This game desperately needs it. And dynamic ultimate that is non crit based like before.
I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.
This game desperately needs it. And dynamic ultimate that is non crit based like before.
I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.
Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.
This game desperately needs it. And dynamic ultimate that is non crit based like before.
I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.
Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.
Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.
But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.
This game desperately needs it. And dynamic ultimate that is non crit based like before.
I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.
Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.
Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.
But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.
DeanTheCat wrote: »This game desperately needs it. And dynamic ultimate that is non crit based like before.
I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.
Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.
Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.
But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.
What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?
This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.
Rune_Relic wrote: »DeanTheCat wrote: »This game desperately needs it. And dynamic ultimate that is non crit based like before.
I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.
Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.
Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.
But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.
What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?
This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.
So what if that zerg ball carpet bombs a massive area so that the only thing you can do is dodgeroll out of one red circle straight into another ?
The zerg ball gets all the ultimate and you get none.
In principal I agree in good play should win.
But using rewards and penalties the more extreme builds become power wise rather than skill wise
If you are truly a more skilful player you will beat your opponent anyway without any other help required.
You don't need more power if you are better than your opponent anyway.
The only argument for ultimate is in outnumbered situation or 1vX.
People cant deal with being outnumbered so demand a godmode button so they don't have to die.
Giving people god mode buttons just creates a power creep situation where some classes synergise better than others.
DKs being a prime example back in the day.
The only way to prevent power creep is to not give people more power.
The only option left in 1vX is to reduce effectiveness by group size.
That's the only way I see it anyway.
DeanTheCat wrote: »Rune_Relic wrote: »DeanTheCat wrote: »This game desperately needs it. And dynamic ultimate that is non crit based like before.
I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.
Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.
Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.
But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.
What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?
This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.
So what if that zerg ball carpet bombs a massive area so that the only thing you can do is dodgeroll out of one red circle straight into another ?
The zerg ball gets all the ultimate and you get none.
In principal I agree in good play should win.
But using rewards and penalties the more extreme builds become power wise rather than skill wise
If you are truly a more skilful player you will beat your opponent anyway without any other help required.
You don't need more power if you are better than your opponent anyway.
The only argument for ultimate is in outnumbered situation or 1vX.
People cant deal with being outnumbered so demand a godmode button so they don't have to die.
Giving people god mode buttons just creates a power creep situation where some classes synergise better than others.
DKs being a prime example back in the day.
The only way to prevent power creep is to not give people more power.
The only option left in 1vX is to reduce effectiveness by group size.
That's the only way I see it anyway.
@Rune_Relic
Touche.
Didn't think about that. I concede
Emma_Eunjung wrote: »Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.
Other evils of soft caps included:
1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!
2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!
Emma_Eunjung wrote: »Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.
Other evils of soft caps included:
1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!
2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!
I'm an Argonian, ZOS already seems to expect us to pick flowers all day to utilize our passive.
Rune_Relic wrote: »DeanTheCat wrote: »Rune_Relic wrote: »DeanTheCat wrote: »This game desperately needs it. And dynamic ultimate that is non crit based like before.
I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.
Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.
Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.
But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.
What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?
This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.
So what if that zerg ball carpet bombs a massive area so that the only thing you can do is dodgeroll out of one red circle straight into another ?
The zerg ball gets all the ultimate and you get none.
In principal I agree in good play should win.
But using rewards and penalties the more extreme builds become power wise rather than skill wise
If you are truly a more skilful player you will beat your opponent anyway without any other help required.
You don't need more power if you are better than your opponent anyway.
The only argument for ultimate is in outnumbered situation or 1vX.
People cant deal with being outnumbered so demand a godmode button so they don't have to die.
Giving people god mode buttons just creates a power creep situation where some classes synergise better than others.
DKs being a prime example back in the day.
The only way to prevent power creep is to not give people more power.
The only option left in 1vX is to reduce effectiveness by group size.
That's the only way I see it anyway.
@Rune_Relic
Touche.
Didn't think about that. I concede
Damn it man ! You're not supposed to concede ever...or at least 20 pages later.
hehe!
Hell I love ultimate.....who doesn't get moist nuking stuff.
I just don't see how the results were good for the game in the end.
RAGUNAnoOne wrote: »Emma_Eunjung wrote: »Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.
Other evils of soft caps included:
1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!
2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!
I'm an Argonian, ZOS already seems to expect us to pick flowers all day to utilize our passive.
LOL same here and use healing spells despite the fact they only work better on us.
RAGUNAnoOne wrote: »Emma_Eunjung wrote: »Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.
Other evils of soft caps included:
1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!
2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!
I'm an Argonian, ZOS already seems to expect us to pick flowers all day to utilize our passive.
LOL same here and use healing spells despite the fact they only work better on us.
Their passives are so incredibly bad it makes me wonder what the developers are thinking. I honestly think that they just don't care. They'd rather spend their time on moneymakers like DLC and Crown Store than redesign passives that are actually fair and balanced. Hence, Argonians will always be the last choice for any playstyle.
RAGUNAnoOne wrote: »Emma_Eunjung wrote: »Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.
Other evils of soft caps included:
1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!
2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!
I'm an Argonian, ZOS already seems to expect us to pick flowers all day to utilize our passive.
LOL same here and use healing spells despite the fact they only work better on us.
Their passives are so incredibly bad it makes me wonder what the developers are thinking. I honestly think that they just don't care. They'd rather spend their time on moneymakers like DLC and Crown Store than redesign passives that are actually fair and balanced. Hence, Argonians will always be the last choice for any playstyle.
Soft caps as in smoothed diminishing returns that are tied to cp total (ie higher cp total means a later start to the diminishing returns) to reduce the gap between hybrids and health builds vs max resource builds.
However if zos made hybrids builds competitiveand health builds competitive, then that would be fine too.
Basically make hybrids and health builds viable!! Also I suspect that the removal of soft caps has caused the cost multipliers on bolt escape and dodge roll, as well as the block stamina nerf... and I dislike those changes intensely.
Rune_Relic wrote: »DeanTheCat wrote: »This game desperately needs it. And dynamic ultimate that is non crit based like before.
I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.
Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.
Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.
But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.
What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?
This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.
So what if that zerg ball carpet bombs a massive area so that the only thing you can do is dodgeroll out of one red circle straight into another ?
The zerg ball gets all the ultimate and you get none.
In principal I agree in good play should win.
But using rewards and penalties the more extreme builds become power wise rather than skill wise
If you are truly a more skilful player you will beat your opponent anyway without any other help required.
You don't need more power if you are better than your opponent anyway.
The only argument for ultimate is in outnumbered situation or 1vX.
People cant deal with being outnumbered so demand a godmode button so they don't have to die.
Giving people god mode buttons just creates a power creep situation where some classes synergise better than others.
DKs being a prime example back in the day.
The only way to prevent power creep is to not give people more power.
The only option left in 1vX is to reduce effectiveness by group size.
That's the only way I see it anyway.
RAGUNAnoOne wrote: »Emma_Eunjung wrote: »Soft caps were horrible and made it difficult to create "edge case" builds that pushed the limits of theorycrafting. They were also hell on solo players who didn't have the benefit of group synergies to help them manage resources.
Other evils of soft caps included:
1) Expensive tri-stat potions were REQUIRED to complete some content. Hope you enjoy picking flowers in Coldharbour for six hours a day, because that's what you'll be doing if soft caps come back!
2) Spell Symmetry, one of the dumbest spells in the game, was actually FOTM standard for mages for a long time because of magicka management issues due to - you guessed it - soft caps. Enjoy using a spell that could double as a suicide pill if they bring back soft caps!
I'm an Argonian, ZOS already seems to expect us to pick flowers all day to utilize our passive.
LOL same here and use healing spells despite the fact they only work better on us.
dodgehopper_ESO wrote: »Rune_Relic wrote: »DeanTheCat wrote: »This game desperately needs it. And dynamic ultimate that is non crit based like before.
I didn't play back then, but I don't understand the request after dynamic ultimate. I think the ultimate is filling quite fast in this game, its not like it takes half hour to charge it. If the dynamic was in place, it would be just too fast in my opinion.
Speed of gaining ultimate isn't the issue, rewarding good combat is. Part of the reason pvp has swung heavily in favor of numbers win is because of the removal of dynamic ultimate. It allowed smaller groups to compete with larger ones due to having more ultimates.
Yeah, but I think smaller groups should be able to compete because of their better skill, not because more ultimates.
But what I think they could do is expand the list of actions that generates ultimates, for everybody. And adjust the gains from actions that are already in place.
What about gaining ultimate when you perform specific actions (Blocking, dodging, CC, force-miss, purging, buffing allies, healing and damage but no crits) but losing ultimate when you misplay, like getting hit by a bashable attack, failing to block white sparks and standing in red for 5+ seconds?
This will allow good players to gain ultimate for performing good combat decisions and counters while ensuring that bad gameplay will be punished with ultimate loss to dissuade people from poor play. A good player will be able this way to consistently unleash more ultimates then a poor player, while keeping the previous discrepancies between Magicka vs Stamina back in the old ultimate system (Magicka players basically gained ulti at 10x the rate of Stamina players). Maintain the current Major Heroism buff to ensure that all players eventually will be able to unleash an ultimate.
So what if that zerg ball carpet bombs a massive area so that the only thing you can do is dodgeroll out of one red circle straight into another ?
The zerg ball gets all the ultimate and you get none.
In principal I agree in good play should win.
But using rewards and penalties the more extreme builds become power wise rather than skill wise
If you are truly a more skilful player you will beat your opponent anyway without any other help required.
You don't need more power if you are better than your opponent anyway.
The only argument for ultimate is in outnumbered situation or 1vX.
People cant deal with being outnumbered so demand a godmode button so they don't have to die.
Giving people god mode buttons just creates a power creep situation where some classes synergise better than others.
DKs being a prime example back in the day.
The only way to prevent power creep is to not give people more power.
The only option left in 1vX is to reduce effectiveness by group size.
That's the only way I see it anyway.
All things being equal (quality of strategy, skill/experience of players/good communication) I think the team with more players should win. Its a nice warm fuzzy feeling to say you beat 20 other guys, but it should not be because of crappy handicap systems or because some classes are just better than others. I don't have a problem losing to a smaller party if we were outplayed, good on them, but I don't really understand how people do not understand the advantage that should exist if one side has more players. I'm sorry but that's real life, and sometimes real life is tough. Conversely, I'm a proponent of things most people would not like: Friendly Fire, No Aoe Caps, Player Collision, etc. I already know a lot of what I want wouldn't happen because their servers can't handle it, and partly because MMO's culturally have a problem with friendly fire. I do think it would mean that aoe skills would be less favorable in pvp when you know for a fact your impulse/steel tornado could be as detrimental to the team as theirs. It would change the entire dynamic of team play if aoe's were actually tactical in nature (Like they would be in real life). If I drop a wall of elements, caltrops, etc down the question is simply why am I able to walk through all those spikes comfortably and you aren't? Because I dropped it? Well that's still fire burning on the ground and spikes poking up from it. Plenty of shooters have friendly fire, and I played shooters long before I played MMORPG's, so that's probably why I feel the way I do, but I suggest that pvp could be a lot more balanced if MMO's copied some Shooter mechanics in their games.
I think the problem isn't so much that you don't have diminishing marginal returns, so much as there are not really any benefits to running with more health, or with hybrid stats.
The game has an action economy, your stats need to make each action you take to be more effective in some way, or they are a waste.
Let's take an ability like hardened ward.
I'm not saying it shouldn't scale linearly off magika, that should stay.
However, what if it was multiplied by some fraction of your health pool?
In that case, balancing health and magika would make the ability more effective than stacking one or the other.
I think more abilities could benefit from secondary effects - maybe flame whip still scales in damage based on magika, but drains the targets stamina in proportion to your stam pool.
Or maybe make an ability that costs magika, but deals 5% of your current health pool in damage in addition to linear scaling on magika?
I agree, the current stack one stat meta is boring, but reverting to softcaps isn't the way to go.