not having combat frenzy maxed, not killing people (coz i tank) and not having bloodspawn, i still felt like my ulti was genning way too quickly in live. On the PTS, we are only dueling but i felt like my ulti was there everytime i needed it. Will be different when its group play though. However i dont see the reason for no ulti when you kill someone in general. That more punishes you for killing someone.
If they reverted the change to negate and let one well placed negate cancel out any stacked negates, then i think that would help reduce zerging. Negates are PvP essentially and being out numbered is alot harder now that one negate is useless against multiple.
Not when EP's current meta is negate negate negate. This work's. It make's them win. But its overpowered. We killed 25 Reds on a resource the other day and my 'kill enemy Sorcerer's' went from 0 to 17. They always have a counter negate, simple.
Also there is a bug where stacked negates cannot be negated by one negate.
The simple fact of the matter is that the ultimate changes have been introduced to accommodate even the most mediocre players while the more serious and skilled players are being penalised. Ultimate generation should be based on the contribution you have to a fight either from outputting damage and killing players OR by healing and keeping your players alive.
You could even make ulti generation more uniform by saying for every XYZ points of damage outputted you gain XYZ ultimate.
Similarly, for healers, for every XYZ points of healing done you gain XYZ ultimate.
You could even give XYZ ulti for every XYZ amount of damage received (for the tanks!)
Then simply stop any kind of ultimate generation outside of combat to prevent the healing springs spammers.
Hell, you can even add a small cooldown if you like! This is of course a very basic idea, but it could be expanded upon. Ultimate generation being based off of dropping a light attack now and again is completely nonsensical in my mind. Frankly, you might as well just make it tick 3 ulti point every ten seconds by default or something along those lines. It's just stupid and significantly encourages movement in zergs (as smaller groups will not be as effective vs larger groups and will therefore be encouraged to seek safety in numbers)
Frankly though it seems ZoS #1 priority is PvE and providing the system rewards PvErs they will pay little attention to the opinions of PvP players. There are dozens of flaws with 1.6 and the direction the game is going in is really quite off putting for me. The ultimate change could very possibly be the final nail in the coffin for a lot of the serious PvPers, of that I am quite sure.
i agree with most of what you said minus the ulti generation outside of combat
i think getting your ulti outside of combat is fine
next time you see a marathon runner tell him to not train or get physically prepared for his run
the groups who come prepared win end of story
it separates the organized form the unorganized
the pro from the casual
the good from the bad
nothing wrong with building ulti outside of combat
It's more related to 'last' and in this case I guess one could see it as your 'last' ability. This leaves whether its the STRONGEST or RAREST open for discussion, but it's a good argument to say it could be both.At the moment my Ultimate is a high source of damage. In my Recount it is usually at #1 or #2 with casuing around 50% of my overall damage.
After the change in group fights dropping ultimates will be happening far less so I expect it to be somewhere around 10-15% of my overall damage so maybe comparable to the damage the Burning proc deals.
This is clearly not my understand of what an ultimate ability should be like since ultimate means STRONGEST and not RAREST.
Princess_Asgari wrote: »Saint_JiubB14_ESO wrote: »Princess_Asgari wrote: »saintmurray wrote: »Mmmm I haven't played on pts yet. 1month into live we will really know..
My question is how does an Alliance war passive no longer count towards ....
The alliance war
What? Combat frenzy generates ult, it is in your op. Which passive are you talking about then?
Combat frenzy does not apply to killing players .. You only get that ult in PvE.
not having combat frenzy maxed, not killing people (coz i tank) and not having bloodspawn, i still felt like my ulti was genning way too quickly in live. On the PTS, we are only dueling but i felt like my ulti was there everytime i needed it. Will be different when its group play though. However i dont see the reason for no ulti when you kill someone in general. That more punishes you for killing someone.
If they reverted the change to negate and let one well placed negate cancel out any stacked negates, then i think that would help reduce zerging. Negates are PvP essentially and being out numbered is alot harder now that one negate is useless against multiple.
Not when EP's current meta is negate negate negate. This work's. It make's them win. But its overpowered. We killed 25 Reds on a resource the other day and my 'kill enemy Sorcerer's' went from 0 to 17. They always have a counter negate, simple.
Also there is a bug where stacked negates cannot be negated by one negate.
right nerf the better players so the bad players have a better chance
because thats always the way to go
What exactly is awful about being able to use banner/batswarm/veil every 10 seconds? I think it is actually really good this way. If you are not dueling with super sustain builds etc most fights don't last long, most last only some seconds (real engagments; not hiding behind a wall waiting for enemies to breach). You won't be able to use many Ultimates any way.Lava_Croft wrote: »It's more related to 'last' and in this case I guess one could see it as your 'last' ability. This leaves whether its the STRONGEST or RAREST open for discussion, but it's a good argument to say it could be both.At the moment my Ultimate is a high source of damage. In my Recount it is usually at #1 or #2 with casuing around 50% of my overall damage.
After the change in group fights dropping ultimates will be happening far less so I expect it to be somewhere around 10-15% of my overall damage so maybe comparable to the damage the Burning proc deals.
This is clearly not my understand of what an ultimate ability should be like since ultimate means STRONGEST and not RAREST.
Either way, the current meta of dropping batswarms/banners/veils every 10 seconds is awful and you have exactly zero experience with zergdiving using the new Ultimate generation system. Maybe try it first?
Princess_Asgari wrote: »Saint_JiubB14_ESO wrote: »Princess_Asgari wrote: »saintmurray wrote: »Mmmm I haven't played on pts yet. 1month into live we will really know..
My question is how does an Alliance war passive no longer count towards ....
The alliance war
What? Combat frenzy generates ult, it is in your op. Which passive are you talking about then?
Combat frenzy does not apply to killing players .. You only get that ult in PvE.
Unbelievable!
I can't stop laughing at the epic fails in this patch!
God i wish i wasn't at work so I could enjoy the twilight months of this brilliant game before it is ruined by incompetence on a biblical scale.
There's nothing special about Ultimate abilities if you can use them every 10 seconds. They might as well just add a 6th skill slot and remove Ultimates altogether.What exactly is awful about being able to use banner/batswarm/veil every 10 seconds? I think it is actually really good this way. If you are not dueling with super sustain builds etc most fights don't last long, most last only some seconds (real engagments; not hiding behind a wall waiting for enemies to breach). You won't be able to use many Ultimates any way.Lava_Croft wrote: »It's more related to 'last' and in this case I guess one could see it as your 'last' ability. This leaves whether its the STRONGEST or RAREST open for discussion, but it's a good argument to say it could be both.At the moment my Ultimate is a high source of damage. In my Recount it is usually at #1 or #2 with casuing around 50% of my overall damage.
After the change in group fights dropping ultimates will be happening far less so I expect it to be somewhere around 10-15% of my overall damage so maybe comparable to the damage the Burning proc deals.
This is clearly not my understand of what an ultimate ability should be like since ultimate means STRONGEST and not RAREST.
Either way, the current meta of dropping batswarms/banners/veils every 10 seconds is awful and you have exactly zero experience with zergdiving using the new Ultimate generation system. Maybe try it first?
The current Ultimate gain system is pretty much rewarding risk with Ultimate (apart from healing ultimate). If you stay back and pew pew you will get only low amounts of Ultimate. If you go balls-deep and take the risk of dieing you get more Ultimate.
Zergdiving will be a thing of the past with 1.6. The meta will be to hide in a zerg until you get your ultimate up, get ap for healing and tagging people with caltrops. Then Streak in the enemie zerg, use clouding swarm with some aoe. Streak back 1 second before the Ult runs out. Repeat.
You can't spam it, that why it is something special. Once every 10 seconds really isn't much, if you stay alive for 10 seconds in an enemy zerg you deserve that Ultimate.Lava_Croft wrote: »There's nothing special about Ultimate abilities if you can use them every 10 seconds. They might as well just add a 6th skill slot and remove Ultimates altogether.What exactly is awful about being able to use banner/batswarm/veil every 10 seconds? I think it is actually really good this way. If you are not dueling with super sustain builds etc most fights don't last long, most last only some seconds (real engagments; not hiding behind a wall waiting for enemies to breach). You won't be able to use many Ultimates any way.Lava_Croft wrote: »It's more related to 'last' and in this case I guess one could see it as your 'last' ability. This leaves whether its the STRONGEST or RAREST open for discussion, but it's a good argument to say it could be both.At the moment my Ultimate is a high source of damage. In my Recount it is usually at #1 or #2 with casuing around 50% of my overall damage.
After the change in group fights dropping ultimates will be happening far less so I expect it to be somewhere around 10-15% of my overall damage so maybe comparable to the damage the Burning proc deals.
This is clearly not my understand of what an ultimate ability should be like since ultimate means STRONGEST and not RAREST.
Either way, the current meta of dropping batswarms/banners/veils every 10 seconds is awful and you have exactly zero experience with zergdiving using the new Ultimate generation system. Maybe try it first?
The current Ultimate gain system is pretty much rewarding risk with Ultimate (apart from healing ultimate). If you stay back and pew pew you will get only low amounts of Ultimate. If you go balls-deep and take the risk of dieing you get more Ultimate.
Zergdiving will be a thing of the past with 1.6. The meta will be to hide in a zerg until you get your ultimate up, get ap for healing and tagging people with caltrops. Then Streak in the enemie zerg, use clouding swarm with some aoe. Streak back 1 second before the Ult runs out. Repeat.
The current zerg-dive meta is exactly as you say. Hide in a group, wait for Ultimate, run into group, use Ultimate and if you cannot gain enough Ultimate in a few seconds to drop another one, get out of the zerg. The only reason some builds last so long is because Light Armor + Ultimate gain is so ridiculous on Live.
Let's first try it in actual PvP on Live, it will probably not be as bad as you think.
You can't spam it, that why it is something special. Once every 10 seconds really isn't much, if you stay alive for 10 seconds in an enemy zerg you deserve that Ultimate.Lava_Croft wrote: »There's nothing special about Ultimate abilities if you can use them every 10 seconds. They might as well just add a 6th skill slot and remove Ultimates altogether.What exactly is awful about being able to use banner/batswarm/veil every 10 seconds? I think it is actually really good this way. If you are not dueling with super sustain builds etc most fights don't last long, most last only some seconds (real engagments; not hiding behind a wall waiting for enemies to breach). You won't be able to use many Ultimates any way.Lava_Croft wrote: »It's more related to 'last' and in this case I guess one could see it as your 'last' ability. This leaves whether its the STRONGEST or RAREST open for discussion, but it's a good argument to say it could be both.At the moment my Ultimate is a high source of damage. In my Recount it is usually at #1 or #2 with casuing around 50% of my overall damage.
After the change in group fights dropping ultimates will be happening far less so I expect it to be somewhere around 10-15% of my overall damage so maybe comparable to the damage the Burning proc deals.
This is clearly not my understand of what an ultimate ability should be like since ultimate means STRONGEST and not RAREST.
Either way, the current meta of dropping batswarms/banners/veils every 10 seconds is awful and you have exactly zero experience with zergdiving using the new Ultimate generation system. Maybe try it first?
The current Ultimate gain system is pretty much rewarding risk with Ultimate (apart from healing ultimate). If you stay back and pew pew you will get only low amounts of Ultimate. If you go balls-deep and take the risk of dieing you get more Ultimate.
Zergdiving will be a thing of the past with 1.6. The meta will be to hide in a zerg until you get your ultimate up, get ap for healing and tagging people with caltrops. Then Streak in the enemie zerg, use clouding swarm with some aoe. Streak back 1 second before the Ult runs out. Repeat.
The current zerg-dive meta is exactly as you say. Hide in a group, wait for Ultimate, run into group, use Ultimate and if you cannot gain enough Ultimate in a few seconds to drop another one, get out of the zerg. The only reason some builds last so long is because Light Armor + Ultimate gain is so ridiculous on Live.
Let's first try it in actual PvP on Live, it will probably not be as bad as you think.
Moreover it is something to messure how good your build / playerskill is. If you are a pug you only get very few Ultimate points and your overall usefulness is very limited. If you can drop 3 negates while others only drop 1 you are a far "better" player.
The only thing that should be changed about the current Ultimate gain System is out of combat Ultimate gain. Spamming Healing Springs to get your Ultimate up is a very stupid mechanic and should be changed. Maybe removing the Ultimate you get from crit and introduce some buff to make up for it and it would be fine.
ZOS said they wanted to make small groups more viable in one of their live streams. Yet the changes done in 1.6 actually punish small groups.
- AOE caps are still in place for many damage skills (steel tornado, impulse, talons, ... ).
- Negate destroyed (= no resources back, not dispelling ground effects casted after the negate dropped). Although this effects both sides it is far more important for the small group to have a negate up as negate is protecting you from a lot of damage and fills up your resources. Negates win fights. In 1.6 you might remove 2 ground effects with it and give your allies some stupid buff but it wont protect you from much damage.
- Ultimate gain. Having everyone dropping nearly the same amount of Ultimates favors the group with more players.
- New AvA skill can be used against every group size. A small group will probably spammed with Ranged AvA Detonation skills from range while barely being able to apply own Bombs due to the long cast time.
You can't spam it, that why it is something special. Once every 10 seconds really isn't much, if you stay alive for 10 seconds in an enemy zerg you deserve that Ultimate.Lava_Croft wrote: »There's nothing special about Ultimate abilities if you can use them every 10 seconds. They might as well just add a 6th skill slot and remove Ultimates altogether.What exactly is awful about being able to use banner/batswarm/veil every 10 seconds? I think it is actually really good this way. If you are not dueling with super sustain builds etc most fights don't last long, most last only some seconds (real engagments; not hiding behind a wall waiting for enemies to breach). You won't be able to use many Ultimates any way.Lava_Croft wrote: »It's more related to 'last' and in this case I guess one could see it as your 'last' ability. This leaves whether its the STRONGEST or RAREST open for discussion, but it's a good argument to say it could be both.At the moment my Ultimate is a high source of damage. In my Recount it is usually at #1 or #2 with casuing around 50% of my overall damage.
After the change in group fights dropping ultimates will be happening far less so I expect it to be somewhere around 10-15% of my overall damage so maybe comparable to the damage the Burning proc deals.
This is clearly not my understand of what an ultimate ability should be like since ultimate means STRONGEST and not RAREST.
Either way, the current meta of dropping batswarms/banners/veils every 10 seconds is awful and you have exactly zero experience with zergdiving using the new Ultimate generation system. Maybe try it first?
The current Ultimate gain system is pretty much rewarding risk with Ultimate (apart from healing ultimate). If you stay back and pew pew you will get only low amounts of Ultimate. If you go balls-deep and take the risk of dieing you get more Ultimate.
Zergdiving will be a thing of the past with 1.6. The meta will be to hide in a zerg until you get your ultimate up, get ap for healing and tagging people with caltrops. Then Streak in the enemie zerg, use clouding swarm with some aoe. Streak back 1 second before the Ult runs out. Repeat.
The current zerg-dive meta is exactly as you say. Hide in a group, wait for Ultimate, run into group, use Ultimate and if you cannot gain enough Ultimate in a few seconds to drop another one, get out of the zerg. The only reason some builds last so long is because Light Armor + Ultimate gain is so ridiculous on Live.
Let's first try it in actual PvP on Live, it will probably not be as bad as you think.
Moreover it is something to messure how good your build / playerskill is. If you are a pug you only get very few Ultimate points and your overall usefulness is very limited. If you can drop 3 negates while others only drop 1 you are a far "better" player.
The only thing that should be changed about the current Ultimate gain System is out of combat Ultimate gain. Spamming Healing Springs to get your Ultimate up is a very stupid mechanic and should be changed. Maybe removing the Ultimate you get from crit and introduce some buff to make up for it and it would be fine.
ZOS said they wanted to make small groups more viable in one of their live streams. Yet the changes done in 1.6 actually punish small groups.
- AOE caps are still in place for many damage skills (steel tornado, impulse, talons, ... ).
- Negate destroyed (= no resources back, not dispelling ground effects casted after the negate dropped). Although this effects both sides it is far more important for the small group to have a negate up as negate is protecting you from a lot of damage and fills up your resources. Negates win fights. In 1.6 you might remove 2 ground effects with it and give your allies some stupid buff but it wont protect you from much damage.
- Ultimate gain. Having everyone dropping nearly the same amount of Ultimates favors the group with more players.
- New AvA skill can be used against every group size. A small group will probably spammed with Ranged AvA Detonation skills from range while barely being able to apply own Bombs due to the long cast time.
- Synergy nerf. The area in which you can use Synergies got reduced so you have to stand at the exact right spot to use it. This will make using Synergies a lot harder to activate. Some Synergies apparently scale off Stamina now (Lightning Splash - Conduit).
- New AvA skill can be used against every group size. A small group will probably spammed with Ranged AvA Detonation skills from range while barely being able to apply own Bombs due to the long cast time.
-Some Synergies apparently scale off Stamina now (Lightning Splash - Conduit).
Princess_Asgari wrote: »Saint_JiubB14_ESO wrote: »Princess_Asgari wrote: »saintmurray wrote: »Mmmm I haven't played on pts yet. 1month into live we will really know..
My question is how does an Alliance war passive no longer count towards ....
The alliance war
What? Combat frenzy generates ult, it is in your op. Which passive are you talking about then?
Combat frenzy does not apply to killing players .. You only get that ult in PvE.
GorraShatan wrote: »Anyone tried running Werewolf's Hide on the PTS? That's the set that gains ultimate when you're struck. Is it viable?
GorraShatan wrote: »Anyone tried running Werewolf's Hide on the PTS? That's the set that gains ultimate when you're struck. Is it viable?
Its already viable...
Why is it amazing? Do you have any arguments?Everyone gains ultimate at the same standardized rate is amazing! Some personal passives and use of different skills/armour will be a variable of course but overall this change is amazing! Nightblades should not be able to gain 200 ulti in 5-10 seconds (in the right situation). This currently can also be done with certain spammable AEO's when you have good placement.
Besides the points above there will be no more super fast ulti gain where in certain groups who just fight with 1-2 AEO's 40% of the time and spend 60% of their time spamming healing springs (not to heal) to gain ulti.