"Right now on live, Ultimate generation is really confusing, because there are a lot of systems like blocking, dodging, damaging, and healing which all generate ultimate."
Dagoth_Rac wrote: »"Right now on live, Ultimate generation is really confusing, because there are a lot of systems like blocking, dodging, damaging, and healing which all generate ultimate."
Did ZOS really say that!? Blocking and dodging don't earn Ultimate. Empowering Sweep only costs 72 ultimate but it takes my tank, who blocks and dodges all the time, a good minute or two between activations. And I think that 72 ultimate is all coming from Inner Beast and Blazing Shield doing some minor damage, not blocking or dodging!
Dropping block to do a light/heavy attack every 8 seconds will be suicide for tanks.
Please add ultimate generation to taunting similar to light attacks. Something like, "3 ultimate per second while 1 or more NPCs are taunted."
Dagoth_Rac wrote: »"Right now on live, Ultimate generation is really confusing, because there are a lot of systems like blocking, dodging, damaging, and healing which all generate ultimate."
Did ZOS really say that!? Blocking and dodging don't earn Ultimate. Empowering Sweep only costs 72 ultimate but it takes my tank, who blocks and dodges all the time, a good minute or two between activations. And I think that 72 ultimate is all coming from Inner Beast and Blazing Shield doing some minor damage, not blocking or dodging!
Dropping block to do a light/heavy attack every 8 seconds will be suicide for tanks.
Please add ultimate generation to taunting similar to light attacks. Something like, "3 ultimate per second while 1 or more NPCs are taunted."
AsweetRoll wrote: »Dagoth_Rac wrote: »"Right now on live, Ultimate generation is really confusing, because there are a lot of systems like blocking, dodging, damaging, and healing which all generate ultimate."
Did ZOS really say that!? Blocking and dodging don't earn Ultimate. Empowering Sweep only costs 72 ultimate but it takes my tank, who blocks and dodges all the time, a good minute or two between activations. And I think that 72 ultimate is all coming from Inner Beast and Blazing Shield doing some minor damage, not blocking or dodging!
Dropping block to do a light/heavy attack every 8 seconds will be suicide for tanks.
Please add ultimate generation to taunting similar to light attacks. Something like, "3 ultimate per second while 1 or more NPCs are taunted."
Blocking does in fact give you ultimate.
Ultimate is not a confusing concept, I believe there is a thread on tamriel foundry on like page 6 or something explaining exactly how it works.
Brasseurfb16_ESO wrote: »They should just remove the whole ultimate generation on attacks, change it into a constant stream (while in combat) and make finesse an extension of that stream.
To make you understand, lets throw out some random numbers
With this change : While in combat you generate 2ult/sec,
so to use an ultimate ability which cost 200 ultimate (for instance) you need to fight about 100sec before you are able to get to the requierement cost.
But you can also use finesse to increase the rate at which you get your ultimate available.
For instance, lets say you earn 5 ult each time you use finesse (finesse = succesfull interupts/dodge/exploits weakness/etc).
In this case : "If your target use a power attack against you, you shield bash it (earn 5ult/ for interupting) and you heavy attack it (earn 5ult/ again for exploiting its weakness), you will earn 10ult/ for the basic Interupt/exploit combo."
So instead of having to fight 100sec to get to the requierement cost, you only have to fight for 90sec anymore and even less if you further use the basic mechanics accordingly.
And in my honest oppinion, it seems a much more balanced approach and it follows a similar philosophy to the devs current ideas of revamp. But instead of oversimplifying it and making the generation rotational, it makes skillfull play still an important factor in the game.
Brasseurfb16_ESO wrote: »Dagoth_Rac wrote: »"Right now on live, Ultimate generation is really confusing, because there are a lot of systems like blocking, dodging, damaging, and healing which all generate ultimate."
Did ZOS really say that!? Blocking and dodging don't earn Ultimate. Empowering Sweep only costs 72 ultimate but it takes my tank, who blocks and dodges all the time, a good minute or two between activations. And I think that 72 ultimate is all coming from Inner Beast and Blazing Shield doing some minor damage, not blocking or dodging!
Dropping block to do a light/heavy attack every 8 seconds will be suicide for tanks.
Please add ultimate generation to taunting similar to light attacks. Something like, "3 ultimate per second while 1 or more NPCs are taunted."
This is ridiculous, if droping your shield to swing a single time, every 8sec, on a target is suicide you need to ask yourself why your build can't take that swing without blocking, and why can't you land a blow between attack frames when most ennemies swings every 2sec...
Brasseurfb16_ESO wrote: »They should just remove the whole ultimate generation on attacks, change it into a constant stream (while in combat) and make finesse an extension of that stream.
To make you understand, lets throw out some random numbers
With this change : While in combat you generate 2ult/sec,
so to use an ultimate ability which cost 200 ultimate (for instance) you need to fight about 100sec before you are able to get to the requierement cost.
But you can also use finesse to increase the rate at which you get your ultimate available.
For instance, lets say you earn 5 ult each time you use finesse (finesse = succesfull interupts/dodge/exploits weakness/etc).
In this case : "If your target use a power attack against you, you shield bash it (earn 5ult/ for interupting) and you heavy attack it (earn 5ult/ again for exploiting its weakness), you will earn 10ult/ for the basic Interupt/exploit combo."
So instead of having to fight 100sec to get to the requierement cost, you only have to fight for 90sec anymore and even less if you further use the basic mechanics accordingly.
And in my honest oppinion, it seems a much more balanced approach and it follows a similar philosophy to the devs current ideas of revamp. But instead of oversimplifying it and making the generation rotational, it makes skillfull play still an important factor in the game.
Did you hear that part where they said that they want to make the ultimate generation in this game be comprehensible to people that can't really understand the intricacies of a 3 stat rpg system? Your system is way beyond that level even though it is still as bad as the thing they want to do .
Ultimate generation speed should be a matter of choice in a build and should have its own rewards and consequences. At the moment this is the case since the fastest ultimate generation build are not always the best DPS. Also some roles should have different ultimate generation. There are reasons why a tank shouldn't generate ultimate like a DPS.
I agree.ebethke_ESO wrote: »Some issues I have with the system:
- The change to making the ultimate generation buff proc only on light attacks/healing those with the buff rewards one type of play style while discouraging others. They said themselves that they found it unfair that tanker players generate little ultimate. As many have already argued, tanker players don’t use light attacks as that opens themselves up to taking significantly larger damage with their block down.
- Battle Roar passive. I don’t even play a DK, but I understand that the only major class sustainability of DK’s relies entirely on smart ultimate generation. While they may (and those of the community as well) consider ultimate generation to be out of control resulting in this passives overpoweredness, this seems to be a strong overcompensation. This means that (without pots, heavy attacks, or spell symmetry), DKs will be out of resources until that 1:07 passes by.
- Lack of skill involved with the system. If a smart player and a dumb player both use the same skills, but the smart player actively blocks, dodge rolls, counters, and evades attacks, they both will be generating the same ultimate. How is this fair? How does this reward smart play?
- If a player is fighting 50 enemies, doing damage and taking damage, they are generating 3 ultimate every three seconds. Then there’s the player who is attacking once every couple of seconds with a light attack from the safety of the top of a keep, generating 3 ultimate every three seconds. While I understand that AoE ultimate generation could be toned down a bit, how does it make sense to give a player who is contributing significantly the same amount of ultimate as a player who is barely even doing anything?
I suggested something similar after I finishing watching the part of the ESO Live episode I missed. Nice to compare/contrast with your own proposal as a lot of what I am seeing early on have many strong commonalities with each other. Hope to see good discussion and an acknowledgement of the concerns/options you, I, and others have articulated from ZOS. This is honestly the only thing I'm not looking forward to for Update 6.ebethke_ESO wrote: »It seems like they really wanted to address the way that critical chance stacking has been crucial to generating ultimate, as well as the way doing AoE has generated ultimate. I understand these issues, but think that the way they are going about it completely wrong. Here are the ways that I would address these issues while maintaining balance:While I like that they acknowledged the disparity in ultimate generation, this new system they proposed seems oversimplified and doesn’t reward smart decisions. I feel that a more appropriate system should be developed to counter the issues they (rightfully) discussed.
- I am 100% on board with denying out of combat healing ultimate generation. This has always been an iffy issue, and I find it completely fair that you shouldn’t be generating points for an ultimate skill by healing your buddies in safety.
- Lower the coefficient that is used in giving ultimate for critical hits. I honestly think that critical hits shouldn’t even be considered during ultimate generation (just damage dealt, as I’ll talk about).
- Find a decent ratio to reward ultimate for the following variables: damage dealt, damage taken, blocking done, healing done, evaded attacks done, etc. Include a diminishing effect for AoE skills when calculating ultimate generation for damage dealt or healing done if it seems like AoE spam is still too strong.
- With this system, a tank would be generating a similar amount of ultimate by taken damage and blocking as a damage dealer who is dealing damage and as a healer who is healing his teammates.
- For example: damage taken = 2 ultimate/200 damage taken, blocking = 1 ultimate/block, damage dealt = 2 ultimate/500 damage dealt, healing done = 2 ultimate/200 heals done. This is obviously an example and the ratios I’m sure are off, but would incentivize smart play.
I would love to hear others feedback and encourage a discussion of the proposed upcoming changes.
i don't understand where this is coming from either, perhaps maybe just to keep ppl from grinding ultimate by spamming healing springs.
A simple "in combat" state would have fixed the problem. Spamming healing springs during a combat is totally legit. (you could be doing dps, but u chose to use your mana to built ultimate, that's a valid choice).
then if some ways to earn ulti seem unbalanced, tweak em... don't f up the entire system.
Dagoth_Rac wrote: »Brasseurfb16_ESO wrote: »Dagoth_Rac wrote: »"Right now on live, Ultimate generation is really confusing, because there are a lot of systems like blocking, dodging, damaging, and healing which all generate ultimate."
Did ZOS really say that!? Blocking and dodging don't earn Ultimate. Empowering Sweep only costs 72 ultimate but it takes my tank, who blocks and dodges all the time, a good minute or two between activations. And I think that 72 ultimate is all coming from Inner Beast and Blazing Shield doing some minor damage, not blocking or dodging!
Dropping block to do a light/heavy attack every 8 seconds will be suicide for tanks.
Please add ultimate generation to taunting similar to light attacks. Something like, "3 ultimate per second while 1 or more NPCs are taunted."
This is ridiculous, if droping your shield to swing a single time, every 8sec, on a target is suicide you need to ask yourself why your build can't take that swing without blocking, and why can't you land a blow between attack frames when most ennemies swings every 2sec...
It should not matter if you are tanking with 10000 armor and 4000 health or tanking naked with 1000 health. The entire concept of, "Tanks must drop block every 8 seconds to gain ultimate," is ridiculous. What if they made it where DPS had to stop doing damage every 8 seconds and drop a heal to gain ultimate? Or healers had to stop healing every 8 seconds and block a power attack to gain ultimate? You are basically making tanks stop tanking every 8 seconds to gain ultimate! How does that make any sense?
And what about when we are tanking multiple enemies? Like a council style boss battle, or a boss and several dangerous adds that I don't want to leave loose to run after the healer? Dropping block every 8 seconds is inevitably going to lead to more damage and, even if not fatal, now smart heals will be wasted on the tank that would have been better spent on the other members of the group.
Brasseurfb16_ESO wrote: »[T]he fact the concept of a light attack rotation every 8sec to generate ultimate is just wrong.
Whether or not it works I think that's what ZOS wanted to addresswith the CS. Other than the ult gen change, Update 6 sounds promising in this regard.Brasseurfb16_ESO wrote: »You know what's the problem with this game? People are so fixated on speedruns and specialised roles they completely forget about the versatility a player can bring with its own skillset. You end up with tanks only Blocking (with dresses), healers only healing and Dps using perfect rotations to make up for the lack of dps by those 2 previous roles.
Brasseurfb16_ESO wrote: »Dagoth_Rac wrote: »Brasseurfb16_ESO wrote: »Dagoth_Rac wrote: »"Right now on live, Ultimate generation is really confusing, because there are a lot of systems like blocking, dodging, damaging, and healing which all generate ultimate."
Did ZOS really say that!? Blocking and dodging don't earn Ultimate. Empowering Sweep only costs 72 ultimate but it takes my tank, who blocks and dodges all the time, a good minute or two between activations. And I think that 72 ultimate is all coming from Inner Beast and Blazing Shield doing some minor damage, not blocking or dodging!
Dropping block to do a light/heavy attack every 8 seconds will be suicide for tanks.
Please add ultimate generation to taunting similar to light attacks. Something like, "3 ultimate per second while 1 or more NPCs are taunted."
This is ridiculous, if droping your shield to swing a single time, every 8sec, on a target is suicide you need to ask yourself why your build can't take that swing without blocking, and why can't you land a blow between attack frames when most ennemies swings every 2sec...
It should not matter if you are tanking with 10000 armor and 4000 health or tanking naked with 1000 health. The entire concept of, "Tanks must drop block every 8 seconds to gain ultimate," is ridiculous. What if they made it where DPS had to stop doing damage every 8 seconds and drop a heal to gain ultimate? Or healers had to stop healing every 8 seconds and block a power attack to gain ultimate? You are basically making tanks stop tanking every 8 seconds to gain ultimate! How does that make any sense?
And what about when we are tanking multiple enemies? Like a council style boss battle, or a boss and several dangerous adds that I don't want to leave loose to run after the healer? Dropping block every 8 seconds is inevitably going to lead to more damage and, even if not fatal, now smart heals will be wasted on the tank that would have been better spent on the other members of the group.
This discussion is starting to be very "interesting"...
Are you trying to tell me armour or health shouldn't matter when you are playing the tank role? That's a new one.
Your concept of tanking = blocking is completely borked, as a Tank your role is to protect your teammates by doing multiple things :
- Taking aggro from the most dangerous threat in encounters.
- Absorbing most of the damage output encounters can throw at the group.
- Disrupt ennemies when you can.
- Taking down ennemies. (healers also get that role)
the fact you throw me a line like : "now smart heals will be wasted on the tank that would have been better spent on the other members of the group" makes me want to throw you out of a window, figuratively speaking.
Your tank should have the best health/damage taken ratio out of the whole group. If you are doing your job, instead of block turtling against 1 or 2 major threats (because it happens you wear a dress and can't take more) that healer maybe wouldn't have to waste one of his smart heals on a Dps in the first place and he could instead use it on your tank since he can make a lot more out of that heal!
I will agree with you on the fact the concept of a light attack rotation every 8sec to generate ultimate is just wrong. But please, don't even start using comparison like : "What if they made it where DPS had to stop doing damage every 8 seconds and drop a heal to gain ultimate? Or healers had to stop healing every 8 seconds and block a power attack to gain ultimate?"
That's not even remotely comparable with a light attack rotation and doens't make any sense at all. At best, it makes you loose any credibility left when you try to give a structured oppinion...
You know what's the problem with this game? People are so fixated on speedruns and specialised roles they completely forget about the versatility a player can bring with its own skillset. You end up with tanks only Blocking (with dresses), healers only healing and Dps using perfect rotations to make up for the lack of dps by those 2 previous roles.
Seeing this game devolve so quickly, for some of the most stupid reasons, makes me sick...