Ignoring the fact I posted this in the PvP forum....PvE does not get any Ultimate love?
I completely agree.
They took a communistic approach on ult gain.
No one likes communists.
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.
Ya I don't see the big deal
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 sayI 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.
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.
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.
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.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.
Burn, 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
. Like really
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#latestI look at this solution as lazy, uninventive, and downright insulting to players who want to be able to differentiate themselves from other players.
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.
Ignoring the fact I posted this in the PvP forum....PvE does not get any Ultimate love?
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).
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.
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.
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.
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.
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.