Ultimate Generation – Eric Wrobel
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.
Now whenever you attack, you will gain a buff that gives you 3 Ultimate per second for 3 seconds.
AshySamurai wrote: »Now whenever you attack, you will gain a buff that gives you 3 Ultimate per second for 3 seconds.
AFAIK it's 3 Ultimate per second for 8 seconds.
So about 1 min to regen 200 ultimate. A big buff to most of the unskilled players, a nerf to people who know how to play.
Thanks, but none of them are addressing the specific aspect of it that I did, which is that the number itself is too low. They seem to be just complaining about it in general or asking about other details.
So about 1 min to regen 200 ultimate. A big buff to most of the unskilled players, a nerf to people who know how to play.
I see it more as a huge nerf to ultimates all-around. As it stands, I could generate plenty of ultimate in a short period of time while fighting multiple enemies, mostly from Puncturing Sweep. This went a long way to helping make me capable of tanking because I could keep Empowering Sweep up for a greater amount of time.
I also used Empowering Sweep in PVP because I was almost guaranteed a chance to use it at least once in every encounter, providing decent burst damage and much needed damage reduction. With ultimate generation this low, a lot of my play style will be drastically changed, maybe to the point where I will switch from melee to ranged entirely.
Yes because Tanks in PvE are "unskilled" because we're lucky if we can drop ONE Ultimate per Boss fight. I can guarantee the change has NOTHING to do with unskilled players whining that they can't drop Ultimates as much as others do. The fact that some players can roll Ultimates continuously under the right circumstance while others (Tanks specifically) can hardly drop them at all is likely the reason for the change, and it's a good change. You might actually see AA/HR take 10 whole minutes instead of 9, the horror.Well my ult regen time is almost doubled so I feel ya.
But now only thing unskilled people have to do is auto attack to get their ults up so they'll feel like it's a major improvement since they'll get ults up faster which is why I say it's a buff to them and a nerf to good players. This is also going to screw up some PVE tactics where it was necessary to regen ultimate between two phases of a boss's attack.
Yes because Tanks in PvE are "unskilled" because we're lucky if we can drop ONE Ultimate per Boss fight. I can guarantee the change has NOTHING to do with unskilled players whining that they can't drop Ultimates as much as others do. The fact that some players can roll Ultimates continuously under the right circumstance while others (Tanks specifically) can hardly drop them at all is likely the reason for the change, and it's a good change. You might actually see AA/HR take 10 whole minutes instead of 9, the horror.Well my ult regen time is almost doubled so I feel ya.
But now only thing unskilled people have to do is auto attack to get their ults up so they'll feel like it's a major improvement since they'll get ults up faster which is why I say it's a buff to them and a nerf to good players. This is also going to screw up some PVE tactics where it was necessary to regen ultimate between two phases of a boss's attack.
Spawning impulse or even healing spring out of combat don't require much skill.So about 1 min to regen 200 ultimate. A big buff to most of the unskilled players, a nerf to people who know how to play.
So about 1 min to regen 200 ultimate. A big buff to most of the unskilled players, a nerf to people who know how to play.
Yes because Tanks in PvE are "unskilled" because we're lucky if we can drop ONE Ultimate per Boss fight. I can guarantee the change has NOTHING to do with unskilled players whining that they can't drop Ultimates as much as others do. The fact that some players can roll Ultimates continuously under the right circumstance while others (Tanks specifically) can hardly drop them at all is likely the reason for the change, and it's a good change. You might actually see AA/HR take 10 whole minutes instead of 9, the horror.Well my ult regen time is almost doubled so I feel ya.
But now only thing unskilled people have to do is auto attack to get their ults up so they'll feel like it's a major improvement since they'll get ults up faster which is why I say it's a buff to them and a nerf to good players. This is also going to screw up some PVE tactics where it was necessary to regen ultimate between two phases of a boss's attack.
Spawning impulse or even healing spring out of combat don't require much skill.So about 1 min to regen 200 ultimate. A big buff to most of the unskilled players, a nerf to people who know how to play.
Yes AoE is the fastest way to gain ultimate, single target hardly generate it.
This probably depend on class but still.
So about 1 min to regen 200 ultimate. A big buff to most of the unskilled players, a nerf to people who know how to play.
This is true, but considering the huge gap between good and bad players at the moment, this is a plus point for me. In the end good players will still be better, but worse players will have an easier time against better players. So it will be more of a challenge to stay at the top, which is a welcome change for me.
About the ultimate generation itself, I think it's hard to tell without testing it, but I wouldn't mind cutting it down to 40s from 1min (for 200 ult).
The healing spring is nice especially if you wiped on boss and has to do him again with no adds to charge up on. Impulse is just one AoE effect who generate ultimate fast.I never use HEaling SPrings to regen ult out of combatSpawning impulse or even healing spring out of combat don't require much skill.So about 1 min to regen 200 ultimate. A big buff to most of the unskilled players, a nerf to people who know how to play.
Yes AoE is the fastest way to gain ultimate, single target hardly generate it.
This probably depend on class but still.don't need that to pull DPS, same for impulse, during a boss fight when u're single target DPSing, impulse won't help you
So about 1 min to regen 200 ultimate. A big buff to most of the unskilled players, a nerf to people who know how to play.
This is true, but considering the huge gap between good and bad players at the moment, this is a plus point for me. In the end good players will still be better, but worse players will have an easier time against better players. So it will be more of a challenge to stay at the top, which is a welcome change for me.
About the ultimate generation itself, I think it's hard to tell without testing it, but I wouldn't mind cutting it down to 40s from 1min (for 200 ult).
40s would pretty much be what I got with my single target DPS build. So I'd be fine with it.
Regarding staying on top, it will all be about finding out the best CP spending to pull the most DPS, which we will do, despite of the fact the system is supposed to bring "diversity"
And what duration is this long fight where you can drop 3 Ultimates? After the change PvE tanks will be able to drop an Ultimate roughly once per minute while on a single Boss, a HUGE improvement. I don't consider anything < 5 minutes to be a "long fight" and after 1.6 even a 5 minute fight will see Tanks dropping 4-6 Ultimates.My pve tank can drop 3 ults on a long fight.
And what duration is this long fight where you can drop 3 Ultimates? After the change PvE tanks will be able to drop an Ultimate roughly once per minute while on a single Boss, a HUGE improvement. I don't consider anything < 5 minutes to be a "long fight" and after 1.6 even a 5 minute fight will see Tanks dropping 4-6 Ultimates.My pve tank can drop 3 ults on a long fight.
prototypefb wrote: »
prototypefb wrote: »
Sorry, but you have mistaken me for a mindless Cyrodiil zerg monkey. I don't PvP. I use ultimate-reducing armor/weapon sets in conjunction with Devouring Swarm in PvE. So the ultimate gain changes won't affect me very much at all.