Most of you that watched ESO live probably know that ultimate is changing in 1.6. For those of you that don't know here is what is changing.
• You now only gain ultimate from doing light attacks, you will gain 3 ultimate per second over 8 seconds then you will have to reapply the light attack to continue to gain ultimate. People that heal another player that did an auto attack recently will also gain 3 ultimate every second for 8 seconds. These do not stack.
•Skills like carve or the NBs passive that generate ultimate will not provide a buff instead of giving you ultimate. Here is an example (not confirmed numbers) Activating carve increases the ultimate you gain over 8 seconds. Does not stack with other passives.
•Passives like combat frenzy or the werewolf passive will be changed to make sure players don't take advantage of the new ultimate system.
•**No comment was made on sets but it can be inferred that things like blood spawn or the werewolf set will change.**
*IF YOU'RE WONDERING WHERE I GOT SOME OF THIS INFORMATION: It is from ESO live and some of it is from Erlexx who is a member of entropy rising and he mentioned several of these changed and answered questions about it this morning*
Why these changes are a bad idea:
•It makes combat and ultimate almost like a CHORE you have to use light attacks every 8 seconds to continue to gain ultimate and you acquire it over a long period of time. Gaining ultimate should be an incentive not a chore.
•Most players that want to be competetive in groups will be FORCED to use a healing skill to make sure they accumulate ultimate as fast as they can.
•I don't ever recall players crying on the forums about the ultimate generation system, so why change it?
•It promotes and helps bad builds. It makes it so players don't have to focus on AoE based builds and every one pretty much gets the same ultimate. ZOS is adjusting the AoE caps, but the main point of AoEs were to generate ultimate at least that's how my build was based unless they were a glass cannon AoE DPS.
•It will hit werewolf really hard... (EDIT)
ZOS claimed on ESO live that ultimate mechanics are to complicated in the current state (I say LOL to that) here's what I know about how ultimate works.
“any” critical hit/heal/dot tick (no matter what dmg/heal amount) = 1 Ultimate
“any” damage/heal greater than 1% and lower than 5% of target’s max. HP = 1 Ultimate
“any” additional 4% of damage dealt, after the first 1% = 1 additional Ultimate
“any” additional 6% of healing done, after the first 1% = 1 additional Ultimate
Ultimate skills, can not generate Ultimate points, not even with critical hits
Proposed Idea:
•Since AoE caps are being removed to some degree I think it would be nice to see ultimate have a factor in AoE caps as it should. New AoE cap information:
The cap is being raised from 6 to 60.
The first 6 targets will receive 100% damage.
The next 24 targets will receive 50% damage.
The final 30 targets will receive 25% damage.
•Why doesn't ZOS just make it so the next 24 targets give you 50% less ultimate? The next 30 targets give you 75% less ultimate on AoE damage?
•ZOS claimed this change was mainly being added in to make it so tanks can be viable and have a better way of generating ultimate (I think that's BS since I run dailies and see tons of WW+Blood Spawn tanks). They should focus on adding a heavy armor passive to help tanks in 7/7 Heavy gain X ultimate for every time they are damaged.
•OR maybe ZOS could make it so the light attack buff stacks..
Please feel free to discuss.
Edited by SRIBES on December 24, 2014 6:11AM