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https://forums.elderscrollsonline.com/en/discussion/668104/

ESO live- Clarification on how ultimate will be generated in 1.6

  • Rydik
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    So 3 per sec, 150 cost - 50 sec, 200- 67 sec, no scaling with enemy numbers (67sec vs 1 mob, 67sec vs 20 mobs), half of ultimates are really sucks and this for all builds the same, great idea=\ We can now change this abilities name and generate in fight "uselessness" points, 3 per sec....
    Edited by Rydik on December 20, 2014 5:36AM
  • PBpsy
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    @PBpsy‌, just curious since we've talked about builds and skill bars before and you really seem to intensely dislike the planned changes to ult gen. Even though you think the system is fine as is, what do you think of some kind of middle ground?

    Not that it is up to us, but, would you rather see the something like the multiplier for critical hits be reduced in the ult gen formula/have healers only gain ult for targets that are tagged as "in combat" if it meant avoiding the light/heavy attack flat rate scheme? For what little it may be worth, I think the former would be preferable and could address what some see as an imbalance in a more reasonable way while still rewarding good game play (i.e. blocking, dodging, etc).

    I do not really have a problem with removing healing ultimate generation out of combat but I do not think it is such a major balancing issue especially in pve. Good players already have their timings right such that you always have that ultimate when needed in dungeons , trials ,dsa. What I do not like is the change to ultimate generation in combat. At the moment most fast ultimate generation require builds aoe , dots ,hots and crit which are not really that effective in pvp and if there are that is maybe due to bad player giving the high ultimate generation player the opportunity.In pve there is however somewhat of a balancing already, ultimate generation does not equal the best dps. My usual NB build generates ultimate about 10-25% faster than the leading DPS NB build but also get around -10-25% less dps depending on the situation. With the new fair system my usual build has absolutely nothing on the higher dps build.They just took an element of choice out of the game.

    What they should have done is create more no crit ultimate generators and improve the balancing of ultimate costs and make some ultimate morphs better. (What is a Bolstering Darkness or Soul Syphon? Overload using Sorcs wth is that? :D ). I am working on some WW NB and DK tanking builds right now and it's incredible how well you can generate ultimate with 0% crit in heavy armor if you time your stuff right. Those were some recent changes that made the game a lot nicer because it actually gave options. What the game needs is more options and more dynamic gameplay. What we get is tag the cooldown with a light attack gameplay.
    Edited by PBpsy on December 20, 2014 5:55AM
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  • Wing
    Wing
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    honestly I am okay with this, one of people biggest complaints is DK's regen when they pop an ult, that just got proxy nerfed into a more balanced state.

    this also makes skills that generate ultimate not such a waste of time (low slash, carve, earthen heart passive, siphoning passive, vamp drain, ww passive, etc. etc.)

    this could lead to much better balance on ultimate's as previously some were nerfed due to ult spam (bat swarm is an obvious one) with ultimes being a little bit more rare (ie not used every fight) they can perhaps be stronger.

    further down this line you really can control the time / effect of ultimate's for better balance, and further I am looking forward to less ult spam in pvp.

    overall I think this is actually a really good change that may need slight tweaking (ult cost / effects / generation methods / etc.) but overall is healthy for the game. especially because DK resource management just got nerfed, and everyone was complaining about that.

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  • james_vestbergb16_ESO
    So they have put Ulti generation on a frikkin eggtimer? How can anyone think this is a good idea?

    Basically player X standing doing nothing outside of harms way, but tagging a player with a light range attack every 8 seconds, will generate ultimate at the EXACT same rate as player Y that is face first inside a zerg spamming skills left right center(doing the light attack every 8 sec), fighting for his dear life.
    Unless ofc player Y equips one of the select few skills that excplicitly state they give a few Ulti Points.

    Am I getting this right? If so this is ridiculous!

    Why even patch the recent fix for ultimate generation with roots when this was on the horizon?


    PLING PLING! everyone in cyrodiil just got their ultimate ready.....
    Edited by james_vestbergb16_ESO on December 20, 2014 6:17AM
  • tinythinker
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    Am I getting this right?
    Based on the info released on Friday during "ESO Live!" and added/confirmed earlier in this thread, it would seem so. But it won't even be on the PTS until early to mid January and they have hinted that they want to give 1.6 a bit of longer run there than some other updates, which might make it the end of January or early February before it hits the live server. So if people don't like it there should be ample time between now and the actual release for them make their views known to ZOS.

    Edited by tinythinker on December 20, 2014 6:19AM
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  • Faulgor
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    That's not the only way to generate Ultimate; you can also use a few abilities to get more, such as Carve from the 2H skill line (and the amount of Ultimate that ability gives has been rebalanced as well) or healing another player with the Ultimate gain buff. You will not gain Ultimate by blocking or dodging.

    Does killing an enemy still generate ultimate, and if not, how will this change affect Nightblades' Soul Harvest ultimate?
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  • Darkonflare15
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    Dracane wrote: »
    Sanct16 wrote: »

    Gone are the days of DKs being competitive in PVP. (If this should be the only way to get Ult).

    This is very funny. I don't think, the overmighty and overpowered DK is in the position to complain about anything. Just because this time you didn't receive a buff, like they did it for like 8 months ?

    Sorcerers for example had to survive completely without usefull ultimates (And I'm always saying this from a 1v1 point of view, because that's where skill is needed) All of us will have to survive with less ultimate, how it is supposed to be. Your dragon knight flag still is laughable cheap, so you will still be OP.

    Actually, yes we are. NO other class have been hit by as many nerfs as the DKs, this might just be the nail in the coffin. But right, we had some skills that didn´t obey the AoE cap at the start of the game, lets hear how OP we are for the rest of the games existance.

    A sorcs Bats is still laughably cheap aswell, dont see anyone complaning about perma invis streaking sorcs that can heal crazy ammounts of crit surge, dont do the impen argument, its false.
    Dazin93 wrote: »
    Dragonknight depends on Battle Roar to have Magicka/Stamina sustain as DK skills are the most expensive class skills and DKs dont get any other boosts to resource managment.

    Well, I would say look at the other classes then because sorc class skills are just as expensive, if not more. As far as resource management goes, I hope you enjoy playing the same ESO that many of us have been playing all along; I don't feel sorry for dk's one bit.

    Wrong, wrong wrong wrong. The only skill that is too expensive is Bolt escape. DK´s have been playing the same game for a long time as the other classes, perhaps you aren´t as far ahead as you think in resource managment.
    Sanct16 wrote: »
    DeLindsay wrote: »
    Sanct16 wrote: »
    ^This.

    If you dont get Ultimate from normal skills it will be time to say goodbye to small groups / solo fights I guess. Unless you are a Nightblade...
    More like gone are the days of a single DK Vamp spamming Devouring Swarm repeatedly with no interruption in between taking out an entire group of players solo. Ultimates are supposed to be just that, Ultimate. They were NEVER intended to be used with quick succession. Besides as a Tank in PvE this will increase the frequency that I can use mine, a welcome change indeed. Even with a 200 Ult and only doing the standard Light/Heavy once per 8 seconds you will still be able to drop it once a minute. That's more than enough to be competitive. Ultimates with much lower cost will still be capable of being used as often as every ~40 seconds, which is plenty. And that's just based on the standard 3/sec gain via the new mechanic.
    If a single vamp DK kill whatever raid, there is just one reason for it: They are freaking stupid.

    Dragonknight depends on Battle Roar to have Magicka/Stamina sustain as DK skills are the most expensive class skills and DKs dont get any other boosts to resource managment.

    Gone are the days of DKs being competitive in PVP. (If this should be the only way to get Ult).

    incorrect... but nice try on hyperbole

    Then please, correct him! Im curious.

    Most of the Dks "nerfs" are actually fixes. Only a few of the nerfs are actually nerfs, Dks are still as effective as they always are. Now how would Dks feel if you started off with most of your skills hinder you like Night blades or not having a good magical resource to use your skills and cannot not be effective at dps like Templars.

    Or having a whole skill line not effective when you get to veteran level content like Sorcerers. Most classes have been waiting for buffs for months but continue to get nerfs when they actually needed to be strong enough to be viable.
    Now since all of the classes are complaining about how bad off their class is, we finally get improvements for combat and class skills.
    Coincidence I think not.
    Edited by Darkonflare15 on December 20, 2014 8:26AM
  • Xsorus
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    Dracane wrote: »
    Sanct16 wrote: »

    Gone are the days of DKs being competitive in PVP. (If this should be the only way to get Ult).

    This is very funny. I don't think, the overmighty and overpowered DK is in the position to complain about anything. Just because this time you didn't receive a buff, like they did it for like 8 months ?

    Sorcerers for example had to survive completely without usefull ultimates (And I'm always saying this from a 1v1 point of view, because that's where skill is needed) All of us will have to survive with less ultimate, how it is supposed to be. Your dragon knight flag still is laughable cheap, so you will still be OP.

    Actually, yes we are. NO other class have been hit by as many nerfs as the DKs, this might just be the nail in the coffin. But right, we had some skills that didn´t obey the AoE cap at the start of the game, lets hear how OP we are for the rest of the games existance.

    A sorcs Bats is still laughably cheap aswell, dont see anyone complaning about perma invis streaking sorcs that can heal crazy ammounts of crit surge, dont do the impen argument, its false.
    Dazin93 wrote: »
    Dragonknight depends on Battle Roar to have Magicka/Stamina sustain as DK skills are the most expensive class skills and DKs dont get any other boosts to resource managment.

    Well, I would say look at the other classes then because sorc class skills are just as expensive, if not more. As far as resource management goes, I hope you enjoy playing the same ESO that many of us have been playing all along; I don't feel sorry for dk's one bit.

    Wrong, wrong wrong wrong. The only skill that is too expensive is Bolt escape. DK´s have been playing the same game for a long time as the other classes, perhaps you aren´t as far ahead as you think in resource managment.
    Sanct16 wrote: »
    DeLindsay wrote: »
    Sanct16 wrote: »
    ^This.

    If you dont get Ultimate from normal skills it will be time to say goodbye to small groups / solo fights I guess. Unless you are a Nightblade...
    More like gone are the days of a single DK Vamp spamming Devouring Swarm repeatedly with no interruption in between taking out an entire group of players solo. Ultimates are supposed to be just that, Ultimate. They were NEVER intended to be used with quick succession. Besides as a Tank in PvE this will increase the frequency that I can use mine, a welcome change indeed. Even with a 200 Ult and only doing the standard Light/Heavy once per 8 seconds you will still be able to drop it once a minute. That's more than enough to be competitive. Ultimates with much lower cost will still be capable of being used as often as every ~40 seconds, which is plenty. And that's just based on the standard 3/sec gain via the new mechanic.
    If a single vamp DK kill whatever raid, there is just one reason for it: They are freaking stupid.

    Dragonknight depends on Battle Roar to have Magicka/Stamina sustain as DK skills are the most expensive class skills and DKs dont get any other boosts to resource managment.

    Gone are the days of DKs being competitive in PVP. (If this should be the only way to get Ult).

    incorrect... but nice try on hyperbole

    Then please, correct him! Im curious.

    If we're talking solo fights you'll be able to maintain more then enough ultimate by simply by weaving light attack to maintain ultimate.

    If we're talking group fights, DK's aren't getting massive amounts of ultimate by spamming multi hit attacks or aoe's, you get it from the PvP passive that bloody gives you 25 ultimate on a Kill....If you still need ultimate after that, i suggest things like Werewolf and the Undaunted set that gives a 6% chance on being hit to grant 25 Ultimate.

    Either way you shouldn't have Ultimate Problems as a DK..I'm a bloody stamina DK and I can maintain my ultimate
  • cozmon3c_ESO
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    Templars will be the next best tanks as the can instant heal through block and get ultimate gen from healing nearby allies.
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  • Sharee
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    PBpsy wrote: »
    Ultimate should also not mean something that you see every half hour and be in awe.

    In half an hour, 3 ult/sec generation (and this is just the minimum rate gained just from light attacking) will grant you 1800*3= 5400 ultimate.

    You will be able to drop a standard-cost ultimate roughly once every minute from light attacking only. More often when we count in things like active skills that generate ultimate as part of their mechanics, passives like combat frenzy, set bonuses...

    You won't be able to drop another 6 second ultimate before the first even expired, but that is a good thing.
    Edited by Sharee on December 20, 2014 9:21AM
  • RoamingRiverElk
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    Putting ultimates on a timer stops rewarding good, efficient play. Getting hit a lot, but blocking because you are managing your stamina? Doing a lot of damage? Of course you should be rewarded by getting ultimate up faster!

    Doing light or heavy attacks are a liability in PvP if you're surrounded by more enemies. Sometimes it's even a liability in 1 vs 1. How is doing a light attack every 8 seconds great play??

    Part of the fun in Cyrodiil is that you *do* have differences between experienced players and not experienced/skilled ones. That's the way it should be. Skilled players should be rewarded by being able to take out more people, and being able to *sustain* a steady influx of new enemies. This will not be the case for DKs anymore. You know, those DKs that cannot, like, bolt escape or hide when they go out of resources. Good DKs are not, of course, the only ones getting punished by this: ultimates mean free damage and/or healing for all skilled players of all classes, which helps sustainability. Mechanics that help sustainability are what keep good players motivated to play the game because it means they will not automatically die after 30 seconds against bigger numbers (who have less skill). Remember: in dueling, generally any class can beat any class - it's the skill and build that matters.

    This will simply encourage more timid blob/ranged play where numbers are all that matters, and that is not fun.
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  • Sharee
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    Doing light or heavy attacks are a liability in PvP if you're surrounded by more enemies. Sometimes it's even a liability in 1 vs 1. How is doing a light attack every 8 seconds great play??

    It is only a liability when you do it and you opponent never does. This change will force everyone to do light/heavy attacks.

    Holding block 100% of the time is not a great play. Judging when to block and when to attack depending on circumstances is.
  • angelyn
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    That's not the only way to generate Ultimate; you can also use a few abilities to get more, such as Carve from the 2H skill line (and the amount of Ultimate that ability gives has been rebalanced as well) or healing another player with the Ultimate gain buff. You will not gain Ultimate by blocking or dodging.
    Thanks Gina, I just want clarification of how it works:

    Is it-
    Ultimate will be generated using any class skill/weapon skill as long as you have used a light/heavy attack under X seconds ago.

    Or is it-
    That none of my class/weapon skills will generate ultimate unless they explicitly state so in the tooltip.

    I always thought ultimate should be generated by:
    • Blocking damage done by enemies(regardless of using a light or heavy attack)
    • Dealing damage to enemies(regardless of using a light or heavy attack)
    • Healing damage done to allies(regardless of using a light or heavy attack)
    Edited by angelyn on December 20, 2014 11:09AM
  • Xexpo
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    :confounded: lot's of QQ ...sorry cba reading it all

    but... Tanks should be able to figure out 1 attack every 8 secs ...
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  • angelyn
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    kaer426 wrote: »
    :confounded: lot's of QQ ...sorry cba reading it all

    but... Tanks should be able to figure out 1 attack every 8 secs ...

    I just want an explanation of exactly how the system works, which I think is a fairly reasonable request from myself and anyone else asking. :D
  • EQBallzz
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    The way they described it in the ESO Live session seemed fairly clear. They wanted to get away from people using certain abilities to pump up ultimate gain (even outside of combat) so they changed it to an ultimate generation buff that is the same for everyone and comes from using light/heavy attacks or healing someone who recently used a light/heavy attack. That would mean ultimate gain is gone from abilities unless the explicit description of the ability is to gain ultimate (like carve).
  • GreyBrow
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    @ZOS_GinaBruno‌

    PLEASE STOP "FIXING" PvE BECAUSE SOMETHING IS BROKEN IN PVP

    Leave ulti gen as is in PvE.

    Change ulti gen to a timer in PvP.

    >>>Problem solved. Easy.



    Stam generates ultimate nearly as fast as magic (With the exception of Nightblades due to their damage/crit/heals from funnel heath.)

    You have nearly reached a point in ESO where everything is balanced in PvE. Average skill level stamina players are consistently out-dpsing very good magicka players on the serpent, even if they aren't able to drop their ultimate quite as often.

    Ultimate abilities are magical abilities, It doesn't make sense that someone who spent years training to master a sword would be able to control the forces of magic to summon forth a storm atro just as easily as someone who spent their entire life training to master the arcane arts.

    Do you think that makes sense? If so, please explain why.

    The current system of ultimate generation is a core combat mechanic, similar to blocking/dodging/weaving. Completely revamping a core combat mechanic this late in the game is a very, very poor decision.

    What it comes down to: Skill. Skilled players generate ultimate more quickly than non-skilled players, and that is their reward. Please, Please, Please stop removing game mechanics that reward skilled players in an effort to "level the playing field" so that unskilled players can feel big and tough and special. No matter what you do, the "elite" will find a way around it and you'll be back to stage 1, with the non-elite back to feeling weak and not powerful or special Introducing a nanny-game hand holding mechanic to artificially handicap the skilled and buff the unskilled is not the way to go about changing your game.

    Not everyone deserves a trophy.



    BTW:

    The day this system drops, my DK will adopt a crippling slash/carve stamina build. 5 ultimate per attack (which takes less than a second with canceling), werewolf on my front bar, blood spawn's guise, and light attacks (3 ultimate a second) would give me at least 8 ultimate per second, meaning On single target fights I'll be able to drop my banner every 25 seconds.

    Yeah, banners on cooldown on single target fights?

    Add in ultimate cost reduction armor/jewelry and you'll see some serious stuff.

    That's more banners than I can currently drop in single target fights, even if i'm using potion cooldown enchantments. A consistent 300 DPS from banner in addition to a constant 20% damage buff?

    In PvP this will be even crazier, because i'll be using carve, i'll have the 25 ulti per kill passive, and I won't have to depend on getting crits (which gets dampened due to Impen) to get ulti.
    Edited by GreyBrow on December 20, 2014 11:45AM
  • FooWasHere
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    The current system of generating ultimate may have flaws and probably requires tweaking. Removing ultimate gain from heal-spamming out of combat would be an obvious one e.g. PvP might have its own problems.

    But I really like the the current aspect in that it promotes active play and adaptability in generating ultimate. It's a meta-skill more or less, where you can earn ultimate by opportunistic use of the right skills under the right circumstances.
    Even as a healer I might try to drop a Blazing Spear or two during an adds-phase of a boss fight, just to get some ultimate. Or pop some talons, or put a DoT up on a mob, etc.

    IMO, having cool downs on skills is the lamest mechanics common in MMOs, it's a completely artificial limitation on a player and just a cheap-ass balance parameter. Combat becomes boring, programmatic and passive. That's my opinion. I like ESO combat because it's none of those things.

    Introducing a flat rate of ultimate gain, through just making a light attack every [n] seconds, is making my ultimate a cool down skill, or at least very close. This is just such a lame change. So lame.

    Please reconsider. Don't be that lame game.
  • GreyBrow
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    Any game where the developers attempt to artificially impose limitations on higher-end players in order to reduce the skill gap between the good and bad players is doomed to fail.

    The good players will end up leaving, and the bad players will get bored and move on just like they do with every other game.

    I would honestly rather you remove every ultimate from the game and give us a 6th skill slot than deal with whatever nonsense limitation you've cooked up. I have a VR14 DK, and I would rather have you nerf the ulti regen passive (battleroar) and replace it with something else rather than deal with this, because I'm sure that passive combined with banner is the root of the problem.

    Hell, just give every other class the same passive, because while it might be slightly OP, it makes PvE with a crappy group or 2-3 people groups a lot of fun, and in PvE, I really couldn't care less about other classes having the same passive. It's not always a competition.

    There are a half dozen other potential options for nerfing ultimate gain that would bring lower skill players into the fold while maintaining the current combat mechanic... just to name a few off the top of my head, in no particular order:

    1. Increase/decrease cost of ultimates accordingly.
    2. make ultimates less powerful
    3. give other classes battleroar
    4. remove DK battleroar
    5. remove all ultimate generation out of combat
    6. limit ultimate generation of DoT effects to the initial DoT application
    7. limit ultimate generation while in cyrodiil The "not everyone is a beautiful god send dragonborn perfect snowflake flower battle machine ultimate rambo warrior and deserves a trophy" nerf
    8. limit healing ultimate generation to give ultimate for healing missing health only
    9. remove ultimate gain from certain actions (block/roll/etc.,)
    10. limit ultimate gain from crits


    @ZOS_GinaBruno‌
    Because I know how you guys work, I can imagine that what you've released today is more or less set in stone and no amount of B****** from us is going to change your mind. We're just asking you to consider alternatives. We really do like you though.

    Probably the best compromise that I can think of:

    Instead of your current agenda to level the playing field with a bulldozer, how about you implement your plan, with one adjustment: make critical hits/heals on enemies/friendlies while in combat give you 1 additional ultimate for each critical hit. This would allow your current buff to "lower than average to average" players, while still allowing for higher end players to see some sort of benefit and reward for their skill and effort.

    This compromise would allow for hard core end game PvE magicka users to continue playing (more or less) with the same playstyle that they have spent the past 2000 hours developing,

    (I know 10-15 people who have that much /played. 2000 hours is also the amount of time you've spent developing this game since launch, if you work 60 hours a week. Just think about that)

    and it wouldn't feel like such a huge slap in the face after all that hard work and effort. In addition, lowbie players would still get the benefit of the 3 ultimate a second (or whatever) from light attacks, and PvP players would still be doing their PvP thing under pretty much the exact system you want, since everyone runs the Impen trait and you can't really crit in PvP anyway.

    Good compromise, eh?
    Edited by GreyBrow on December 20, 2014 1:42PM
  • r.jan_emailb16_ESO
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    Sharee wrote: »
    That means that as a tank I will have even less ultimate because if I try to light attack, the really tough bosses will most likeley knock me out. Great change. Can't even boost my ultimate in between fights :D sounds fun. If it really works like that, it's gonna be a huge change to the meta builds.

    Is the boss so constantly trying to knock you out that you cannot drop block even for a split second to do a light attack, once every 8 seconds?

    I have to admit I was a little bit drunk when wirting this. Actually it should be a (probably significant) boost to my ulti generation as a tank ;-)
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  • Winnower
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    Wow. what a bad idea. It really bugs me to see major changes to the whole game because someone doesn't like what's going on in PvP. This totally destroys multiple PvE builds for dungeons and trials.

    And I never thought I'd see ZOS trying to Enforce light weaving.
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  • james_vestbergb16_ESO
    GreyBrow wrote: »
    Any game where the developers attempt to artificially impose limitations on higher-end players in order to reduce the skill gap between the good and bad players is doomed to fail.

    The good players will end up leaving, and the bad players will get bored and move on just like they do with every other game.



    Agree completely with the bolded statement
    Edited by james_vestbergb16_ESO on December 20, 2014 2:20PM
  • Joy_Division
    Joy_Division
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    Questions with the new ultimate system as I understand it:

    - Does doing damage 10000 DPS to 10000 opponent generates the same ultimate as doing 10 DPS to to 1 opponent? This seems ... highly dubious. Why am I not rewarded for fighting well? Why the change from previous system that worked well in getting ultimates when I need them (i.e. after exhausting resources vs many opponents)? Do we really want people feeling compelled to slot resto bar or the carve skill in their secondary bar in order to be competitive?

    - Why is ultimate based off a light attack and not a skill use on an enemy? Weaving melee light attacks vs dangerous opponents is considerably more difficult than ranged staff attacks.

    - How does the tank build the same amount of ultimate as the funnel health NB or the DPS who slots mutagen on their off bar?
  • Gauradan
    Gauradan
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    Just as I was looking forward to 1.6 and the champion and justice systems, they go out and announce this. Here's to hoping they backtrack on this; it's a terrible change for PvE.
    The Empire is Law. The Law is Sacred.
  • kkravaritieb17_ESO
    kkravaritieb17_ESO
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    Who asked for changes in the current ulti generation system? It works fine as it is. Why would you want to change a fine working system with generating ulti from light or heavy attacks? I dont really understand.
    Edited by kkravaritieb17_ESO on December 20, 2014 3:07PM
    Member of the glorious Zerg Squad
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  • Merrak
    Merrak
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    Who asked for changes in the current ulti generation system? It works fine as it is. Why would you want to change a fine working system with generating ulti from light or heavy attacks? I dont really understand.
    Because PvP reveals just how broken a system may be, and a majority of fixes to abilities are based on how it impacts PvP.

    The problem is, their fix actually makes the differential even larger than before, at least from a tanking standpoint. Without getting the Ult gen for blocking, we have to drop our shield and use a light attack during a boss fight which could potentially get us killed if performed a split second too late, all in the name of building Ultimate to be useful for your group. In generic PvE content, that would be fine, but for Trials, this just isn't as viable.

    But again, we will just have to wait and see when it hits live, because honestly, that's the only true way we will ever get solid answers to the questions we have.
    Merrak | Templar Main
    The Descendants | NA Server | Daggerfall Covenant
  • cozmon3c_ESO
    cozmon3c_ESO
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    Sounds like a lot of dk's complaining. No more OP ultimate spam, and have to be like every class and use it in a smart manner then just spamming your banner. I like this change, it puts everyone and every class on equal footing as it should have been from the start. And don't give me tanks can't time one light attack between boss hits, lol, if you think it takes to much skill to do then you are probably not supposed to tank. If you want an ultimate gen build use the skills, they are actually worth something after this update. Start leveling them now.
    Guild UMBRA Chapter Lead
    ~Leper Si -V14 Sorcerer~
    Youtube Channel - Leper
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  • themdogesbite
    themdogesbite
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    Sounds like a lot of dk's complaining. No more OP ultimate spam, and have to be like every class and use it in a smart manner then just spamming your banner. I like this change, it puts everyone and every class on equal footing as it should have been from the start. And don't give me tanks can't time one light attack between boss hits, lol, if you think it takes to much skill to do then you are probably not supposed to tank. If you want an ultimate gen build use the skills, they are actually worth something after this update. Start leveling them now.

    Every class can spam ultimates, thinking otherwise just shows that you aren´t quite as aware as you might have thought.
    :]
  • cozmon3c_ESO
    cozmon3c_ESO
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    Well ultimates will be ultimate now and not nessessary to play well, as every one Will be more equal then they were.
    Edited by cozmon3c_ESO on December 20, 2014 4:15PM
    Guild UMBRA Chapter Lead
    ~Leper Si -V14 Sorcerer~
    Youtube Channel - Leper
    https://www.youtube.com/user/TheCozmon3c/videos
  • themdogesbite
    themdogesbite
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    Well ultimates will be ultimate now and not nessessary to play well, as every one Will be more equal then they were.

    OR this will make PvP a numbers game, since the bigger group will have more ultimates avaible to them. Why do people always HAVE to be equal? Why should someone that have spent 5 days in pvp be equal to someone thats spent months?
    :]
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