Maintenance for the week of September 15:
• PC/Mac: NA and EU megaservers for patch maintenance – September 15, 4:00AM EDT (8:00 UTC) - 9:00AM EDT (13:00 UTC)
• Xbox: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
• PlayStation®: NA and EU megaservers for patch maintenance – September 16, 6:00AM EDT (10:00 UTC) - 12:00PM EDT (16:00 UTC)
We will be performing maintenance for patch 11.2.0 on the PTS on Monday at 8:00AM EDT (12:00 UTC).
Neglected class ultimates
PVE perspective, with PvP concerns in mind
I guess its already too late for this, but there are some class ultimates that could get some love. Subclassing could increase their usage but in their current state they are simply too weak or provide redundant buffs/debuffs.
1. Negate - Mainly used in PvP to stop peaceable ult dumps, but won't stop all of them. In PvE does not do much other than weak damage morph or healing.
Proposal:
Absorption Field - Allies inside are immune to AoE damage from monsters. Enemy players healing apply Healing Absorption to them instead. No longer silences.
Suppression Field - Monsters do less damage. Silences players and removes random buffs from them.
2. Nova - It is a weird mix of defensive and offensive ultimate. It used to be a go to ult that greatly reduced monster damage, but with more and more Major Maim sources it quickly became obsolete.
Proposal:
Base Nova: reduce cost to 200. Remove/change the 'flashbang' effect on synergy
Solar Disturbance: Applies Burning each tick
Solar Prison: Increase synergy damage. When synergy is used, remaining dot damage is increased by % of damage caused by the synergy. Owner can self-synergy.
3. Consuming Darkness - quickly became irrelevant when Major Protection was reduced to 10%
Proposal:
Base Consuming Darkness: Increase the radius to 12m
Bolstering Darkness: Spawns a stationary shadow that takes % damage from players when attacked. Synergy is still there.
Veil of blades: Enemies in the ring take damage. The ring itself stores damage dealt to players inside. When it expires, shadow spawns that Ambushes nearest enemy and performs an AoE Shadow Slash dealing % of damage stored. Can be dodged.
Not listing the healing ultimate because they are straight-forward what they do and can be seen used in PvP. PvE in general do not need very strong healing outside specific heal-check mechanics, and even there is better to cast Barrier or Horn.