jjf42001_ESO wrote: »I think I have never agreed more with a post on this forum since I registered.
What ZOS proposed was uncalled for and such a major change that it is almost impossible to fathom how this game will look when they launch 1.6.In end game pve the amount of systems and content they have to balance around this change is massive. I do not expect that the game will be playable at launch in places like Vet dungeons and trials.
I know how it will look. We'll see a whole lot less continuous Batswarm and Veil of Blades Spamming Impulse groups. I can't fathom how this would be considered a bad thing except from those pretty much entrenched in Impulse Spam Bat Swarming Blob running combat...shrug. Go ZoS!
Those Impulse groups will be able to hit n run but they won't have the sustainability they have now. That's a good thing in my book.
yea doesnt mess with pve solo builds at alll...................
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
MADshadowman wrote: »Haven't read most of the comments, cause there are too many now, but one thing i'd like to know is:
What if you have a toon that has 2 melee weapons on both bars, let's say sword and board + 2 handed, that has to attack a ranged target with class skills, cause he can't get close enough to the target to use light attacks? Does that mean this toon will not generate any ultimate in this situation?
https://www.youtube.com/watch?v=74RNVpzXbA8Mjollnir_NL wrote: »I almost have no problema with how it works now. Just 1 thing. When i tank it is very difficult to get a ultimate. Because i just keep the boss bussy and save as much resources to taunt, shield, bash and slash. Would be nice to get a little more ultimate when doing that. But i could be doing it wrong.
nukeemstudiosub17_ESO wrote: »I love how everyone thinks Nightblades tanks have no skill.
First thing, its not a one button spam fest.
Unlike EVERY other class a NB has NO personal shielding In the class skill trees.
They have to rely on a good variety of skills to be able to do what they do.
When fighting a large group, most of my time is spent casting shields and trying to survive. I assume most of the time for a DK is spent trying to just survive.
Its a far cry from being a one button pulse spammer.
As Spangla said," All this change will do is cause them to die in a more boring, linear playstation 1 type combat style way."
"Noobs think they die because of these "op" people who batspam - they think this change will stop them dieing.
It wont - they die because they are bad..."
LOL!!
So much flame about the ultimate generation ... atm its an abuse of ultimates. I think this is the best change iv seen so far. 1.6 finally will people consider and use ultimates in good or worse situations not abusing them.
Ex:
Vamps - Perma spam bats
DK - Flag's
You will do it when it counts, how in the hell can that be bad change?
You will do it when it counts, how in the hell can that be bad change?
please listen. The idea that the current system is too complicated is kind of insulting honestly. This new proposed system is so carebare and game altering I can't understand it. Why not just curb out of combat healing ulti gain ?
https://www.youtube.com/watch?v=74RNVpzXbA8
Watch from 43 min 45s and after having seen it, come back and tell us if you have confidence in these people.
It was disappointing to me
It shows how little they knew about their own skills in the game and the synergies of them. They can not have had a skill module/ map where they can see the effects of different synergies and balance it or anything like that. (for example, 59:50 shows that, 1h29min ~20s shows it even more, why did it take this long time for them to figure that out? )
I'm guessing they're dumbing it down for console players, because if it's not a gun or a car they won't really know what it's for and how to use it o.O
Seriously though I don't like this change much myself, there's absolutely nothing wrong with the way ulti generation works right now and I'm a bit baffled as to why they'd bother introducing gear that boosts ulti generation in update 5 only to have to rewrite the properties for update 6.
AoC was dead quicker as the mass of player were used to higher standarts at that time, TESO released at that time would have been allready dead as AoC,I never thought I'd see a company kill their game faster than Funsoft killed Age of Conan, but this could be it!
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
The butthurt from block casters, zerg balls, and people who refuse to weave in this thread is astounding. I like the ultimate change. In fact I think they should buff weapon enchants to further encourage their use, and punish those propped up by holding block.
jjf42001_ESO wrote: »I think I have never agreed more with a post on this forum since I registered.
What ZOS proposed was uncalled for and such a major change that it is almost impossible to fathom how this game will look when they launch 1.6.In end game pve the amount of systems and content they have to balance around this change is massive. I do not expect that the game will be playable at launch in places like Vet dungeons and trials.
I know how it will look. We'll see a whole lot less continuous Batswarm and Veil of Blades Spamming Impulse groups. I can't fathom how this would be considered a bad thing except from those pretty much entrenched in Impulse Spam Bat Swarming Blob running combat...shrug. Go ZoS!
Those Impulse groups will be able to hit n run but they won't have the sustainability they have now. That's a good thing in my book.
yea doesnt mess with pve solo builds at alll...................
only for NBs and DKs - Sorcs and Temps lack the ulti gain by design (amount of dots/additional ulti build per target hit) and morso use- and powerfull ultis.
ChannelTribes wrote: »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.
You will do it when it counts, how in the hell can that be bad change?
Because at the moment someone with a more effective build or play style or skill get's it a lot quicker... when the change comes in everyone will get it the same time regardless of playstyle or skill they just need to remember to do a light attack once in a while.
Though to point out there's nothing wrong with it... if they implemented this at the start and we didn't have the original ult regeneration we wouldn't of minded. (Ignorance is bliss right?)... but now we are accustomed how this game plays but this totally changes how the game is played and that's what people don't like.
PvE is part of the game, you know. There are legitimate complaints. Sure, it may mean PVP players will have to adapt, but doesn't imply in any way that PvE balance should be sacrificed.Another PVPer that thinks that all the game systems should be balanced around the fact that they couldn't get out of the way of the huge AoE spamming zerg.Awesome
PvP is part of the game, you know. There are legitimate complaints. Sure, it may mean PvE players will have to adapt, but doesn't imply in any way that PvE balance should be sacrificed.
AshySamurai wrote: »
Yeah that's good and bad at the same time. Ignorance would've been bliss if they had it work like that from the start but this changes a lot about the game we already know and play at the moment.
It's a nerf more to DKs than to any of the others as well (DKs heavily rely on it for resource sustain). Though some will love this extra hit to DKs. Interesting to see what DKs will have left after the patchThink a lot of them will go stam with the buffs to medium armor/stam.
Guess we can finally moan about the other classes semi OP skills haha