Maintenance for the week of February 2:
• [COMPLETE] ESO Store and Account System for maintenance – February 6, 9:00AM EDT (14:00 UTC) - 6:00PM EDT (23:00 UTC)

Why 1.6 Ultimate Generation is a cop out

Huntler
Huntler
✭✭✭✭✭
As you all know coming in 1.6 ultimate generation will be based off of light/heavy attacks applying a buff to the attacker providing 3 ultimate per second while the buff is up. I'd like to start off by saying we clearly all know why they are doing this (for several reasons, but most likely really just trying to fix lag issues caused by spamming aoes to gain ulti... which is in essence its own problem).

I look at this solution as lazy, uninventive, and downright insulting to players who want to be able to differentiate themselves from other players. I've pissed a few people off already with my claims this game is ridiculously simple and dumbed down, this change further exacerbates the problem. What this change does is basically cap and equally distributed ultimate gain across the board for players, meaning the worst player in the game and the best are now much closer in terms of ulti gain (I won't spoil the ways around this gimmicky fix, but there are a few possibilities). Now I am sure some players are happy with this, I, however, am not. We already play a ridiculously low skill ceiling in this game with very limited ability slots (Yes there are ways still to differentiate such as spatial awareness, positioning, timing, etc. but honestly other games have that and more). You take away decisions from players along with ways to differentiate or gain advantages against opponents, you make this game closer to random number generation instead of differentiation. This is terrible for a game, at least in a competitive sense.

Now before people freak out and say well I am super skilled at this game look at how awesome I am, save it, not hear to argue how hard you think this game is. I am here to argue that there is a much better fix to use for ultimates that retains some sense of creativity and skill while moving away from aoe spam ultimates to lag people out as well as make the game all about just dropping ultis. The solution comes from exactly what we perceive ultimates to be. They are this amazing, strong ability meant to affect the battle... they are... for lack of a better way to describe it, our ultimate affect on the battle. Shouldn't players who are observant, dynamic, and supportive of the battle be rewarded with higher ultimate generation thus allowing better players to differentiate themselves? That is my opinion at least. The best way to do this is to give players extra ultimate, boons, extra buffs, whatever you want to call it when players commit certain acts in PvP. Now what acts you say? There are any number of good ideas I can come up with off the top of my head that a good player should do in PvP and in my opinion be rewarded for it through ultimate (but not be aoe spam). That quick list is as follows:

- Bash interupt a player (NOT crushing shock or ranged interupt, sorry boys that would be broken
- Rez a friendly player
- Activate a synergy
- Block a heavy attack
- Cap a flag
- Save someone from death (IE burst heal when someone is below a certain percentage)
- Maybe successfully CC someone?
- Maybe the final killing blow on a player?
- Using siege (literally, this would be interesting although would probably need a caveate or two so players don't just sit there in the middle of nowhere holding siege)

Hopefully you are starting to get my point on where I am going with this. They don't have to be massive bonuses or amounts of ultimate, but can be scaled accordingly. Maybe someone should get 25 ultimate for rezzing a friendly player, good for you, you deserve it. Bash is not prioritized enough in this game as is and good players should be rewarded for identifying a bash target and correctly using it, the good players already do this. My goal is to focus on skillful/strategic play being rewarded with ultimate generation. This prevents us from this even lower skill ceiling by basically as long as you aren't brain dead you are at equal ultimate generation with other players. As long as you scale it correctly we still won't be anywhere near current ultimate generation levels, but you will have players trying to differentiate themselves from bad players by focusing on skillful plays that affect the overall battle in positive ways. After all, the better players should have ways to gain advantages, not lose them (which 1.6 will do....). In essence I am trying to change the "meta" of the best players spam aoes to gain ulti to the best players use certain mechanics, abilities, and positioning to gain ulti and thus further affect the battle. Doesn't that sound better?

TLDR: Change ulti generation to be based off of skill plays such as bash interrupts, rezzing, synergies, etc.




Back to your regularly scheduled programming of drama, complaining, and overall B.S. Enjoy.
Edited by Huntler on January 7, 2015 9:41PM
  • Nestor
    Nestor
    ✭✭✭✭✭
    ✭✭✭✭✭
    PvE does not get any Ultimate love?
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Huntler
    Huntler
    ✭✭✭✭✭
    Nestor wrote: »
    PvE does not get any Ultimate love?
    Ignoring the fact I posted this in the PvP forum....

    Several of the ideas I listed apply to PvE as well, bashing to interrupt, synergies in particular (rezzing if you die). I am sure there are a few others that we could think of such as blocking heavy attacks, reverse counter attacks after a block, etc. (I added this to original post).

    Edited by Huntler on January 7, 2015 9:37PM
  • jopeymonster
    jopeymonster
    ✭✭✭
    Nestor wrote: »
    PvE does not get any Ultimate love?

    No Negate for you!
    #nerfkeyboards
  • Sypher
    Sypher
    ✭✭✭✭✭
    ✭✭✭
    I completely agree.

    They took a communistic approach on ult gain.

    No one likes communists.
    DC Dragonknight 'Sypher - AD Nightblade Sypher Ali - AD Sorcerer Sypher Sensei - EP Sorcerer Sypharian - DC Templar Ali Sypher

    Youtube: www.youtube.com/SypherPK
    Twitch: www.twitch.tv/SypherPK
  • Lava_Croft
    Lava_Croft
    ✭✭✭✭✭
    ✭✭✭✭
    The changes sound really great, since it means that Ultimate skills will actually become more special, instead of being used every 10 seconds.
  • Roechacca
    Roechacca
    ✭✭✭✭✭
    ✭✭✭
    Ya I don't see the big deal
  • Subtomik
    Subtomik
    ✭✭✭✭✭
    Sypher wrote: »
    I completely agree.

    They took a communistic approach on ult gain.

    No one likes communists.

    all those 1vx video's. Semi srs.


    People get so butthurt about being 1vx'd no matter the class that does it to them, and everytime it comes down to "all you do is spam (insert ultimate here)"

    Yes your right, because I was crushing you kids and you were feeding me the ultimate I deserved. I cant help I pvp'd enough to have combat frenzy 2 and you are a sad excuse for a vampire that also gave me banish the wicked proc.
  • gibous
    gibous
    ✭✭✭✭
    Fully endorse this. Skill should be rewarded.
    Reddington James — Magsorc & Magplar (NA PC)
  • Armitas
    Armitas
    ✭✭✭✭✭
    ✭✭✭✭
    I have always wanted animation cancelling to be buffed or replaced by a finesse system that rewards you for personal finesse and timing rather than an animation rotation that unofficially rewards you with higher dps. Perhaps the reward for personal finesse could be ultimate.

    Example
    • More ultimate for mixing skills together and less for using a skill followed immediately by the same skill.
    • Timing basic attacks with skill attacks (weaving) at the right point in a regular attack animation. Not a rotation but timing.
    • Quick retorts after a successful block (which you already mentioned)

    That would all require a smooth running game though. There use to be a bug with the Torug set that lowered the GCD of attacks and if you watched your swing animation you could put out attack combos. I thought that was a really cool bug. It basically let you weave heavy and light attacks together with the right finesse and timing and made for some really cool swordplay.

    Some ultimate costs, such as DK banner, are going up in 1.6 so if that increase is pervasive then it will further reduce the ability for individuals to stand out in regards to ultimate's. If the intent is now for ultimates to be a rarity then perhaps adding more ultimate passives, like flawless dawnbreaker, would help counter balance the loss of player diversity.
    Edited by Armitas on January 7, 2015 10:12PM
    Retired.
    Nord mDK
  • frozywozy
    frozywozy
    ✭✭✭✭✭
    ✭✭
    Agreed.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • RinaldoGandolphi
    RinaldoGandolphi
    ✭✭✭✭✭
    ✭✭✭✭
    I think they had to do something as the current system simply allows ultimate gain too fast and ultimate get reduce to nothing more then a 6th skill slot that is strong.

    I don't think they went far enough in nerfing ultimate generation. Ultimate should be hard to Gen, and should take awhile to fill, this means choosing when and where to use it becomes more important because once you use it, it will be awhile before you get enough points to use it again.

    Personally I think they should just scrap ultimates all together and go back to TES once a day racial powers.

    Yes once per in game day(however long the game times the passing of a day) you can activate a super strong ability, after that, it has a cool down like the powers in Oblivion and Skyrim did.

    Orcs- Beserker Rage- for 30 seconds you take half damage from physical attacks and do double damage with physical attacks.

    Breton- DragonSkin- for 30 seconds you absorb all incoming spell damage converting it to magi ka.

    High Elf- High Born- recover 25% your maximum magicka every second for 30 seconds.

    Argonian- Hist Skin- recover 25% of your max health every second for 30 seconds.

    Redguard- Adrenaline Rush- recover 25% of your max stamina every second for 30 seconds.

    Nord- Legacy of Ysgrammor- all weapon attacks ignore 75% of opponents armor and do 25% more damage, each successful hit restores 15% of max health and stamina. Lasts 20 seconds.

    Dark Elf- Ancestor Guardian- summons a ghost of an ancestor to attack his opponent for 20 seconds. Ghost can not be damaged and each hit from the ghosts reduces opponents damage by 25% for 4 seconds. Also creates a fire cloak around the dark elf damaging anyone who gets close for 20 seconds.

    Wood Elf - Call of the Wild- summons 2 bears and 2 tigers to fight for you for 20 seconds. Each hit by the summoned animals increases the wood elfs attack damage by 60% for 4 seconds.

    Imperial - Voice of the Emperor- for 60 seconds all fights around you cease immediately, no one can attack anyone. Its a calm spell so its an escape like a cease fire.

    These all make sense in lore, they are very very powerful, but can only be used once per day, so choosing wisely when to use them is important, when you do use them though you will make a big impact. This is how its always been from lore, each race has its own power unique to it, also makes choice of race more important and expands build options.

    Just my take, I'd rather have ultra powerful racial powers I can use once a day over ultimates.
    Rinaldo Gandolphi-Breton Sorcerer Daggerfall Covenant
    Juste Gandolphi Dark Elf Templar Daggerfall Covenant
    Richter Gandolphi - Dark Elf Dragonknight Daggerfall Covenant
    Mathias Gandolphi - Breton Nightblade Daggerfall Covenant
    RinaldoGandolphi - High Elf Sorcerer Aldmeri Dominion
    Officer Fire and Ice
    Co-GM - MVP



    Sorcerer's - The ONLY class in the game that is punished for using its class defining skill (Bolt Escape)

    "Here in his shrine, that they have forgotten. Here do we toil, that we might remember. By night we reclaim, what by day was stolen. Far from ourselves, he grows ever near to us. Our eyes once were blinded, now through him do we see. Our hands once were idle, now through them does he speak. And when the world shall listen, and when the world shall see, and when the world remembers, that world will cease to be. - Miraak

  • Huntler
    Huntler
    ✭✭✭✭✭
    Lava_Croft wrote: »
    The changes sound really great, since it means that Ultimate skills will actually become more special, instead of being used every 10 seconds.

    I don't think you understood the purpose of my post, I am not complaining about how or when ultimates being used will change with 1.5, I am suggesting a change to how the ultimate is generated, regardless of the rate..... so.... yeah.. I guess read next time :stuck_out_tongue:



    roechacca wrote: »
    Ya I don't see the big deal

    apathy, fantastic :|

    Armitas wrote: »
    I have always wanted animation cancelling to be buffed or replaced by a finesse system that rewards you for personal finesse and timing rather than an animation rotation that unofficially rewards you with higher dps. Perhaps the reward for personal finesse could be ultimate.

    Example
    • More ultimate for mixing skills together and less for using a skill followed immediately by the same skill.
    • Timing basic attacks with skill attacks (weaving) at the right point in a regular attack animation. Not a rotation but timing.
    • Quick retorts after a successful block (which you already mentioned)

    That would all require a smooth running game though. There use to be a bug with the Torug set that lowered the GCD of attacks and if you watched your swing animation you could put out attack combos. I thought that was a really cool bug.

    Some ultimate costs, such as DK banner, are going up in 1.6 so if that increase is pervasive then it will further reduce the ability for individuals to stand out in regards to ultimate's. If the intent is now for ultimates to be a rarity then perhaps adding more ultimate passives, like flawless dawnbreaker, would help counter balance the loss of player diversity.
    Definitely an interesting thought and I'd be for it since once again it requires better play and allows the better players to shine. I just imagine this will be very tough to implement as you mentioned..... this game isn't the smoothest lets say :p
    Edited by Huntler on January 7, 2015 10:13PM
  • Huntler
    Huntler
    ✭✭✭✭✭
    woodsro wrote: »
    I think they had to do something as the current system simply allows ultimate gain too fast and ultimate get reduce to nothing more then a 6th skill slot that is strong.

    I don't think they went far enough in nerfing ultimate generation. Ultimate should be hard to Gen, and should take awhile to fill, this means choosing when and where to use it becomes more important because once you use it, it will be awhile before you get enough points to use it again.

    Personally I think they should just scrap ultimates all together and go back to TES once a day racial powers.

    Yes once per in game day(however long the game times the passing of a day) you can activate a super strong ability, after that, it has a cool down like the powers in Oblivion and Skyrim did.

    Orcs- Beserker Rage- for 30 seconds you take half damage from physical attacks and do double damage with physical attacks.

    Breton- DragonSkin- for 30 seconds you absorb all incoming spell damage converting it to magi ka.

    High Elf- High Born- recover 25% your maximum magicka every second for 30 seconds.

    Argonian- Hist Skin- recover 25% of your max health every second for 30 seconds.

    Redguard- Adrenaline Rush- recover 25% of your max stamina every second for 30 seconds.

    Nord- Legacy of Ysgrammor- all weapon attacks ignore 75% of opponents armor and do 25% more damage, each successful hit restores 15% of max health and stamina. Lasts 20 seconds.

    Dark Elf- Ancestor Guardian- summons a ghost of an ancestor to attack his opponent for 20 seconds. Ghost can not be damaged and each hit from the ghosts reduces opponents damage by 25% for 4 seconds. Also creates a fire cloak around the dark elf damaging anyone who gets close for 20 seconds.

    Wood Elf - Call of the Wild- summons 2 bears and 2 tigers to fight for you for 20 seconds. Each hit by the summoned animals increases the wood elfs attack damage by 60% for 4 seconds.

    Imperial - Voice of the Emperor- for 60 seconds all fights around you cease immediately, no one can attack anyone. Its a calm spell so its an escape like a cease fire.

    These all make sense in lore, they are very very powerful, but can only be used once per day, so choosing wisely when to use them is important, when you do use them though you will make a big impact. This is how its always been from lore, each race has its own power unique to it, also makes choice of race more important and expands build options.

    Just my take, I'd rather have ultra powerful racial powers I can use once a day over ultimates.

    Allow me to repeat again since people don't seem to understand, I am not petitioning for a reversal of nerf to ulti gain rate, I am petitioning the how, not at what speed or rate. I am fine for the reduction, it is definitely better for the game as ulti spam to win fights is silly.

    I'm asking for a more dynamic generation approach that rewards good gameplay and punishes bad (or at least doesn't reward bad play).
  • Muizer
    Muizer
    ✭✭✭✭✭
    I kind of agree with the OP. While I think the intention to lower the frequency of ultimate use is good, the measure itself feels kind of like a placeholder.
    Please stop making requests for game features. ZOS have enough bad ideas as it is!
  • Lava_Croft
    Lava_Croft
    ✭✭✭✭✭
    ✭✭✭✭
    I understood the intention of the post just fine, but since you haven't even played with 1.6 yet, I just ignored most of it and plastered my random opinion over it. :wink:
  • Huntler
    Huntler
    ✭✭✭✭✭
    Lava_Croft wrote: »
    I understood the intention of the post just fine, but since you haven't even played with 1.6 yet, I just ignored most of it and plastered my random opinion over it. :wink:

    Burn :p, while true I think its fair of me to judge the mechanic they are adding given it is so simple it would be dang near impossible to somehow miss how "skillful" of a mechanic it is :p. Like really :p
  • Lava_Croft
    Lava_Croft
    ✭✭✭✭✭
    ✭✭✭✭
    Huntler wrote: »
    Lava_Croft wrote: »
    I understood the intention of the post just fine, but since you haven't even played with 1.6 yet, I just ignored most of it and plastered my random opinion over it. :wink:

    Burn :p, while true I think its fair of me to judge the mechanic they are adding given it is so simple it would be dang near impossible to somehow miss how "skillful" of a mechanic it is :p. Like really :p
    Absolutely, but on the other hand I think we should be careful with too many discussion about things we have not even experienced yet. I think the value of your post would have been higher if you would have waited until we all have toyed with 1.6 on the PTS or Live. The thread about Reflective Scales is also an example of this.
  • Koensol
    Koensol
    ✭✭✭✭✭
    ✭✭
    Huntler wrote: »
    I look at this solution as lazy, uninventive, and downright insulting to players who want to be able to differentiate themselves from other players.
    I agree wholeheartedly with you OP. I totally think its is very close to the lamest thing they could have come up with. I recently made a thread about it as well in which I give suggestions towards how they might improve it: http://forums.elderscrollsonline.com/discussion/144620/alternative-ideas-to-improve-the-ultimate-generation-system-in-1-6#latest

    Their "even and balanced for everyone" idea is totally nonsensical. If they can simply make their mechanics work in a way that healers/tanks/dps can generate ultimate equally effectively, and add ways for people to differentiate and be rewarded for skillfull play, it is also even and balanced. No need for such an easy cop-out that makes no sense at all!

  • booksmcread
    booksmcread
    ✭✭✭✭
    Huntler wrote: »
    As you all know coming in 1.6 ultimate generation will be based off of light/heavy attacks applying a buff to the attacker providing 3 ultimate per second while the buff is up. I'd like to start off by saying we clearly all know why they are doing this (for several reasons, but most likely really just trying to fix lag issues caused by spamming aoes to gain ulti... which is in essence its own problem).

    I look at this solution as lazy, uninventive, and downright insulting to players who want to be able to differentiate themselves from other players. I've pissed a few people off already with my claims this game is ridiculously simple and dumbed down, this change further exacerbates the problem. What this change does is basically cap and equally distributed ultimate gain across the board for players, meaning the worst player in the game and the best are now much closer in terms of ulti gain (I won't spoil the ways around this gimmicky fix, but there are a few possibilities). Now I am sure some players are happy with this, I, however, am not. We already play a ridiculously low skill ceiling in this game with very limited ability slots (Yes there are ways still to differentiate such as spatial awareness, positioning, timing, etc. but honestly other games have that and more). You take away decisions from players along with ways to differentiate or gain advantages against opponents, you make this game closer to random number generation instead of differentiation. This is terrible for a game, at least in a competitive sense.

    Now before people freak out and say well I am super skilled at this game look at how awesome I am, save it, not hear to argue how hard you think this game is. I am here to argue that there is a much better fix to use for ultimates that retains some sense of creativity and skill while moving away from aoe spam ultimates to lag people out as well as make the game all about just dropping ultis. The solution comes from exactly what we perceive ultimates to be. They are this amazing, strong ability meant to affect the battle... they are... for lack of a better way to describe it, our ultimate affect on the battle. Shouldn't players who are observant, dynamic, and supportive of the battle be rewarded with higher ultimate generation thus allowing better players to differentiate themselves? That is my opinion at least. The best way to do this is to give players extra ultimate, boons, extra buffs, whatever you want to call it when players commit certain acts in PvP. Now what acts you say? There are any number of good ideas I can come up with off the top of my head that a good player should do in PvP and in my opinion be rewarded for it through ultimate (but not be aoe spam). That quick list is as follows:

    - Bash interupt a player (NOT crushing shock or ranged interupt, sorry boys that would be broken
    - Rez a friendly player
    - Activate a synergy
    - Block a heavy attack
    - Cap a flag
    - Save someone from death (IE burst heal when someone is below a certain percentage)
    - Maybe successfully CC someone?
    - Maybe the final killing blow on a player?
    - Using siege (literally, this would be interesting although would probably need a caveate or two so players don't just sit there in the middle of nowhere holding siege)

    Hopefully you are starting to get my point on where I am going with this. They don't have to be massive bonuses or amounts of ultimate, but can be scaled accordingly. Maybe someone should get 25 ultimate for rezzing a friendly player, good for you, you deserve it. Bash is not prioritized enough in this game as is and good players should be rewarded for identifying a bash target and correctly using it, the good players already do this. My goal is to focus on skillful/strategic play being rewarded with ultimate generation. This prevents us from this even lower skill ceiling by basically as long as you aren't brain dead you are at equal ultimate generation with other players. As long as you scale it correctly we still won't be anywhere near current ultimate generation levels, but you will have players trying to differentiate themselves from bad players by focusing on skillful plays that affect the overall battle in positive ways. After all, the better players should have ways to gain advantages, not lose them (which 1.6 will do....). In essence I am trying to change the "meta" of the best players spam aoes to gain ulti to the best players use certain mechanics, abilities, and positioning to gain ulti and thus further affect the battle. Doesn't that sound better?

    TLDR: Change ulti generation to be based off of skill plays such as bash interrupts, rezzing, synergies, etc.




    Back to your regularly scheduled programming of drama, complaining, and overall B.S. Enjoy.

    Are you that Francis guy from youtube who's always raging about video games?
  • Lhorion
    Lhorion
    ✭✭✭✭✭
    All your thoughts about getting ultipoints with 1.6 forget that there will be a lot of passive champion points that can be spent. Who knows what ulti passives there will be? In the ESO live talk they mentioned a an ulti passive i think (not sure anymore), but who knows exactly what is coming. For example if there is a passive bonus that allows you to stack the buff (twice, three times or by doing AE) then all will be different.
  • Nestor
    Nestor
    ✭✭✭✭✭
    ✭✭✭✭✭
    Huntler wrote: »
    Nestor wrote: »
    PvE does not get any Ultimate love?
    Ignoring the fact I posted this in the PvP forum....

    Several of the ideas I listed apply to PvE as well, bashing to interrupt, synergies in particular (rezzing if you die). I am sure there are a few others that we could think of such as blocking heavy attacks, reverse counter attacks after a block, etc. (I added this to original post).

    I did not see the section I saw this in the Recent Discussions.

    However, anything done in PvP is also done in PvE. For those of us who mostly PvE, we have had changes for PvP Balance mess up things for us in PvE. Although I think the Taunt removal for the Storm Atronach was done for Trials, but that is a special case of PvE.
    Enjoy the game, life is what you really want to be worried about.

    PakKat "Everything was going well, until I died"
    Gary Gravestink "I am glad you died, I needed the help"

  • Huntler
    Huntler
    ✭✭✭✭✭
    Lhorion wrote: »
    All your thoughts about getting ultipoints with 1.6 forget that there will be a lot of passive champion points that can be spent. Who knows what ulti passives there will be? In the ESO live talk they mentioned a an ulti passive i think (not sure anymore), but who knows exactly what is coming. For example if there is a passive bonus that allows you to stack the buff (twice, three times or by doing AE) then all will be different.

    The base mechanic is broken, the passives don't matter when your base mechanic for ultimate generation is equal for all and doesn't take skill. Adding passives to increase the buff stack or whatever you can think of won't equate to a system that rewards players for skill, instead that just boosts the rate for non brain dead players
  • NordJitsu
    NordJitsu
    ✭✭✭✭✭
    ✭✭
    Does no one remember the finesse system they talked about soon after announcing the development of the game?

    http://elderscrollsonline.info/guides/finesse

    It was supposed to not only be the way we generated Ultimate but also provide better XP and loot rewards for more skillful play.

    They need to bring this back. Paul Sage gave some lame excuse for why it was removed, but it sounds like laziness for a rushed release.
    @NordJitsu - Guild Master (Main Character = Hlaalu Idas)
    GREAT HOUSE HLAALU
  • Valnas
    Valnas
    ✭✭✭✭
    Stop Making Sense
    Fluph Head EP sorc dank magus
    valnäs EP nb
    opHotterslol AD dk
  • krim
    krim
    ✭✭✭✭✭
    NordJitsu wrote: »
    Does no one remember the finesse system they talked about soon after announcing the development of the game?

    http://elderscrollsonline.info/guides/finesse

    It was supposed to not only be the way we generated Ultimate but also provide better XP and loot rewards for more skillful play.

    They need to bring this back. Paul Sage gave some lame excuse for why it was removed, but it sounds like laziness for a rushed release.

    I dont think it was laziness. There was a time when FTC showed you what was hitting you. Then it was taken away like other things (dps meters for pve). They cant go to hardcore with this game.
  • Tyr
    Tyr
    ✭✭✭✭
    Sypher wrote: »
    I completely agree.

    They took a communistic approach on ult gain.

    No one likes communists.

    The entire modern world is communist/statist/fascist.

    Just about everybody supports state communism in some way especially if they are the leaders in charge.
  • Sotha_Sil
    Sotha_Sil
    ✭✭✭✭✭
    I disagree with the OP.

    @Huntler

    So you think you are being "skilled" because you found ways to maximize your ultimate generation ? I mean : are you serious ?

    And you think having to use light and heavy attack to generate is not being skilled ?

    1.6 is going to change completely raid VS raid dynamics making it FAR MORE CHALLENGING THAN IT EVER WAS !!! Before it just was "oh I give you ultimates" "oh I'm dead" "oh ok, let's spam spells to get ulti" and so on. I mean, HOW WAS IT GOOD ?

    They actually gave a purpose to light and heavy attacks for the first time making it more realistic. Group fights will actually reward build combinations and group coordination because ultimates won't become the key to success ! As it is now, fights are based on random luck "I saw you first" or "I have more banners" "I have more silences". All you do in raid vs raid fights right now is just ultimate spamming like stupid ***. Fights ends in 5s (when there is no lag). With more experienced group the ultimate vs ultimate fight can last a bit longer but in both situation it is ridiculously boring....

    The meta game sucks for guild raids right now. that's the truth.

    Imo, the changes they plan to do is worth a try and is really a good step for more challenging fights.
    Edited by Sotha_Sil on January 7, 2015 11:51PM
    Restoration is a perfectly valid school of magic, and don't let anyone tell you otherwise! - Spells and incantations for those with the talent to cast them!
  • Lava_Croft
    Lava_Croft
    ✭✭✭✭✭
    ✭✭✭✭
    Why is weaving light attacks considered 'no skill', but gaining Ultimate for say, rezzing someone is? Or spamming heals? Or hold block? Or use siege? Seems a bit of an arbitrary distinction to me.
    Edited by Lava_Croft on January 7, 2015 11:45PM
  • Huntler
    Huntler
    ✭✭✭✭✭
    Lava_Croft wrote: »
    Why is weaving light attacks considered 'no skill', but gaining Ultimate for say, rezzing someone is? Or spamming heals? Or hold block? Or use siege? Seems a bit of an arbitrary distinction to me.

    Because light attacking people already do by the mountainfull, it takes no special presence of mind or anything else to light attack. It takes heads up play to bash interrupt someone, or rez someone during a battle where that ultimate could help you end up winning it coupled with the benefit of battle rezzing someone back into a fight, where did I say spamming heals would give ultimate or holding block? I made points on those for critical moments that deserved ultimate buffs such as blocking a heavy attack (I gave that more for PvE since someone wanted pve benefits) and with healing it would be something like saving someone from death (perhaps they are 5% health or lower?). Yes these are skillful plays, good players understand the importance of siege in ANY fight, the good groups have players always dropping meatbags, oil cats, etc. This play should be promoted, spamming light attacks should not, it takes no awareness to do this, I feel the examples I gave are examples of things good players will identify when to complete and should be rewarded (seriously the best example is interrupting enemy spells).


    Sotha_Sil wrote: »
    I disagree with the OP.

    @Huntler

    So you think you are being "skilled" because you found ways to maximize your ultimate generation ? I mean : are you serious ?

    And you think having to use light and heavy attack to generate is not being skilled ?

    1.6 is going to change completely raid VS raid dynamics making it FAR MORE CHALLENGING THAN IT EVER WAS !!! Before it just was "oh I give you ultimates" "oh I'm dead" "oh ok, let's spam spells to get ulti" and so on. I mean, HOW WAS IT GOOD ?

    They actually gave a purpose to light and heavy attacks for the first time making it more realistic. Group fights will actually reward build combinations and group coordination because ultimates won't become the key to success ! As it is now, fights are based on random luck "I saw you first" or "I have more banners" "I have more silences". All you do in raid vs raid fights right now is just ultimate spamming like stupid ***. Fights ends in 5s (when there is no lag). With more experienced group the ultimate vs ultimate fight can last a bit longer but in both situation it is ridiculously boring....

    The meta game sucks for guild raids right now. that's the truth.

    Imo, the changes they plan to do is worth a try and is really a good step for more challenging fights.

    Ah perfect, someone else who didn't read. When did I say being skilled meant maximizing ultimate generation? Skill in a MMO is a combination of during fight combat mixed with adequate/working knowledge of game mechanics, builds, etc. to apply that to your own character and in combat situations. So technically someone understanding game mechanics enough to make plays to increase their ultimate does take at least a small amount of skill, moreso than hitting light attack. But thats not my point.

    As for f your useless rant with bolded statements on things I did not claim or am trying to change. I agree right now big fights are determined by ulti spam, if you had read my whole post you would have noticed I point this out as a problem. I am not trying to change the pull back on ultimate regen that 1.6 is creating, I am trying to change how that ultimate is generated. No light attack spamming isn't skill, sorry. Identifying when you should bash interrupt someone instead of using a much higher dps ability (or heal) is (battlefield awareness it is important and has very large impacts).

    Oh and fun fact, if you think big group vs. big group fights are going to suddenly be different in 1.6 you're in for a horribly big surprise. Yes ultimates will be less frequent, that doesn't mean the good groups have already been able to identify ways to keep their ultimate up beyond this (no I'm not going to make this one easy on you, but there are ways). Second, it isn't going to change the aoe spamming impulse, sap, etc. stuff that is coupled with ulti spam. Sure it might take a little longer, but ultimates will still be plentiful and aoe spam will be too, people aren't going to be standing there weaving light attacks as if that is something hard to do :eyeroll:

    Fights aren't going to be challenging in 1.6, they will be the same aoe fest they always have been. That is a separate problem entirely.

    Now do me a favor next time and actually read what I wrote before you complain after reading the first few sentences of a post.


    Seriously people, Im not saying to undo the change in 1.6 that is basically reducing the amount of ultimates, only saying they way you generate it should be different. Your fears are about how to scale it which I addressed, just scale it accordingly so that ultimates are at the frequency you wish.
    Edited by Huntler on January 8, 2015 12:16AM
  • Huntler
    Huntler
    ✭✭✭✭✭
    krim wrote: »
    NordJitsu wrote: »
    Does no one remember the finesse system they talked about soon after announcing the development of the game?

    http://elderscrollsonline.info/guides/finesse

    It was supposed to not only be the way we generated Ultimate but also provide better XP and loot rewards for more skillful play.

    They need to bring this back. Paul Sage gave some lame excuse for why it was removed, but it sounds like laziness for a rushed release.

    I dont think it was laziness. There was a time when FTC showed you what was hitting you. Then it was taken away like other things (dps meters for pve). They cant go to hardcore with this game.

    Come back to me baby <3
Sign In or Register to comment.