bovardjeff_ESO wrote: »but that's just my 2 cents ...as a Templar tank
The change is idiotic, and makes melees have to throw lights when reducing blocking hurts them the most. If they want to keep this moronic system they should at least allow light/heavy attacks from blocking, as with skills, so tanks perma-blocking can get off ultimate charging.
The change is idiotic, and makes melees have to throw lights when reducing blocking hurts them the most. If they want to keep this moronic system they should at least allow light/heavy attacks from blocking, as with skills, so tanks perma-blocking can get off ultimate charging.
maybe learn to take down your dang block once every 8 seconds.....
bovardjeff_ESO wrote: »but that's just my 2 cents ...as a Templar tank
Templars have the second highest ulti cost reduction and the highest potential ultimate generation in 1.6. Copy pasting my comments from this thread:
http://forums.elderscrollsonline.com/discussion/149180/update-1-6-comprehensive-class-ability-list-and-balance-comparison#latest
Ultimate Generation / Ultimate Cost
1. All classes generate ultimate every second for 8 seconds after a light attack (giving a slight advantage to ranged attackers).
2. All classes have additional means of generating ultimate above this amount and/or reducing costs, these means are as follows:
Dragonknights:
Mountain's Blessing: Activating an Earthen Heart ability grants 1/2 additional Ultimate and gives Minor Brutality to all allies within 30m, increasing Weapon Damage by 5% over 10 seconds. (Earthen Heart abilities are: Stonefist, Molten Weapons, Obsidian Shield, Petrify, and Ash Cloud, some of which are potentially frequent use).
Nightblade:
Soul Harvest (Ultimate: Morph 2 of Deathstroke): While slotted, each kill generates increased Ultimate.
Catalyst: After Drinking a potion you gain 4/8 Ultimate.
Transfer: Boosts your Ultimate by 1/2 whenever a Siphoning ability deals damage. This effect has a 6 seconds cooldown. (Siphoning abilities are: Strife, Agony, Cripple, Siphoning Strikes, which can't trigger this, and Drain Power, NBs do tend to spam Strife or Drain Power, but what gives with them being the only class with a 6 second cooldown?)
Sorcerer:
Power Stone:Reduces the cost of Ultimate abilities by 8%/15%.
(unclear if any morphs give additional ultimate generation potential or not)
Templar:
Prism: Grants 1/2 additional ultimate when activating a Dawn's Wrath Ability (Dawn's Wrath Abilities are: Sun Fire, Solar Flare, Backlash, Eclipse, and Radient Destruction, all abilities that have the potential to be used frequently)
Light Weaver: Healing Ritual grants 1/2 ultimate to allies under 60% health.
Restoring Spirit: Reduces Magicka, Stamina, and Ultimate ability costs by 2%/4%
Analysis:
It appears that the order of supremacy in ultimate generation is:
Templar>DK>NB>Sorc, however, the fact that Sorc reduce all ultimate costs by 15% is the equivalent of 18 free ultimate every ultimate cast at the low end (Overload) or [60] (still need to check on sorc) at the high end (werewolf).
There are several issues with the current design:
1. Passives that reduce ultimate cost give an increasing advantage the larger the ultimate cost, whereas the generation increasing passives do not scale with ultimate cost; this appears to have been adjusted for in ultimate costs within the classes, however, all ultimates that are non-class create wide gaps.
2. Having some classes able to increase their ultimate generation rate through class abilities while others cannot also creates an unlevel playing field.
3. Having some classes able to generate ultimate through abilities they are likely to cast frequently, but placing a 6 second cooldown on other classes also creates an unlevel playing field.
4. That said, both Sorc and Nightblade have the two cheapest ultimates (Overload & Deathstroke)
If the intent is to have all classes able to generate ultimate and use ultimates at an approximately equivalent rate, I would suggest the following changes:
1. Have kills generate additional ultimate for everyone as long as you either damaged the enemy or healed someone who damaged the enemy
2. Give all classes a 250 cost, 125 cost, and 75 cost ultimate and balance their usefulness accordingly.
3. Give all classes a passive that reduces ultimate costs by 8%/15%
4. Give all classes a passive that grants 1/2 ultimate any time any ability is TRIGGERED (regardless of if the opponent is shielded/barriered/blocking or not)
5. Have ultimate generation only be able to happen while in combat
6. Remove all other ultimate generation increasing and cost reduction effects from passives and morphs (including Soul Harvest) and replace them with something else to add identity to classes without causing huge rifts in class ability.
Ultimate abilities are too critical / powerful to be nerfed to the extent they were, and to have these kinds of discrepancies between the classes in costs, generating ultimate, etc. creates large imbalances. Nightblades and Sorc could generate ultimate fairly well before 1.6, they are now extreme laggards in comparison to Templars. DKs were the kings of ultimate generation, now they pale in comparison to Templars. If we're going to revamp ultimate generation so dramatically, let's at least make sure there is a level field, and that the rate of generation allows people to use the cheapest ultimates once or twice a fight, or the most expensive about once a fight, without giving people the ability to spam them.
Trayyacakes wrote: »PVE pros
1. Tanks drop more ultimates
PVE cons
1. Dps and heals drop less ultimates. BTW the DPS and heals ults where most likely way more important than the tanks ults because they actually did more than tickle.
PVP Pros
1. Faster ult in duels?
2. Less Ult spam. (This wasn't really a problem in my opinion but I guess it could be a pro?)
PVP Cons
1. Standardized ult gen takes skill out of the equation.
2. Larger numbers have even more of an advantage then they do on live since everyone will gain ult at the same rate.
3. Encourages even more people to use bats for a low cost PBAOE ult that isn't negated.
4. Ranged has an even larger advantage now.
5. There is no way for skilled players to gain ult faster than non skilled players.(I think this is also the case in live. knowing what abilities build ult faster is not skill imo)
Possible solutions.
1. Have ult gain increase based on the number of targets you have tagged. 1-6 normal gain, 6-20 gain an additional ult every 1.5s so on and so forth.
2. Have interrupts and other skill/awareness based things grant more ult. (the passive in the champion system for ult if you use a synergy is a good thing. There should be more stuff like this.)
3. Damage of any kind should contribute to ultimate. The dude running the crucial meatbag in the back should not be punished. The guy poring oil from the roof deserves credit too.
bovardjeff_ESO wrote: »Templars have the second highest ulti cost reduction and the highest potential ultimate generation in 1.6. Copy pasting my comments from this thread:
while that's true it doesn't help the fact that we have the highest cost damage ultimate equal in cost to werewolf transformation. on live its 288 even with the 4% ultimate cost reduction 4% doesn't do anything to help with using nova at more than once per boss fight.
An easier fix would be to remove all ult generating or cost reduction passives. This will put all the classes at the same level. Then you reduces the cost of all ult to 150, 100, 50. All the current passives can be rework to more fun cool effects then ult cost reduction or extra generation.