Soul Siphon/Soul Tether still have a cast time and are defensive ults. Particularly Soul Siphon is annoying, since you would often want to block cast it and can't thanks to its cast time, plus the heal is delayed a half second.
Soul Siphon/Soul Tether still have a cast time and are defensive ults. Particularly Soul Siphon is annoying, since you would often want to block cast it and can't thanks to its cast time, plus the heal is delayed a half second.
Yeah, the amount of times I tried to block/roll cancel it (because using it means you're taking a lot of damage) were too many. Was one of my favourite defensive skills, now I don't touch it
Atherakhia wrote: »Poor server/game performance should not be a consideration when balancing the game. Things need cast times and wind-up animations to ensure a certain level of counterplay exists. I laugh when people say "well you should have blocked" as if we somehow are telepathic and could tell when an opponent was going to use an instant cast, no animation, ultimate ability. The only solution is to simply always block, and that's silly.
No, ALL skills that do appreciable damage and have the ability to considerably change an engagement need some kind of tell to give the opponent some way to realistically counter them. Look at games that actually have respected PvP systems and you'll find this to be true in all of them. The MMO PvP genre is already a low bar and ESO is a disgrace even for that. But this isn't a solution.
Atherakhia wrote: »Poor server/game performance should not be a consideration when balancing the game. Things need cast times and wind-up animations to ensure a certain level of counterplay exists. I laugh when people say "well you should have blocked" as if we somehow are telepathic and could tell when an opponent was going to use an instant cast, no animation, ultimate ability. The only solution is to simply always block, and that's silly.
No, ALL skills that do appreciable damage and have the ability to considerably change an engagement need some kind of tell to give the opponent some way to realistically counter them. Look at games that actually have respected PvP systems and you'll find this to be true in all of them. The MMO PvP genre is already a low bar and ESO is a disgrace even for that. But this isn't a solution.
Joy_Division wrote: »Atherakhia wrote: »Poor server/game performance should not be a consideration when balancing the game. Things need cast times and wind-up animations to ensure a certain level of counterplay exists. I laugh when people say "well you should have blocked" as if we somehow are telepathic and could tell when an opponent was going to use an instant cast, no animation, ultimate ability. The only solution is to simply always block, and that's silly.
No, ALL skills that do appreciable damage and have the ability to considerably change an engagement need some kind of tell to give the opponent some way to realistically counter them. Look at games that actually have respected PvP systems and you'll find this to be true in all of them. The MMO PvP genre is already a low bar and ESO is a disgrace even for that. But this isn't a solution.
If you don;t anticipate, you will never be good at pretty much anything. It's not about being telepathic, it's about applying a little bit of experience to the limited number of cookie-cutter builds that perform well in PvP. The vast majority of skills in this game are instant-cast - many of them hard hitting - so if you're relying on wind-up animations to figure out what you should do and think that the only solution is to always block, then the game is going to be a struggle in any competitive environment.
Atherakhia wrote: »Joy_Division wrote: »Atherakhia wrote: »Poor server/game performance should not be a consideration when balancing the game. Things need cast times and wind-up animations to ensure a certain level of counterplay exists. I laugh when people say "well you should have blocked" as if we somehow are telepathic and could tell when an opponent was going to use an instant cast, no animation, ultimate ability. The only solution is to simply always block, and that's silly.
No, ALL skills that do appreciable damage and have the ability to considerably change an engagement need some kind of tell to give the opponent some way to realistically counter them. Look at games that actually have respected PvP systems and you'll find this to be true in all of them. The MMO PvP genre is already a low bar and ESO is a disgrace even for that. But this isn't a solution.
If you don;t anticipate, you will never be good at pretty much anything. It's not about being telepathic, it's about applying a little bit of experience to the limited number of cookie-cutter builds that perform well in PvP. The vast majority of skills in this game are instant-cast - many of them hard hitting - so if you're relying on wind-up animations to figure out what you should do and think that the only solution is to always block, then the game is going to be a struggle in any competitive environment.
That's all well and good, and that is what separates a veteran from a novice.But having counterplay allows players to learn from their mistakes so they aren't just instantly blown up without any way to tell how they died, where they could improve, or what they did wrong.
Atherakhia wrote: »Poor server/game performance should not be a consideration when balancing the game. Things need cast times and wind-up animations to ensure a certain level of counterplay exists. I laugh when people say "well you should have blocked" as if we somehow are telepathic and could tell when an opponent was going to use an instant cast, no animation, ultimate ability. The only solution is to simply always block, and that's silly.
No, ALL skills that do appreciable damage and have the ability to considerably change an engagement need some kind of tell to give the opponent some way to realistically counter them. Look at games that actually have respected PvP systems and you'll find this to be true in all of them. The MMO PvP genre is already a low bar and ESO is a disgrace even for that. But this isn't a solution.
That’s such a good answer. But I still have some concerns. Was anything (specific to this,) actually that bad when there weren’t cast times? What were they trying to fix by adding the cast time? Did it work?
Atherakhia wrote: »Joy_Division wrote: »Atherakhia wrote: »Poor server/game performance should not be a consideration when balancing the game. Things need cast times and wind-up animations to ensure a certain level of counterplay exists. I laugh when people say "well you should have blocked" as if we somehow are telepathic and could tell when an opponent was going to use an instant cast, no animation, ultimate ability. The only solution is to simply always block, and that's silly.
No, ALL skills that do appreciable damage and have the ability to considerably change an engagement need some kind of tell to give the opponent some way to realistically counter them. Look at games that actually have respected PvP systems and you'll find this to be true in all of them. The MMO PvP genre is already a low bar and ESO is a disgrace even for that. But this isn't a solution.
If you don;t anticipate, you will never be good at pretty much anything. It's not about being telepathic, it's about applying a little bit of experience to the limited number of cookie-cutter builds that perform well in PvP. The vast majority of skills in this game are instant-cast - many of them hard hitting - so if you're relying on wind-up animations to figure out what you should do and think that the only solution is to always block, then the game is going to be a struggle in any competitive environment.
That's all well and good, and that is what separates a veteran from a novice.But having counterplay allows players to learn from their mistakes so they aren't just instantly blown up without any way to tell how they died, where they could improve, or what they did wrong.
Atherakhia wrote: »Joy_Division wrote: »Atherakhia wrote: »Poor server/game performance should not be a consideration when balancing the game. Things need cast times and wind-up animations to ensure a certain level of counterplay exists. I laugh when people say "well you should have blocked" as if we somehow are telepathic and could tell when an opponent was going to use an instant cast, no animation, ultimate ability. The only solution is to simply always block, and that's silly.
No, ALL skills that do appreciable damage and have the ability to considerably change an engagement need some kind of tell to give the opponent some way to realistically counter them. Look at games that actually have respected PvP systems and you'll find this to be true in all of them. The MMO PvP genre is already a low bar and ESO is a disgrace even for that. But this isn't a solution.
If you don;t anticipate, you will never be good at pretty much anything. It's not about being telepathic, it's about applying a little bit of experience to the limited number of cookie-cutter builds that perform well in PvP. The vast majority of skills in this game are instant-cast - many of them hard hitting - so if you're relying on wind-up animations to figure out what you should do and think that the only solution is to always block, then the game is going to be a struggle in any competitive environment.
That's all well and good, and that is what separates a veteran from a novice.But having counterplay allows players to learn from their mistakes so they aren't just instantly blown up without any way to tell how they died, where they could improve, or what they did wrong.
MurderMostFoul wrote: »At the very least, Incap/Soul Harvest needs its cast time removed.
All other classes have signature offensive Ultimates that are INSTANT and AOE, making them MUCH MORE reliable. Poor NB's signature offensive Ultimate is SINGLE TARGET with a CAST TIME. Really?
As far as Dawn Breaker and Berserker Strike are concerned, I'm mostly ok with the cast time since it effects all classes evenly. Although a removal of the cast time would make combat feel a lot more fluid.
Soul Siphon/Soul Tether still have a cast time and are defensive ults. Particularly Soul Siphon is annoying, since you would often want to block cast it and can't thanks to its cast time, plus the heal is delayed a half second.
Soul Siphon/Soul Tether still have a cast time and are defensive ults. Particularly Soul Siphon is annoying, since you would often want to block cast it and can't thanks to its cast time, plus the heal is delayed a half second.
Soul Siphon is basicly a restoult for nbs, but with a cast time...dunno why in the XX they gave that morph a cast time.