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Reflection on Proposed 1.6 Ultimate Generation

Glory
Glory
Class Representative
The 12/19/14 Road Ahead discussed major changes to the way ultimate generation works. The ESO forums have a lively discussion on the topic already going, and I wanted to give my feedback (which can also be found on the Tamriel Foundry Forums).

Two official announcements were made regarding ultimate generation, one during the Road Ahead (translated by the amazing Atropos) and the other in the aforementioned thread by ZOS Gina Bruno:

“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. It’s really confusing for players, its confusing for designers, and it’s creating a huge disparity in the amount of ultimate that is generated. Someone who is playing a tanky, defensive, character is only generating a small amount of ultimate while people with fast attacking and high Critical Strike are generating a huge amount. What we have done to reduce the inequality there is change the system to a flat generation rate. Now whenever you attack, you will gain a buff that gives you 3 Ultimate per second for 3 seconds. We settled on that number using an average character who was performing one ability (with light attack weave) per second with an average critical strike rating as a normalizing benchmark which put Ultimate generation at a rate we were happy with.

Now healing players, as a way to get rid of the problem where players would spam heals out of combat to build Ultimate while out of combat, only get the buff when they heal someone who also has the buff by doing damage with a light or heavy attack. This creates a better system where you more naturally do the things that you would naturally be doing in combat and get adequately rewarded for it. With Ultimate, you no longer need to stack as much critical strike rating as possible to get ultimate. Critical is still really useful for damage, but it’s not required for Ultimate generation.”


They said that you would get a buff after using a light or heavy attack that would generate ultimate. Does this then mean that nothing else will generate ultimate? For example all of our class and weapon skills.
They didn’t confirm or deny whether it will be the only way to generate ultimate. Did I misinterpret or is further clarification required? I’ve not got time stamps as they spoke about it at least twice.


ZOS_GinaBruno: That’s not the only way to generate Ultimate; you can also use a few abilities to get more, such as Carve from the 2H skill line (and the amount of Ultimate that ability gives has been rebalanced as well) or healing another player with the Ultimate gain buff. You will not gain Ultimate by blocking or dodging.

With these statements in mind, there will be a few ways to generate ultimate in 1.6 with these changes:
  1. Light attacks will proc a buff that gives 3 ultimate per second for 8 seconds.
  2. Heal players who have the proceed light attack ultimate generation buff to receive it for yourself.
  3. Passives such as Mountain’s Blessing and Transfer will generate ultimate on activation of skills.
  4. Skills such as Carve and Invigorating Drain will generate ultimate.
  5. The Werewolf Ultimate & Passive will generate ultimate.
  6. Gear sets like the Werewolf will generate ultimate.
  7. Killing an enemy player with Combat Frenzy or undead with Banish the Wicked will generate ultimate.

I would like to look at the implications this has on ultimate use, using a 200 ultimate required skill as an example (as many ultimates require 200):
  • As other members of the community have calculated, it will take 67 seconds to generate 200 ultimate just by using methods I and/or II. This essentially puts a timer on ultimate usage. Is this what they intended?
  • This will likely encourage stacking ultimate generation (Carve Werewolf wearing the Werewolf set relying on Combat Frenzy).
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?
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:
  • 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.
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 would love to hear others feedback and encourage a discussion of the proposed upcoming changes.
Edited by Glory on December 20, 2014 9:02PM
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  • bertenburnyb16_ESO
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    "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."


    yup this sucks, since now I would still generate ulti while blockbasting, but with the new system I HAVE TO do light attacks so tanks are screwed ...and the rest of the issues to with the new system mentioned, sometimes the changes made from zeni really baffle me how bad they're thought out...
    Edited by bertenburnyb16_ESO on December 20, 2014 11:22PM
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  • Etaniel
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    "Players were confused as to how to generate ultimate". I've never seen a post on forums crying for ultimate rebalancing, i don't know where this is coming from. I don't mind a change in ultimate generation, but what they are proposing is an oversimplification.

    Please do not try to over balance the game, putting every one on the same lvl is what causes modern games to suck. As said above, why would you reward all playstyles in the same way?

    You are basically deciding to add a cooldown on ultimates. No cooldowns (aside from pots) is one of the main reason i love this game ! As a dk, this will completely ruin my play style, as i rely a lot on fast ultimate generation, but it won't only affect dks, the vast majority of players i have talked to think it's a really bad idea and will ruin their play style as well. Please rethink this ultimate change
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  • Brasseurfb16_ESO
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    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.
    Edited by Brasseurfb16_ESO on December 21, 2014 12:14AM
  • SRIBES
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    I really like this post.
    I hope ZOS looks at this thread, I honestly like the idea of doing auto attacks to generate ultimate but it seems like it will make a cookie cutter build where people use ultimate generate DPS builds and resto staff in the other to heal allies to gain ultimate. I would like to see more ways to gain ultimate. I hope a community manager or dev comes on here to tell us how ultimate class passives will work like the NBs passive that generates ultimate, werewolf, bloodspawn set, etc. Maybe there will be some champion passives that will help generate ultimate. If they don't comment on this I suppose we will have to wait till 1.6 PTS to know for sure.
  • Dagoth_Rac
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    "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."
  • Brasseurfb16_ESO
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    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...
    Edited by Brasseurfb16_ESO on December 21, 2014 2:26AM
  • SRIBES
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    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.
  • james_vestbergb16_ESO
    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.

    Exactly, thats why I cannot understand why zenimax is claiming it is confusing for players for developers and dogs and grandmothers.

    Like a previous poster stated, I have never ever, ever seen anyone post on the forum or say, ingame, anything about beeing even the slightest confused about Ultimate generation.

    If however ZENIMAX feel that Ultimate generation is too fast, then why for the love of god not just lower some generation numbers?

    Putting Ultimate, largely, on what seems to be an eggtimer is just beyond ridiculous.

    My two cents.
  • PBpsy
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    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.
    Edited by PBpsy on December 21, 2014 4:13AM
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  • olemanwinter
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    These developers are confused. They think that by removing the benefits and costs of different play styles, making them all equal, that people will naturally play a whole bunch of different ways. Except, instead people faced with every play style being 99% the same will ALL gravitate towards the single perk that they missed on a specific play style.

    Every patch of this game seems to remove more of the risk/reward that makes ADULT gaming fun.
  • Dagoth_Rac
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    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.
  • sagitter
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    On the other hand ,force using light or heavy attacks for generating ultimate, help to avoid the "permablocking while attacking". Let's see how it will be, this decision can be reversible.
    Edited by sagitter on December 21, 2014 4:28AM
  • Joy_Division
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    ZoS - please read the OP.

    We (mostly) liked your original intention of ultimate based on skillful play. Why stray from this design and TRY (you will fail) to put all of us, the skilled and the sucked, the same?

    I think I can speak for the entire community in that it was admirable that you wanted to make ultimate generation fair for tanks. This was needed. To do this, you are asking them to make a light attack? Huh? I understand that a decent tank SHOULD be able to squeeze in a light attack at some point every 8 seconds but that's the problem: the have to "squeeze" in something DPS and heals do naturally. And if you think the tank will generate as much ultimate as my Resto secondary weapon funnel health nightblade who uses carve, you really need to either reconsider this system or explain it to us better how ultimate is gained.
    - The better solution is to simply reward tanks ultimate for damage mitigation, number of enemies engaged, interrupts...you know, things a skillful tank would do and something that is commensurate with your original good idea.

    I think I can speak for most of us that ultimate general via healing out of combat was highly dubious. While I will miss prepping my ultimate, this step will better the game.

    I'm not sure the old system of tying critical hits to ultimate gain was the best, but surely you can devise something better than awarding the same amount of ultimate to someone who does 10000000 damage to 100000 enemies as someone who does 10 damage to 1 enemy. Somewhere the is a nice balance between the AoE spammer who, even if many people may dislike their style, nevertheless makes a legitimate contribution to a team's success and the single-target lock-down specialist who prefers to neutralize foes as opposed to merely damaging them. I ma paying you $15 a month to come up with this. Please go back to the drawing board.
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  • Lynx7386
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    Wouldnt it be simpler to just say "everyone gets 3 ultimate per second while in combat"?
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  • AshySamurai
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    Lynx7386 wrote: »
    Wouldnt it be simpler to just say "everyone gets 3 ultimate per second while in combat"?

    Simplier? Yes. More fun? No.
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  • Ommamar
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    I am reserving judgement on this until I can try it on the PTS. I agree that other activities should produce ultimate not just producing damage or healing someone who has produced damage. As pointed out it is unclear if the skill morphs I took specifically because they produced ultimate points still will or not. One thing to keep in mind is this isn't set in stone. My suggestion is wait until you can actually play it to gather data then make your decision on how it will work.
  • GrimMauKin
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    I've put a lot of work into creating a build that generates rapid ultimates (lot's Fighter's Guild passives, Siphoning passives that generate ulitmates from Soul Siphon); I also carryDeath Stroke which passively increases Ultimate charge on kills. It's hardly a disparity (in an unfair sense) if I've given up on other bonuses for a particular build.

    How is all this going to be affected by the new system; will they remain in place or am I going to be severely penalised?
    Edited by GrimMauKin on December 21, 2014 10:20AM
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  • Morvul
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    originally, ultimate was intended to be the reward for playing well (interupting, blocking, dodging, executing, exploiting weakness, etc).
    Somehow, that initial concept got perverted into ultimate basically beeing generated by crits (with a few other, minor sources).

    And now ZoS proposes to "fix" the crit dominated ultimate generation by basically giving us a static ultimate generation, no matter what we do?
    (everyone can and should get a light attack in every couple of seconds)

    I believe that is a really, really bad idea...
  • Faulgor
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    I really think smart play can be summed up as how much health you can maintain throughout a fight. Although I think blocking power attacks, interrupting, etc should be rewarded with ultimate generation, a good way to implement the general idea of gaining ultimate for skillful play is a basic generation in combat, which is diminished when you lose health. Let's say you gain 5/s at 100% health, 4/s at 80%, 3/s at 60%, 2/s at 40% and 1/s at 20%, none below that.
    This means a good tank will generate ultimate just for doing a good job, and a good healer will ensure the whole group generates their maximum ultimate.
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  • GrimMauKin
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    So is it just mouse click attacks that will generate Ultimate from now on or any form of combat (currently weapon skill attacks generate Ultimate)?
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  • Nihil
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    The new system should have a good effect on tanks that aren't always stuck behind block. This game has really made tanking easy where players didn't really have to learn the timing of attacks (all though the timing is messed up on a lot of attacks damage registering right at the beginning of animations). Coming from Tera as my last MMO, what they are doing is nothing that sounds that detrimental to tanks. Lancers in Tera had to learn when to block as they couldn't attack at the same time, people got to the point where they had block up for less then a second and then continued attacking. While this system isn't as smooth as Tera was, you can still learn when damage is being applied by enemies and time your attacks so you wont get hit by their attacks.

    While I do think there should still be builds that can focus on ultimate gain to be able to use them more frequently, the method they currently have really didn't promote "skill full" playing. The system promoted basically maximizing damage, and critical rate / status effects (burning)... This concept didn't add anything to the game other then allowing some builds to throw down ultimates extremely fast. Choosing the right passives ( champion passives too), armor sets, and skills should play a greater roll then tacking on ultimate gain on to what players will already be doing, as this will mean you are sacrificing something in order to gain increased ultimate use.
  • Carter_DC
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    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.
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  • Brasseurfb16_ESO
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    PBpsy 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 .

    I've heard it and I don't care if people are capable/willing to comprehend it or not. The current mechanics are far from difficult in this game, the difficulty level already has been reduced to almost nothing and promotes mindless AoE spam + block because of it. If people for once can't follow the very basics of a game they should loose or at least be handicaped for it.
    PBpsy wrote: »
    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.

    No, ultimate generation should be a matter of skill and not some mindless block spam like Siphoning builds are about. It's about balance, ultimates are not your bread and butter abilties, they are supposed to be powerfull and situational abilities turning the tide of a battle and are in no ways supposed to be used like they currently are.

    You say my system is bad, then why? Because people playing the game with every tools at their disposal to counter ennemies get rewarded? Does it got flaws that can be exploited, yes! Can those flaws be prevented with some good insight of the game mechanics, definitly yes!

    Edited by Brasseurfb16_ESO on December 21, 2014 10:56AM
  • bertenburnyb16_ESO
    bertenburnyb16_ESO
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    bump
    people need to know how they will be screwed
    Haze Ramoran Dunmer Dragonknight Tank/Dps – Smoked-Da-Herb Saxheel Templar Tank/Healer

    Red Diamond, Protect us 'til the end (EU EP Thorn)
  • tinythinker
    tinythinker
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    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 agree.


    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:
    • 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.
    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 would love to hear others feedback and encourage a discussion of the proposed upcoming changes.
    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.

    Edited by tinythinker on December 21, 2014 6:47PM
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  • olemanwinter
    olemanwinter
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    Carter_DC wrote: »
    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.

    Indeed. But these developers seem incapable of getting out of their own way. They overreact to everything.

    I almost feel like Zos developers are like a government without check and balances.

    Too much reactionary change too fast. They often solve problems that either don't exist or have already been mitigated by in-game evolution of play style and in the process create more problems.
  • Averya_Teira
    Averya_Teira
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    Usual problem when you fire all your good devs and are stuck with the inexpensive/inexperienced staff working on the code/fixing ''problems''
    Edited by Averya_Teira on December 21, 2014 8:04PM
  • Brasseurfb16_ESO
    Brasseurfb16_ESO
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    Dagoth_Rac 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...



  • tinythinker
    tinythinker
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    [T]he fact the concept of a light attack rotation every 8sec to generate ultimate is just wrong.
    :)

    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.
    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.

    Experienced, new, returner? Help keep ESO's community strong ᕙ༼ຈل͜ຈ༽ᕗ -- share what you love about the game, offer constructive feedback, and make friends.ʕ·ᴥ·ʔ

    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Who are you in Tamriel (whether it's just your character's attitude & style or a full backstory)? - Share your Character's Story! ◔ ⌣ ◔
    (And let us know 🔷What Kind of Roleplayer You Are🔷 - even if that only extends to choosing your race)


    . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

    Support Mudcrab Mode for ESO (\/)!_!(\/) - part joke, part serious, all glorious! You butter be ready for this
  • Draxys
    Draxys
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    Dagoth_Rac 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...



    we get it, you don't like competitive play, but that doesn't mean other people can't play that way, so let's stay on topic shall we?

    The current system just needs tweaking, not complete revamping. Tone down AoE ult gen, tone down crit generation if you really need to (I actually think it's fine as is), give some love to tanking ult generation, that's all we need.
    2013

    rip decibel
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