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Cast times on ultimates should not go live

  • [Deleted User]
    [Deleted User]
    Soul Shriven
    Hello everyone,

    Recently we've had to remove and edit a few posts for baiting, flaming and bashing, all being against the Forum Rules. For further posts be sure to stay constructive and respectful regardless of where one stands on the matter to avoid thread derailment or action on one's own account.

    Thank you for understanding.
    Staff Post
  • Malada
    Malada
    ✭✭✭
    Yep, I just find it weird that they want to set a standard for things, which in and of itself makes sense, however this issue seems like it's near an artery or something and no one seems eager to address it properly.

    Oh well, there comes a point in time where we know what's up and can sleep at night knowing we did the best we could to try and prevent this mistake.
  • Anti_Virus
    Anti_Virus
    ✭✭✭✭✭
    Malada wrote: »
    Anti_Virus wrote: »
    Malada wrote: »
    PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.

    Bad theory.

    You also can’t animation cancel a kick irl.

    Hah Are you sure? :). Some of those guys move so fast it wouldn’t surprise me.

    However really, to be fair here PvP wise the lag is going to make this a nightmare. It’s just like Streak, many times in PvP I just sit there trying to bolt away and the anim never finishes and I die.

    A lot of these attacks now will never finish because the anim will get hung up, like it already does with other skills. We can argue all day about the theory behind doing this whichever way however the current existing systemic problems not being addressed for so long are going to make their progress fruitless until something is done to address the real issues.

    It kinda seems like one part of the dept wants to develop, shake things up and another part is not interested. Clearly they are not on the same page or ppl in Dev are not collaborating well between projects. Dev group vs Server and Architecture.

    Light attack weaving is fine, but invisible high burst attacks hitting players at almost gcd speed is not skilled in the slighted its a bug that should be fixed and its what the devs are doing.
    Lucky28 wrote: »
    Anti_Virus wrote: »
    Lucky28 wrote: »
    Anti_Virus wrote: »
    Malada wrote: »
    PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.

    Bad theory.

    You also can’t animation cancel a kick irl.

    An experienced fighter cuts out the useless or exaggerated movements which you could argue would be a similar process to animation canceling ie cutting out the useless/exaggerated movements.

    If you don’t fully commit to the kick then your opponent shouldn’t get hit by an invisible kick.

    who says you're not fully committing to it?. the useless movements are just that, useless.

    also animation canceling doesn't make abilities invisible. it makes them like Bruce lee''s kicks, fast.

    [Edit to remove bait]

    Animation canceling does indeed make abilities invisible anyone can block right after casting dawnbreaker/incap or any other single target ultimate and canceling the animation ie. blocking but still land an invisible dawnbreaker/incap and call that skilled.

    Throwing a punch/ kick is not “ useless movement” you need to generate power (hip rotation/force) to punch/kick which causes an “animation”. You CANNOT commit to an attack only to stop mid way and still land an invisible strike attack, which is silliness

    That’s essentially what you are fighting for
    nekura wrote: »
    Y’all the heat on that dude is unwarranted. The fact remains that anim canceling is a failure on the devs part to create systems. The community has embraced, adapted and eventually found enjoyment in a broken aspect of the game.

    Your “skill” can largely be implemented with macros, which are quite common, but that is simply a QoL issue.

    Several of these skills already had minimum animations that anim canceling / macros can’t get around and those are compounded by server lag.

    Cast times on melee range skills will be annoying, but they are already there. How many times have you had Incap/Onslaught whiff or someone simply walked out of the range? This is why most people CC before an Ultimate. Not much will change other than the Heavy > Ult > Bash combo.

    This is what i’ve been saying now these “good” player will be exposed no more easy kills now you need to use your brain to find openings in your opponents defense to land your burst and most of these guys can’t fathom having to do that they just want to one shot ppl upload to youtube and call themselves good.
    Edited by Anti_Virus on July 19, 2019 9:53PM
    Power Wealth And Influence.
  • Malada
    Malada
    ✭✭✭
    Anti_Virus wrote: »
    Malada wrote: »
    Anti_Virus wrote: »
    Malada wrote: »
    PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.

    Bad theory.

    You also can’t animation cancel a kick irl.

    Hah Are you sure? :). Some of those guys move so fast it wouldn’t surprise me.

    However really, to be fair here PvP wise the lag is going to make this a nightmare. It’s just like Streak, many times in PvP I just sit there trying to bolt away and the anim never finishes and I die.

    A lot of these attacks now will never finish because the anim will get hung up, like it already does with other skills. We can argue all day about the theory behind doing this whichever way however the current existing systemic problems not being addressed for so long are going to make their progress fruitless until something is done to address the real issues.

    It kinda seems like one part of the dept wants to develop, shake things up and another part is not interested. Clearly they are not on the same page or ppl in Dev are not collaborating well between projects. Dev group vs Server and Architecture.

    Light attack weaving is fine, but invisible high burst attacks hitting players at almost gcd speed is not skilled in the slighted its a bug that should be fixed and its what the devs are doing.
    Lucky28 wrote: »
    Anti_Virus wrote: »
    Lucky28 wrote: »
    Anti_Virus wrote: »
    Malada wrote: »
    PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.

    Bad theory.

    You also can’t animation cancel a kick irl.

    An experienced fighter cuts out the useless or exaggerated movements which you could argue would be a similar process to animation canceling ie cutting out the useless/exaggerated movements.

    If you don’t fully commit to the kick then your opponent shouldn’t get hit by an invisible kick.

    who says you're not fully committing to it?. the useless movements are just that, useless.

    also animation canceling doesn't make abilities invisible. it makes them like Bruce lee''s kicks, fast.

    [Edit to remove bait]

    Animation canceling does indeed make abilities invisible anyone can block right after casting dawnbreaker/incap or any other single target ultimate and canceling the animation ie. blocking but still land an invisible dawnbreaker/incap and call that skilled.

    Throwing a punch/ kick is not “ useless movement” you need to generate power (hip rotation/force) to punch/kick which causes an “animation”. You CANNOT commit to an attack only to stop mid way and still land an invisible strike attack, which is silliness

    That’s essentially what you are fighting for
    nekura wrote: »
    Y’all the heat on that dude is unwarranted. The fact remains that anim canceling is a failure on the devs part to create systems. The community has embraced, adapted and eventually found enjoyment in a broken aspect of the game.

    Your “skill” can largely be implemented with macros, which are quite common, but that is simply a QoL issue.

    Several of these skills already had minimum animations that anim canceling / macros can’t get around and those are compounded by server lag.

    Cast times on melee range skills will be annoying, but they are already there. How many times have you had Incap/Onslaught whiff or someone simply walked out of the range? This is why most people CC before an Ultimate. Not much will change other than the Heavy > Ult > Bash combo.

    This is what i’ve been saying now these “good” player will be exposed no more easy kills now you need to use your brain to find openings in your opponents defense to land your burst and most of these guys can’t fathom having to do that they just want to one shot ppl upload to youtube and call themselves good.

    Yeah I do hear what you're saying in that first part. There have been times when I'll be in PvP and die to like 2 or maybe even 3 Dawnbreakers. And I never saw the animation. So you guys saying that have a point there and it's worth a look to try and fix. However, with that said, I do maintain as long as they allow animation cancelling to go on, which I belive the Devs were asked about this before and shrugged it off, so if they're ok with it then there is no need for cast times. It kinda defeats the point. Like we can anim cancel some things and not others but why? It shouldn't matter. Either allow it, make your peace with it or address it. And in addressing the problem, take your time. Consider the best options given the circumstances.

    Yeah don't cherry pick some ults and not others. One idea is to just make all ults w/ a cast time and skills without. However that still leaves something to be desired. You want to hold some of this stuff to a higher standard than your engine/server is currently capable of. It results in waste. Either way, lag will kill this idea and make cast time ultras miserable to use. At best unreliable at worse random firing when activated.
    Edited by Malada on July 19, 2019 10:25PM
  • Anti_Virus
    Anti_Virus
    ✭✭✭✭✭
    Malada wrote: »
    Anti_Virus wrote: »
    Malada wrote: »
    Anti_Virus wrote: »
    Malada wrote: »
    PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.

    Bad theory.

    You also can’t animation cancel a kick irl.

    Hah Are you sure? :). Some of those guys move so fast it wouldn’t surprise me.

    However really, to be fair here PvP wise the lag is going to make this a nightmare. It’s just like Streak, many times in PvP I just sit there trying to bolt away and the anim never finishes and I die.

    A lot of these attacks now will never finish because the anim will get hung up, like it already does with other skills. We can argue all day about the theory behind doing this whichever way however the current existing systemic problems not being addressed for so long are going to make their progress fruitless until something is done to address the real issues.

    It kinda seems like one part of the dept wants to develop, shake things up and another part is not interested. Clearly they are not on the same page or ppl in Dev are not collaborating well between projects. Dev group vs Server and Architecture.

    Light attack weaving is fine, but invisible high burst attacks hitting players at almost gcd speed is not skilled in the slighted its a bug that should be fixed and its what the devs are doing.
    Lucky28 wrote: »
    Anti_Virus wrote: »
    Lucky28 wrote: »
    Anti_Virus wrote: »
    Malada wrote: »
    PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.

    Bad theory.

    You also can’t animation cancel a kick irl.

    An experienced fighter cuts out the useless or exaggerated movements which you could argue would be a similar process to animation canceling ie cutting out the useless/exaggerated movements.

    If you don’t fully commit to the kick then your opponent shouldn’t get hit by an invisible kick.

    who says you're not fully committing to it?. the useless movements are just that, useless.

    also animation canceling doesn't make abilities invisible. it makes them like Bruce lee''s kicks, fast.

    [Edit to remove bait]

    Animation canceling does indeed make abilities invisible anyone can block right after casting dawnbreaker/incap or any other single target ultimate and canceling the animation ie. blocking but still land an invisible dawnbreaker/incap and call that skilled.

    Throwing a punch/ kick is not “ useless movement” you need to generate power (hip rotation/force) to punch/kick which causes an “animation”. You CANNOT commit to an attack only to stop mid way and still land an invisible strike attack, which is silliness

    That’s essentially what you are fighting for
    nekura wrote: »
    Y’all the heat on that dude is unwarranted. The fact remains that anim canceling is a failure on the devs part to create systems. The community has embraced, adapted and eventually found enjoyment in a broken aspect of the game.

    Your “skill” can largely be implemented with macros, which are quite common, but that is simply a QoL issue.

    Several of these skills already had minimum animations that anim canceling / macros can’t get around and those are compounded by server lag.

    Cast times on melee range skills will be annoying, but they are already there. How many times have you had Incap/Onslaught whiff or someone simply walked out of the range? This is why most people CC before an Ultimate. Not much will change other than the Heavy > Ult > Bash combo.

    This is what i’ve been saying now these “good” player will be exposed no more easy kills now you need to use your brain to find openings in your opponents defense to land your burst and most of these guys can’t fathom having to do that they just want to one shot ppl upload to youtube and call themselves good.

    Yeah I do hear what you're saying in that first part. There have been times when I'll be in PvP and die to like 2 or maybe even 3 Dawnbreakers. And I never saw the animation. So you guys saying that have a point there and it's worth a look to try and fix. However, with that said, I do maintain as long as they allow animation cancelling to go on, which I belive the Devs were asked about this before and shrugged it off, so if they're ok with it then there is no need for cast times. It kinda defeats the point. Like we can anim cancel some things and not others but why? It shouldn't matter. Either allow it, make your peace with it or address it. And in addressing the problem, take your time. Consider the best options given the circumstances.

    Yeah don't cherry pick some ults and not others. One idea is to just make all ults w/ a cast time and skills without. However that still leaves something to be desired. You want to hold some of this stuff to a higher standard than your engine/server is currently capable of. It results in waste. Either way, lag will kill this idea and make cast time ultras miserable to use. At best unreliable at worse random firing when activated.

    Thank you for your dialogue. My argument isn’t to make pvp boring or anything just healthier.

    Imo abilities that hit hard/high immediate burst shouldn’t have the ability to cancel the animation there should be counter play if people want healthy competitive pvp. In any game animation canceling is typically a bad thing it lowers the games TTK which is again bad for mmo.

    Micro cast times is the best solution to this problem I don’t always agree with changes from the devs but this round of patch notes is one of the best imo.

    [edit]

    Some ultimates don’t have a cast time but they have a telegraph of some sorts like meteor with the ring around you and flesh colossus cracked earth while others are either a channel like ballista or soul assault which deals its full damage overtime giving you ample time to counter. Certain melee ultimates like crescent sweep which again deals its full damage overtime

    Dragonknights leap ultimate is a contender for adding a small cast time as well but its tricky to argue for this since from range it can be countered via visual telegraph but in melee range you often cannot see it.
    Edited by Anti_Virus on July 20, 2019 1:33AM
    Power Wealth And Influence.
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    So if I ult someone on my dw bar then switch to 2h bar it's going to be so delayed i won't be able to execute before they cc break and block/heal/ roll.


    Yeah seems fine, such a good time. Slow down the gameplay so even the most potato plebs can survive.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Anti_Virus
    Anti_Virus
    ✭✭✭✭✭
    So if I ult someone on my dw bar then switch to 2h bar it's going to be so delayed i won't be able to execute before they cc break and block/heal/ roll.


    Yeah seems fine, such a good time. Slow down the gameplay so even the most potato plebs can survive.

    Or stop being so predictable in your burst and find alternate patterns in your opponents defense.
    Power Wealth And Influence.
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    Anti_Virus wrote: »
    So if I ult someone on my dw bar then switch to 2h bar it's going to be so delayed i won't be able to execute before they cc break and block/heal/ roll.


    Yeah seems fine, such a good time. Slow down the gameplay so even the most potato plebs can survive.

    Or stop being so predictable in your burst and find alternate patterns in your opponents defense.

    ?

    Tell me these other patterns? Because in a game thats all about burst in pvp, you either kill them quickly or not at all tell me these other 'patterns'.

    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Anti_Virus
    Anti_Virus
    ✭✭✭✭✭
    Anti_Virus wrote: »
    So if I ult someone on my dw bar then switch to 2h bar it's going to be so delayed i won't be able to execute before they cc break and block/heal/ roll.


    Yeah seems fine, such a good time. Slow down the gameplay so even the most potato plebs can survive.

    Or stop being so predictable in your burst and find alternate patterns in your opponents defense.

    ?

    Tell me these other patterns? Because in a game thats all about burst in pvp, you either kill them quickly or not at all tell me these other 'patterns'.

    When You CC an opponent you should already know that they will roll dodge, instead of using right after a cc bait them to roll then land your ultimate, very simple.

    In boxing or fighting doing the same move over and over again is dumb since your opponent will counter your predictable burst.
    Power Wealth And Influence.
  • leepalmer95
    leepalmer95
    ✭✭✭✭✭
    ✭✭✭✭✭
    Anti_Virus wrote: »
    Anti_Virus wrote: »
    So if I ult someone on my dw bar then switch to 2h bar it's going to be so delayed i won't be able to execute before they cc break and block/heal/ roll.


    Yeah seems fine, such a good time. Slow down the gameplay so even the most potato plebs can survive.

    Or stop being so predictable in your burst and find alternate patterns in your opponents defense.

    ?

    Tell me these other patterns? Because in a game thats all about burst in pvp, you either kill them quickly or not at all tell me these other 'patterns'.

    When You CC an opponent you should already know that they will roll dodge, instead of using right after a cc bait them to roll then land your ultimate, very simple.

    In boxing or fighting doing the same move over and over again is dumb since your opponent will counter your predictable burst.

    What are you on about? You hit them with an ult that has a cc then execute to burst.

    But ok lets say I cc then ult. What happens if they don't immediately roll? What if they roll cancel a heal like vigor rally? They magicka? They stand up shield and thats it. They stand up block and heal? Execute is gonna work great when they're out of immediate execute range.

    Then what?
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Malada
    Malada
    ✭✭✭
    Anti_Virus wrote: »
    Malada wrote: »
    Anti_Virus wrote: »
    Malada wrote: »
    Anti_Virus wrote: »
    Malada wrote: »
    PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.

    Bad theory.

    You also can’t animation cancel a kick irl.

    Hah Are you sure? :). Some of those guys move so fast it wouldn’t surprise me.

    However really, to be fair here PvP wise the lag is going to make this a nightmare. It’s just like Streak, many times in PvP I just sit there trying to bolt away and the anim never finishes and I die.

    A lot of these attacks now will never finish because the anim will get hung up, like it already does with other skills. We can argue all day about the theory behind doing this whichever way however the current existing systemic problems not being addressed for so long are going to make their progress fruitless until something is done to address the real issues.

    It kinda seems like one part of the dept wants to develop, shake things up and another part is not interested. Clearly they are not on the same page or ppl in Dev are not collaborating well between projects. Dev group vs Server and Architecture.

    Light attack weaving is fine, but invisible high burst attacks hitting players at almost gcd speed is not skilled in the slighted its a bug that should be fixed and its what the devs are doing.
    Lucky28 wrote: »
    Anti_Virus wrote: »
    Lucky28 wrote: »
    Anti_Virus wrote: »
    Malada wrote: »
    PvP is intended to be fast paced. In order for these ultra to stay useful ... they need to be fast. Whereas DB would normally be handy against a Zerg, now along with the lag that Zerg has time to kill u or cc u down so u cannot harm them. NB ultra is also useless now, in martial arts speed is key, we don’t stop and wait before throwing a round house kick.

    Bad theory.

    You also can’t animation cancel a kick irl.

    An experienced fighter cuts out the useless or exaggerated movements which you could argue would be a similar process to animation canceling ie cutting out the useless/exaggerated movements.

    If you don’t fully commit to the kick then your opponent shouldn’t get hit by an invisible kick.

    who says you're not fully committing to it?. the useless movements are just that, useless.

    also animation canceling doesn't make abilities invisible. it makes them like Bruce lee''s kicks, fast.

    [Edit to remove bait]

    Animation canceling does indeed make abilities invisible anyone can block right after casting dawnbreaker/incap or any other single target ultimate and canceling the animation ie. blocking but still land an invisible dawnbreaker/incap and call that skilled.

    Throwing a punch/ kick is not “ useless movement” you need to generate power (hip rotation/force) to punch/kick which causes an “animation”. You CANNOT commit to an attack only to stop mid way and still land an invisible strike attack, which is silliness

    That’s essentially what you are fighting for
    nekura wrote: »
    Y’all the heat on that dude is unwarranted. The fact remains that anim canceling is a failure on the devs part to create systems. The community has embraced, adapted and eventually found enjoyment in a broken aspect of the game.

    Your “skill” can largely be implemented with macros, which are quite common, but that is simply a QoL issue.

    Several of these skills already had minimum animations that anim canceling / macros can’t get around and those are compounded by server lag.

    Cast times on melee range skills will be annoying, but they are already there. How many times have you had Incap/Onslaught whiff or someone simply walked out of the range? This is why most people CC before an Ultimate. Not much will change other than the Heavy > Ult > Bash combo.

    This is what i’ve been saying now these “good” player will be exposed no more easy kills now you need to use your brain to find openings in your opponents defense to land your burst and most of these guys can’t fathom having to do that they just want to one shot ppl upload to youtube and call themselves good.

    Yeah I do hear what you're saying in that first part. There have been times when I'll be in PvP and die to like 2 or maybe even 3 Dawnbreakers. And I never saw the animation. So you guys saying that have a point there and it's worth a look to try and fix. However, with that said, I do maintain as long as they allow animation cancelling to go on, which I belive the Devs were asked about this before and shrugged it off, so if they're ok with it then there is no need for cast times. It kinda defeats the point. Like we can anim cancel some things and not others but why? It shouldn't matter. Either allow it, make your peace with it or address it. And in addressing the problem, take your time. Consider the best options given the circumstances.

    Yeah don't cherry pick some ults and not others. One idea is to just make all ults w/ a cast time and skills without. However that still leaves something to be desired. You want to hold some of this stuff to a higher standard than your engine/server is currently capable of. It results in waste. Either way, lag will kill this idea and make cast time ultras miserable to use. At best unreliable at worse random firing when activated.

    Thank you for your dialogue. My argument isn’t to make pvp boring or anything just healthier.

    Imo abilities that hit hard/high immediate burst shouldn’t have the ability to cancel the animation there should be counter play if people want healthy competitive pvp. In any game animation canceling is typically a bad thing it lowers the games TTK which is again bad for mmo.

    Micro cast times is the best solution to this problem I don’t always agree with changes from the devs but this round of patch notes is one of the best imo.

    [edit]

    Some ultimates don’t have a cast time but they have a telegraph of some sorts like meteor with the ring around you and flesh colossus cracked earth while others are either a channel like ballista or soul assault which deals its full damage overtime giving you ample time to counter. Certain melee ultimates like crescent sweep which again deals its full damage overtime

    Dragonknights leap ultimate is a contender for adding a small cast time as well but its tricky to argue for this since from range it can be countered via visual telegraph but in melee range you often cannot see it.

    Another way they could set this up is the warning time is less based on how much Ultra you have. The more Ult the faster the Ult activates, the less Ult, it will work however might be a delay. I dunno whatever they decide needs to be tested under the worse conditions possible and PTS is not prime time in Cyrodiil. Of course, lag will kill this too and it won't be noticed, all we'll see is either it will work or it will not work.

    However, yeah I've seen these guys anim cancel so fast, it's SO FAST they get off like 2x Dawnbreakers and other attacks, almost like macros are mixed in. Like anim canceling thru macros and that is a whole 'nother argument. And it does happen, I have seen it. Was in Imperial City one night -real quiet- this DC guy does (1) Heavy attack and that attack deals ability dmg like Force Pulse and a couple other things when it was just a Heavy attack.

    It's crap like that, just pisses me off however it's real hard to stop it without something that's going to affect regular players. We can report until hell freezes over but loser ppl out there are still going to do this stuff.

    Either way though, lag in Cyrodiil, even after they removed IC (which was a good idea) is still noticeably bad and lag is going to continue to hinder not just gameplay however fixes as well until you get to the root of the problem and fix it. I just don't see any reason for them to over-develop anything else until the well known systemic problems have been corrected. We're going to just keep coming back to the same bottleneck in both gameplay and development
    Edited by Malada on July 20, 2019 2:17AM
  • MehrunesFlagon
    MehrunesFlagon
    ✭✭✭✭✭
    Stop these ridiculous changes now.It's quite obvious the only in favor are those clueless to game mechanics,so why even listen to them. For the 80th time the animation is not invisible and if you really think it is, you likely need to see an optometrist/ ophthalmologist.
    Edited by MehrunesFlagon on July 20, 2019 2:45AM
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    Can someone port a video showing the new changes to ults? Unfortunatrly my internet is not that great to download the pts.
  • JusticeSouldier
    JusticeSouldier
    ✭✭✭✭
    Can someone port a video showing the new changes to ults? Unfortunatrly my internet is not that great to download the pts.

    i watched today this video of Kristofer, he done here nice feedback on this trash also
    https://www.youtube.com/watch?v=EqpACubbi0Q
    all classes. pc platform, dissapointed.
  • universal_wrath
    universal_wrath
    ✭✭✭✭✭
    Can someone port a video showing the new changes to ults? Unfortunatrly my internet is not that great to download the pts.

    i watched today this video of Kristofer, he done here nice feedback on this trash also
    https://www.youtube.com/watch?v=EqpACubbi0Q

    Oh god no, pleaze staph.
  • Lucky28
    Lucky28
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    Can someone port a video showing the new changes to ults? Unfortunatrly my internet is not that great to download the pts.

    i watched today this video of Kristofer, he done here nice feedback on this trash also
    https://www.youtube.com/watch?v=EqpACubbi0Q

    He's also the most positive person i know in terms of PTS patch notes...... so his opinion on this should actually be quite worrying.
    Edited by Lucky28 on July 20, 2019 11:38PM
    Invictus
  • MincVinyl
    MincVinyl
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    The cast time is a silly change that for some reason only targets a few ultimates, but It isn't the end of the world

    I see now cooldown at the end of bash like he says. I can still LA>ability>bash>roll

    You can still animation cancel at the end of the ults with a bash like you would a dizzy swing. It is a cast time so obviously blocking will cancel the ult.

    It isn't clunky once you have muscle memory for all of the timings. Same with dizzy, at least the ult won't cancel if you look away.

    Only thing I really agree with Kristopher is that it is sad to see combat leaning towards dot builds being viable on every class.

    Also, movement is terrible in eso and lost the fluidity it once had, ever since zos decided to make speed buffs short and give short snare immunities, causing you to go from 30% speed to 100% to 160% and everywhere in between every 2-4 seconds
    -and all because of swift jewelry
  • sweatapodimas
    sweatapodimas
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    Guess this will be in live. Sludgefest for burst combos YAY!
    "Jazz isn't dead, it just smells funny" - Frank Zappa
  • Insco851
    Insco851
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    Another abysmal change for ultis that’s going live.... in a laggy mess lets add in additional lag! Woot!

  • Kadoin
    Kadoin
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    This thread makes me :D so hard. Someone's mad they won't be able to use a cheese rotation in PvP... How bad is this affecting PvE again?
  • Insco851
    Insco851
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    Kadoin wrote: »
    This thread makes me :D so hard. Someone's mad they won't be able to use a cheese rotation in PvP... How bad is this affecting PvE again?

    A cheese rotation lol.

    Out of all the available cheese in this game- using extra mechanical skill available to every player is pretty low on the list.
  • John_Falstaff
    John_Falstaff
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    They should make PvP turn-based already, seems like that's what PvP players want. I mean, I'm all for it, would be a good thing.
  • kollege14a5
    kollege14a5
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    I really like the patch notes except for the casttimes on ultimates. However if this goes live it will be super stupid. I'll use my op 2h ult but whenever I see someone roledodges I just cancel it and ult wont go off so just repeat again and play the mindgames with the enemy. Sadly not working during lag...
  • Kadoin
    Kadoin
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    Insco851 wrote: »
    Kadoin wrote: »
    This thread makes me :D so hard. Someone's mad they won't be able to use a cheese rotation in PvP... How bad is this affecting PvE again?

    A cheese rotation lol.

    Out of all the available cheese in this game- using extra mechanical skill available to every player is pretty low on the list.

    And yet only a few ultimates were singled out for the cast time, wonder why that is...? Hmmm
  • Lord_Eomer
    Lord_Eomer
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    Can someone port a video showing the new changes to ults? Unfortunatrly my internet is not that great to download the pts.

    i watched today this video of Kristofer, he done here nice feedback on this trash also
    https://www.youtube.com/watch?v=EqpACubbi0Q

    Oh god no, pleaze staph.

    This video is drama, he is animation cancelling it and intended to be made this way.

    In PTS it is not really that bad!
  • Alphaa
    Alphaa
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    turn based combat coming in 2020
  • CaffeinatedMayhem
    CaffeinatedMayhem
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    Alphaa wrote: »
    turn based combat coming in 2020

    Good. Means button mashing will go away and real strategists can win PvP. :P
  • Mayrael
    Mayrael
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    And as usual ZOS screws the feedback...
    Say no to Toxic Casuals!
    I am doing my best, but I am not a native speaker, sorry.


    "Difficulty scaling is desperately needed. 9 years. 6 paid expansions. 24 DLCs. 40 game changing updates including A Realm Reborn-tier overhaul of the game including a permanent CP160 gear cap and ridiculous power creep thereafter. I'm sick and tired of hearing about Cadwell Silver&Gold as a "you think you do but you don't"-tier deflection to any criticism regarding the lack of overland difficulty in the game." - @AlexanderDeLarge
  • JusticeSouldier
    JusticeSouldier
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    eso and strategy?:D
    eso pvp is all about tactics not more, cyrodiil is like a repeatable quest without long term goals.
    No tools for strategy
    Edited by JusticeSouldier on July 23, 2019 2:29PM
    all classes. pc platform, dissapointed.
  • Malada
    Malada
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    Ready for turn based, hello Khajit Island adventure game.
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