cool down by a set amount of seconds. I don't think ZoS even knows wtf it's doing anymore.
no
Princess_Asgari wrote: »Aoe_Barbecue wrote: »They should just put ultimate abilities on cool downs and have all skills that contribute to ulti generation lower the cool down by a set amount of seconds. I don't think ZoS even knows wtf it's doing anymore.
@ZOS_BrianWheeler
I'd rather see ult cool downs than flat out nerfing everything ... I get all of the posts in the PvE section and pts section regarding blood spawn set. Many spent weeks on end to acquire the set only to have it nerfed now.
Then they take one of the most valuable passives and Nerf that too. I understand they anticipate a new player base but why punish those who've stuck around through your wretched paid beta phase?
I myself worked on getting combat frenzy 2/2 on 3 different characters now to find out it was a waste since the new baddies can't keep up.
Anytime you could sacrifice another class for a Sorcerer, your group became stronger.
Princess_Asgari wrote: »Aoe_Barbecue wrote: »They should just put ultimate abilities on cool downs and have all skills that contribute to ulti generation lower the cool down by a set amount of seconds. I don't think ZoS even knows wtf it's doing anymore.
@ZOS_BrianWheeler
I'd rather see ult cool downs than flat out nerfing everything ... I get all of the posts in the PvE section and pts section regarding blood spawn set. Many spent weeks on end to acquire the set only to have it nerfed now.
Then they take one of the most valuable passives and Nerf that too. I understand they anticipate a new player base but why punish those who've stuck around through your wretched paid beta phase?
I myself worked on getting combat frenzy 2/2 on 3 different characters now to find out it was a waste since the new baddies can't keep up.
looks like you are afraid of the newcomers
I don't care how fast or slow the ult is.
I just want a fully DYNAMIC way to gain ult. NOT a STATIC base with some dynamic on top.
That's going too far.Aoe_Barbecue wrote: »They should just put ultimate abilities on cool downs and have all skills that contribute to ulti generation lower the cool down by a set amount of seconds. I don't think ZoS even knows wtf it's doing anymore.