Renato90085 wrote: »how about this ult passive change?
class ult passive: still minor or major heroism,but when you use your class line ,you can save you old passive?
stupid thing that makes them stackable
i first day see subclass leak discord in march ,i know stupid thing that makes them stackable is a problem fast
Zos im a big believer in reducing the power creep that happens over time but I cant get behind any of this. It just seems so heavy and inconvenient for anyone who dares to not subclass.
Tommy_The_Gun wrote: »Ok, I finally found it:
PTS notes 6.2.2:
https://forums.elderscrollsonline.com/en/discussion/548259/pts-patch-notes-v6-2-2
"Item sets and passives that generate Ultimate now require you to be in combat to activate, to help reduce their ability to continuously enter a fight at full Ultimate"
PTS notes 6-2-3:
https://forums.elderscrollsonline.com/en/discussion/548984/pts-patch-notes-v6-2-3
Nightblade
- Siphoning
Catalyst: This passive can once again be used outside of combat.
Developer Comment:
After monitoring the feedback from the recent adjustments to item sets and this passive, we agreed that class passives are not a fair comparison to item sets as passives are built in and cannot be removed, while item sets are designed with the thought that you will always wear them if you are attempting to utilize their bonus. Moving forward, we will ensure that item sets that generate Ultimate only do so while in combat, as well as buff effects with durations such as Major and Minor Heroism. Classes that can currently generate Ultimate outside of combat will remain as such, since they help reinforce the playstyle and roles that they try to bring to life.
So, around like 5 years ago (Markarth update) this was what ZOS was saying.
Back then, players also "disliked" (to put it lightly) this change and ZOS received a clear feedback - so this change never made it to the live server and was rejected - since it was a bad idea.
So... um.... what has changed ? Dev comment clearly says that "Classes that can currently generate Ultimate outside of combat will remain as such, since they help reinforce the playstyle and roles that they try to bring to life".
If something, we should get more options than less options - especially now when we have subclassing. Each class skill line should have "something". Something unique about it. Some feature that will make players to think more & experiment more. We should not have clear good ones & clear bad ones (hence why I don't understand why ZOS is focusing on NB's Assassination skill tree & not doing something about for example Consuming Darkness ulti etc).
Removing out-of comabt ulti gen was bad back then (and rightfully so it never made it to live server) and is also really bad now. Please ZOS, just don't do it. No one seems to like it. Reduce the ulti gen back to 20 from 30 if you have to, but keep this passive unique feature as now - not just NB's can benefit from it since we have subclassing. There is an actual reason why some one would want to pick this class skills tree.
Also... sub classing should be optional. So that you can min-max your niche build but not at a cost of a "pure" class builds. You should never look at class skills individually in a vacuum or treat them a sets that you can swap in blink of an eye. Also imho you should never think of any of class skill lines as a "flavour of the month" type of thing that you buff 3 or 4 for 1 year and leave others in the dust & keep repeating this proces each year / season so that people would have to grind. This is the worst you can do and is a perfect way to lose loyal player base.
Over time, Ultimate has become more and more accessible to players, greatly increasing the frequency in which these combat altering abilities can be activated. This has allowed for strategies that hyper focus on the generation of this resource to amass and creep up over time, creating cases where some Ultimates can be activated incredibly quickly. We're going through many sources of Ultimate and converting effects over to the Major and Minor system so they still offer powerful bonuses, but with a much more controlled ceiling. We've started with class passives in efforts to make it harder to stack their effects with subclassing in mind, while also trying to mitigate the need to gain this effect from things like scribed abilities or consumables.
Zyaneth_Bal wrote: »Indeed, bringing everything to a standard is an easy way to balance but "standardization" has long gotten out of hand and has been taken to the extreme effectively not making skills or skill lines perform equally but making them the same one thing. Many skills suffered this fate through the years and lost much of their unique flavour. Now ultimate generation passives suffer the same fate this time in the name of subclassing(multiclassing). It might not seem like much but it makes the game feel ever so bland. Diversity and flavour have been peeled bit by bit by standardization, hybridization and now subclassing.
Joy_Division wrote: »Yeah. More dead and useless passives. The whole point of having a class (you know that thing we picked to define our characters) passive is to give a unique and unobtainable bonus for being that class. Not to get a generic buff I can get from a potion.
Also stop trying to "fix" abilities like Hurricane that have worked fine and have been used/enjoyed by many players for over a decade just so it fits in neat box "this skill should only do damage."