I think the new ultimate generation system by ZOS that will be implemented in 1.6 is lame and stupid, because it has zero logic and seems like an easy cop-out. It also doesn't reward "skillful" play as in for example: dodging when needing to dodge, blocking power attacks from boss, interrupting that annoying healer, blocking that shield charging mob or whatever else that requires thought or reaction. It’s just: Use l/h attack and you’re done… I think there are changes that can be made to balance it out across players, while also making it a more rewarding system for people who play the game to the fullest. And I do think that a change is needed, because the current system is not ideal as well as we all know.
In this thread, I’d love to gather suggestions from people who think likewise so we might inspire ZOS to come up with something more creative in the future. My idea is described below.
I tried coming up with something else that I would personally rather see. I’m not saying this idea is perfect and the “must have”, but I just wanted to come up with an idea that is more in the direction that I want it to go. To makes this direction more clear I will try to bring it into more detail below.
My basic idea
So what it comes down to is the following. Instead of having just the ultimate generation over time that ZOS is aiming for in the upcoming 1.6 patch, I would like ZOS to expand on that by rewarding players for thinking, being aware, reacting and using the games mechanics in a way that it helps them and their group survive and do better. Therefore I have put together a list of things that will generate a set amount of ultimate points over time, and another list of things that will generate a set amount of ultimate points instantly. I have tried to keep this evenly attractive and useful for the different roles.
What will specifically generate ultimate points?
There’s a couple of things I think will be fair to categorize under “ultimate generating aspects”. This is varied across aspects of play for healers, tanks and dps. Please note that the ultimate generation enhancing passives and morphs on skills would remain as is and continue to function.
This will generate a set amount ultimate over time:
- Doing damage
- Healing
- Blocking damage
To make sure ultimate generation is not too hard and not too situational, there would be a flat amount of ultimate added over time by simply doing damage, healing, or blocking damage. These will not stack. I’d rather have this generation over time be triggered by any damage, instead of just l/h attacks, to prevent it from becoming tedious. The amount would also be the same for single target and AoE situations. For healing this would be restricted to combat only situations, so pre combat ultimate generation is out of the question. I also added blocking to the list, because in some situations a tank has to use block for a longer period of time. This will be expanded upon below in different aspects that will individually grant a set amount of ultimate points to the player instantly, on top of the over time ultimate generation.
This will generate a set amount of ultimate points instantly:
- Interrupting
- Blocking power attacks
- Blocking shield charges by mobs
- Dodging out of AoE effects, power attacks or charges
- Exploiting stunned/incapacitated enemies
- Using CC
- Using group synergies
- Healing low health targets, below 25%
- Cleansing allies
- Resurrecting allies
- Redirecting damage, using the new guard ability
- Using sneak attacks
- Killing enemies
So, all of the above will be available to players, to generate a set amount of ultimate points each time they do one of these things. These would be the situational extras to the ultimate generation over time, described above. These things would encourage players to use the games mechanics in a meaningful way. I wouldn’t know how many points would need to be granted to be honest. This aspect of balance will come down to math calculations. I’m sure ZOS would be able to figure this out, right .... right? Please notice that in the above there will be some things for each role specifically, and some things every role will use.
Conclusion
This list could be expanded or reduced, based upon what is balanced or not. The most important thing for me is that ultimate generation makes sense and that it rewards playing the game and using its actual mechanics. I’m directing towards something similar as the Finesse System ZOS had pre-launch. Something I was really excited about.
Edited by Koensol on December 31, 2014 2:43PM