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Ulti Cast Times

thomy
thomy
Soul Shriven
Hey guys!

Please reconsider the cast times for ultis such as incap, dawnbreaker, etc. If the skills overperform or are too strong have a look at the numbers or actual counterplay. Cast times feel terrible, even in a lagfree environment. You are in the middle of a super exciting fight and mash your buttons to get heals, auto attacks and everything out... and are about to ult! You need to wait that 400-500ms until it goes out interrupting your entire fight and giving the opponent an endless amount of time to block or react to your ulti.

I don't see any skill in that being involved and it just feels super clunky. Please bear in mind this is without lag... I can't imagine how bad it will be with additional ping on this!
Please reconsider ZOS! Please don't take way the fast-paced combat system that is fun to play.

If a nerf is required.. just delay the damage but keep the animation cancel part? That's what makes it feel really strange. Being able to cancel other skills but not ultis.

That's my two cents on it, thoughts?
Edited by thomy on July 24, 2019 2:01PM
  • Mayrael
    Mayrael
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    thomy wrote: »
    Hey guys!

    Please reconsider the cast times for ultis such as incap, dawnbreaker, etc. If the skills overperform or are too strong have a look at the numbers or actual counterplay. Cast times feel terrible, even in a lagfree environment. You are in the middle of a super exciting fight and mash your buttons to get heals, auto attacks and everything out... and are about to ult! You need to wait that 400-500ms until it goes out interrupting your entire fight and giving the opponent an endless amount of time to block or react to your ulti.

    I don't see any skill in that being involved and it just feels super clunky. Please bear in mind this is without lag... I can't imagine how bad it will be with additional ping on this!
    Please reconsider ZOS! Please don't take way the fast-paced combat system that is fun to play.

    If a nerf is required.. just delay the damage but keep the animation cancel part? That's what makes it feel really strange. Being able to cancel other skills but not ultis.

    That's my two cents on it, thoughts?

    My thoughts exactly. Cast time breaks momentum, I'd prefer to have dealyed damage than being forced to stand still and try to cast a skill looool.
    Say no to Toxic Casuals!
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  • John_Falstaff
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    I'm puzzled about the change too. As things stand, incap, for instance, already had delayed damage and very clear telegraph. All right, delay it for longer, delay it for a second if needed, but why ruin gameplay with channeled skills - it's beyond me.
  • React
    React
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    Theres so many threads requesting this be reverted now, if ZOS doesn't follow up itll just confirm they don't bother with reading through the feedback.
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  • MehrunesFlagon
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    I'm puzzled about the change too. As things stand, incap, for instance, already had delayed damage and very clear telegraph. All right, delay it for longer, delay it for a second if needed, but why ruin gameplay with channeled skills - it's beyond me.

    If burst damage is really the issue remove all stun effects and turn it into a dot.
  • thomy
    thomy
    Soul Shriven
    Delaying damage wouldn't be a problem but putting a cast or channel time on it is the game breaker.
  • sharquez
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    Burst damage is not an issue, PEOPLE ARE SUPPOSED TO DIE. Let well timed burst decide fights as that's how it has been since day 1.
  • jonathanb16_ESO
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    Its not just an pvp thing, even in pve the rotations feel super clunky whenever you use incap for example.
    You doing you nice backbar and ending with an ult.. lay back take a deap breath and then swap the bar.
    It just compleatly runins the flow.

    And in pvp how schould i burst peolple?
    Dizzy+Finish??? If i try to use the db in between, the dizzy stun is worthless, because in 0.5s even an bad player has broken free and dogerolled or is blocking!
  • John_Falstaff
    John_Falstaff
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    Its not just an pvp thing, even in pve the rotations feel super clunky whenever you use incap for example.
    You doing you nice backbar and ending with an ult.. lay back take a deap breath and then swap the bar.
    It just compleatly runins the flow.

    And in pvp how schould i burst peolple?
    Dizzy+Finish??? If i try to use the db in between, the dizzy stun is worthless, because in 0.5s even an bad player has broken free and dogerolled or is blocking!

    It's even worse in PvE because, I believe, Incap already has a delayed hit and if swap-cancelled, it will hit with stats of the front bar, so it was an important instrument in stamblade rotation - swap during front bar phase, swap cancel incap back onto the front, get more damaging hit and boost for the following sequence of spammables and bow proc. Now it's impossible to buff incap hit with front bar stats. That, together with Dawnbreaker nerf, will just make people frontbar Incap now. It's a completely braindead change, and I strongly suspect that, unless combat team indeed thinks it's a good idea (I wouldn't put it past their level of incompetency after what they've done to healing), it might be some internal crutch that resulted from them failing to sync telegraphs and damage.

    I mean, that's okay, when I learned stuff, I also was inserting empty delay loops everywhere. I just hoped that ESO dev team is a bit more professional than that.
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