Because people used to be able to generate ridiculous amounts of ultimate by utilizing passives, sets, or just sheer numbers of critical strikes. Ever seen a DK with 3 banners up? Well, you probably won't now. And people were chain casting devouring swarm making them damn near unkillable in laggy situations.
Trust me, the new system is a lot better. Tanks couldn't generate ultimate to save their lives before, now shield bashing and I think blocking both generate ultimate so it is a lot more fair to everyone.
zeitzbachrwb17_ESO wrote: »Because people used to be able to generate ridiculous amounts of ultimate by utilizing passives, sets, or just sheer numbers of critical strikes. Ever seen a DK with 3 banners up? Well, you probably won't now. And people were chain casting devouring swarm making them damn near unkillable in laggy situations.
Trust me, the new system is a lot better. Tanks couldn't generate ultimate to save their lives before, now shield bashing and I think blocking both generate ultimate so it is a lot more fair to everyone.
Passive and set stacking is outside the point though.
What I want to know is why, out of every possible action, only ONE will toggle on the ability to begin the 3/sec ultimate generation.
"Light/Heavy Attacking"
It doesn't matter if you were in-combat for 5 seconds. If you don't "Tap" once, you don't start to generate ultimate.
This isn't much of a problem when you are in a dungeon and someone is tanking so you can tap with a range attack to start it.
IT isn't much of a problem when you go around killing one enemy at a time outside.
But when you want to say, train a melee weapon when range is your primary skill set or is AoEing around, it becomes a huge annoyance because you probably miss about 20-30 ultimate being generated between fights.
My tanks Ult gen us actually worse... But right on the other counts.
Nothing is outside the point, you have to consider everything when you are talking about game balance.
You can't just look at one skill or mechanic in isolation and say, "Well this doesn't seem overpowered." You have to look at all the combinations of skills, gear, and mechanics that are possible, because players will quickly find the optimal one and if it is overpowered then you've failed at game balance.
zeitzbachrwb17_ESO wrote: »Because people used to be able to generate ridiculous amounts of ultimate by utilizing passives, sets, or just sheer numbers of critical strikes. Ever seen a DK with 3 banners up? Well, you probably won't now. And people were chain casting devouring swarm making them damn near unkillable in laggy situations.
Trust me, the new system is a lot better. Tanks couldn't generate ultimate to save their lives before, now shield bashing and I think blocking both generate ultimate so it is a lot more fair to everyone.
Passive and set stacking is outside the point though.
What I want to know is why, out of every possible action, only ONE will toggle on the ability to begin the 3/sec ultimate generation.
"Light/Heavy Attacking"
It doesn't matter if you were in-combat for 5 seconds. If you don't "Tap" once, you don't start to generate ultimate.
This isn't much of a problem when you are in a dungeon and someone is tanking so you can tap with a range attack to start it.
IT isn't much of a problem when you go around killing one enemy at a time outside.
But when you want to say, train a melee weapon when range is your primary skill set or is AoEing around, it becomes a huge annoyance because you probably miss about 20-30 ultimate being generated between fights.
Nothing is outside the point, you have to consider everything when you are talking about game balance.
You can't just look at one skill or mechanic in isolation and say, "Well this doesn't seem overpowered." You have to look at all the combinations of skills, gear, and mechanics that are possible, because players will quickly find the optimal one and if it is overpowered then you've failed at game balance.My tanks Ult gen us actually worse... But right on the other counts.
Hmm, is that because you are a nightblade? I'll admit I don't know many of those, I was mainly thinking about templar tanks.
Didn't DK ultimate regen bonus (the class passive or whatever it was) get changed anyway with 1.6?
zeitzbachrwb17_ESO wrote: »Nothing is outside the point, you have to consider everything when you are talking about game balance.
You can't just look at one skill or mechanic in isolation and say, "Well this doesn't seem overpowered." You have to look at all the combinations of skills, gear, and mechanics that are possible, because players will quickly find the optimal one and if it is overpowered then you've failed at game balance.
You're over analyzing a simple questions. I know about how you can stack and get heroism and stuffs and how it's good we have minor-major buff now.
But that has nothing to do with why the whole "Ultimate will now start generate" only works if you slap a normal attack at least once and will remain for 6 seconds. Like, if you have no ping at all, all you have to do is mash left-click while using a skill and your ultimate will now starts to regenerate right away. If you're a range attacker, again, mash left-click.
However, it only working this way is just weird. Why is it that a light tap must be forced after the fight has already started just to begin the regeneration? If they want to avoid players from gaining ultimate for just being tagged then just set it to "Did damage with any attack" not "Left clicked once"
I mean, is it really that hard to just throw a light attack in there every 10 seconds or so? It seems like you are making this out to be a lot bigger issue than it really is.
Yes, sometimes when I am spamming Impulse only I notice that I'm not building ultimate. But how often is that? If you are grinding, then you are pulling with light attacks, so you should be gaining ultimate like crazy.
I live in Japan and have ~200 latency to the game server at all times, but I have no trouble animation cancelling like a boss. What is your in-game latency?
When I played with a mouse, I macro'd light attack to my spammable nuke which worked pretty well (that was 1.5 though), but now I use an Xbone controller so I just animation cancel manually with that, it's not too bad for me.
What class are you, btw? I try to keep all my main abilities on my primary bar to minimize weapon swapping because it is still very unresponsive, but you will still have to switch sometimes. What is your rotation?
With melee on my templar I've been working on light attacking with 2h right at the end of Puncturing (well the Biting Jabs morph). It's all about timing, which can be frustrating with a high ping -- believe me, I know.
The problem with blocking to cancel is that it costs you dps. Is there any way that you could light attack instead of blocking?
If you are block-casting impulse, you should be building ultimate anyways just from holding block. But on single target bosses, you really should be trying to weave in light attacks rather than block because they add to your dps rather than reduce it, and they are probably faster anyway.