nerevarine1138 wrote: »Maybe at least wait until the PTS goes live to find flaws?
I understand your concerns about this. Still I would wait it out. Perhaps there will be other new ways to gain ult like new morphs from skills and Passives in the champion system.
Or maybe the light and heavy atks will generate more then they do at this time.
You'll find in the Tamriel Foundry forums a community that enjoys having an open dialogue about such things... Even changes that are not even known to be slated for ESO yet we love to discuss.
We can of course do the same in these forums, but just with a much larger number of grumps you've to ignore.
More obvious... You don't need anyone's approval on the validity or timing of a topic.
onlinegamer1 wrote: »
onlinegamer1 wrote: »This is 100% a L2P issue.
onlinegamer1 wrote: »
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"
Hmm just curious if the following might work:
Player A makes light attack and gets the buff for Ultimate generation
Player B heals Player A - thus he gets it, too.
After that Player A heals B and B heals A and so forth - they never need to face anyone to generate Ultimate.
And now Player A walks into a Zergball which all heal him and everyone gets the buff and heal each other to always renew it.
Do I get something wrong or will this work different than what I describe above??
Just curious...
onlinegamer1 wrote: »Ultimate will change so that a Light or Heavy attack will give you a buff for 8 seconds which grants you a flat amount of Ultimate per second. Also, healing someone with this buff who has at least attacked recently will grant the healer the same buff.
Flaw:
1. PvP: Sieging in PvP will no longer occur. Why? Because using Siege is not a light or heavy attack, and therefore will not generate any Ultimate. Players will "let the other guys siege, I will stand near the wall and fire off light/heavy attacks to build Ultimate so that when the wall falls, I can rush in (or defend the breach) with my Ultimate ready."
2. PvE: Tanks or other agro-generating players can no longer effectively serve in their role if they have to weave in attacks that involve dropping Block. It will lead to more wipes and high-end content becoming harder for all but the really elite players to complete.
Fixes:
PvP: Change the buff from being granted only by Light/Heavy attacks, to instead being granted on "any attack which damages a player or structure."
This means Ultimate will NOT be generated by buffs, random heals (ones that don't qualify to obtain the buff via healing), random AoEs or Siege in an empty field against no one, or by killing Monsters or NPC Guards (<-- this is big). You only gain ultimate if any attack (which includes firing a Siege or Oil) damages a PLAYER or Structure. And of course, change the healing qualification to "heal someone with that buff who recently damaged a player or structure."
This allows players to continue to PvP naturally, either dealing damage, sieging or healing without having to arbitrarily hop off siege weapons to run moronically up to the wall to light/heavy attack someone, then run back to their siege, etc. I.E. it will not disrupt normal PvP gameplay.
PvE: Change the buff from being granted only by Light/Heavy attacks, to instead being granted on "any attack which damages a monster."
This means Ultimate will NOT be generated by buffs, random heals (ones that don't qualify to obtain the buff via healing), or random AoEs against nothing. You only gain ultimate if any attack damages a Monster. And of course, change the healing qualification to "heal someone with that buff who recently damaged a monster."
This means tanks can continue to use damaging AoEs and other taunting attacks while blocking to stay alive (since they are gaining the agro and getting pounded.)
badmojo0777b14_ESO wrote: »1 if im using a siege engine, generating ultimate is the last of my worries
2 no good tank holds block down constantly
3 its an mmo, always evolving, lets see how it works before complaining, if it doesn't work, by all means, ill bring the cheese
onlinegamer1 wrote: »badmojo0777b14_ESO wrote: »1 if im using a siege engine, generating ultimate is the last of my worries
2 no good tank holds block down constantly
3 its an mmo, always evolving, lets see how it works before complaining, if it doesn't work, by all means, ill bring the cheese
As I said earlier, some of us are super smart and experienced in software design, and we don't have to "Wait" to know this is a bad design.
I personally got ZoS to change the 30 CP reward to 70 CPs with another thread of mine. I intend to influence them again with this one.
onlinegamer1 wrote: »Flaw:
1. PvP: Sieging in PvP will no longer occur. Why? Because using Siege is not a light or heavy attack, and therefore will not generate any Ultimate. Players will "let the other guys siege, I will stand near the wall and fire off light/heavy attacks to build Ultimate so that when the wall falls, I can rush in (or defend the breach) with my Ultimate ready."
2. PvE: Tanks or other agro-generating players can no longer effectively serve in their role if they have to weave in attacks that involve dropping Block. It will lead to more wipes and high-end content becoming harder for all but the really elite players to complete.
onlinegamer1 wrote: »badmojo0777b14_ESO wrote: »1 if im using a siege engine, generating ultimate is the last of my worries
2 no good tank holds block down constantly
3 its an mmo, always evolving, lets see how it works before complaining, if it doesn't work, by all means, ill bring the cheese
As I said earlier, some of us are super smart and experienced in software design, and we don't have to "Wait" to know this is a bad design.
I personally got ZoS to change the 30 CP reward to 70 CPs with another thread of mine. I intend to influence them again with this one.
What makes it a "bad" design, though? Nothing that you listed in your OP is an actual issue.
It just changes Ultimate generation into an extremely slight risk vs reward situation, instead of simply guaranteed whenever you are in combat.
I don't see that as a flaw, just different than the current system which you are obviously used to and don't want to see go.
Things you dislike =/= bad design.
onlinegamer1 wrote: »badmojo0777b14_ESO wrote: »1 if im using a siege engine, generating ultimate is the last of my worries
2 no good tank holds block down constantly
3 its an mmo, always evolving, lets see how it works before complaining, if it doesn't work, by all means, ill bring the cheese
As I said earlier, some of us are super smart and experienced in software design, and we don't have to "Wait" to know this is a bad design.
I personally got ZoS to change the 30 CP reward to 70 CPs with another thread of mine. I intend to influence them again with this one.
onlinegamer1 wrote: »The OP clearly states why the design is bad. I can summarize again for you:
onlinegamer1 wrote: »PvP: It makes sieging (both offense and defense) an unliked job, because you aren't generating any ultimate, and encourages players to do stupid things like get off siege, run to the wall, light attack, then go back to their siege.
onlinegamer1 wrote: »PvE: There are times in an 8 second period where a tank has to keep block up or die. Even as long as 10-15 seconds straight. This means they are losing the Ultimate Buff for a bit just to do their job. The tank is the one player you WANT to be dropping ultimates. So, again, this just makes no sense and makes things arbitrarily harder.
onlinegamer1 wrote: »For either PvP or PvE: the intent of the change is to prevent Ultimate Gain spikes thru wierd combinations of abilities and gear, resulting in overuse of ultimates. The buff idea is that ultimate gain is normalized, not spikey. So long as the implementation achieves that goal, then ZoS has no reason to put forth a design which has flaws (light/heavy attacks only) vs one that does not have them (any damaging attack).