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Feedback on 1.6: problem with new Ultimate generation (@ZOS)

onlinegamer1
onlinegamer1
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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.)
Edited by onlinegamer1 on January 15, 2015 2:02PM
  • nerevarine1138
    nerevarine1138
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    Maybe at least wait until the PTS goes live to find flaws?
    ----
    Murray?
  • onlinegamer1
    onlinegamer1
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    Maybe at least wait until the PTS goes live to find flaws?

    Some of us are smart enough to find flaws earlier. :)
  • pronkg
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    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.

  • onlinegamer1
    onlinegamer1
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    pronkg wrote: »
    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.

    None of those would address the actual flaws I posted in the OP, though.
  • pronkg
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    You mean it doesn't fit your current style of gameplay
  • onlinegamer1
    onlinegamer1
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    pronkg wrote: »
    You mean it doesn't fit your current style of gameplay

    No, I mean it doesn't address the flaws in the OP. Since, you know, that's what I wrote.
  • Leeric
    Leeric
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    Just a thought, when has waiting it out with ZOS ever turned into a positive experience?
    Never or very few times in my experience.
  • onlinegamer1
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    Leeric wrote: »
    Just a thought, when has waiting it out with ZOS ever turned into a positive experience?
    Never or very few times in my experience.

    QFT.

    Good thing we waited for PTS for those 30 CPs.... oh wait.
  • Sacadon
    Sacadon
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    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. :)
    Edited by Sacadon on January 15, 2015 2:01PM
  • onlinegamer1
    onlinegamer1
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    Sacadon wrote: »
    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. :)

    I post there. :)

    But I feel ZoS has more visibility here.
  • Varicite
    Varicite
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    "I want to continue block-casting and not be bothered w/ having to cancel a light attack once every 8 seconds."

    At least try to be a bit more subtle in your agenda next time.
  • SRIBES
    SRIBES
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    ROFL we already have like 5 other threads on this....
  • onlinegamer1
    onlinegamer1
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    Varicite wrote: »
    "I want to continue block-casting and not be bothered w/ having to cancel a light attack once every 8 seconds."

    At least try to be a bit more subtle in your agenda next time.

    So, you admit you can't address the issues presented in the OP.

    Got it. Thanks for the thread bump.
  • Varicite
    Varicite
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    Varicite wrote: »
    "I want to continue block-casting and not be bothered w/ having to cancel a light attack once every 8 seconds."

    At least try to be a bit more subtle in your agenda next time.

    So, you admit you can't address the issues presented in the OP.

    Got it. Thanks for the thread bump.

    There aren't any issues to address, this is just the usual forum Chicken Little doomsaying that occurs when things that people like are changed. Anybody w/ even a thread of sense knows that won't be the case.

    Heck, you can simulate exactly what it would be like in-game right now, and it's honestly not that hard to animation-cancel 1 light attack, especially since you're just going back into a block after it.

    lol, "tanks won't be able to tank, everyone in PvP will die instantly, etc etc". Instead of trying to impress this laughable doom-and-gloom situation that you've concocted, why not simply tell it like it is?

    You like block-casting, you enjoy the mechanic, and you don't want it to be changed?

    Or, if there is an issue here at all, I suppose I could simply quote your stance on people who dislike block-casting in general instead:
    This is 100% a L2P issue.
  • Spangla
    Spangla
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    *Light attack, lean back in chair, yawn, look around - Earn same ultimate as someone in the thick of a fight......

    This is the kind of logic that makes people run into bat swarms and complain about it on forums and get a perfectly good system changed for a worse one.
  • Tankqull
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    pronkg wrote: »
    You mean it doesn't fit your current style of gameplay

    No, I mean it doesn't address the flaws in the OP. Since, you know, that's what I wrote.

    he´s obviously not knowing what is allready announced so discussing with him is like discussing with a 6 month old bearly able to speak baby about rocket science...
    Edited by Tankqull on January 15, 2015 2:27PM
    spelling and grammar errors are free to be abused

    Sallington wrote: »
    Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"


  • DoenerDK
    DoenerDK
    Soul Shriven
    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
    onlinegamer1
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    DoenerDK wrote: »
    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...

    Will not work. The "heal" requirement is that you heal someone who has attacked recently. Therefore, your scenario is planned for and will not work.

    However, there is no reason to limit the buff to light/heavy attacks. It should be granted on any attack or siege weapon which damages a player or structure.
  • LtCrunch
    LtCrunch
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    As a tank since early access I can tell you the whole having to drop block every 8 seconds is not an issue at all. If you're holding block indefinitely as a tank you're doing something very wrong.
    NerdSauce Gaming
    Laughs-At-Wounds - Sap tanking since 03/30/14
    ßrandalf - Light armor tanking since 03/03/15
    Brandalf Beer-Belly - Tanking drunk since 12/30/16


  • BBSooner
    BBSooner
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    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.)

    I was under the assumption any action taken towards combat (any form of damage to an enemy or healing to an ally engaging an enemy) would reward the ultimate generation buff. If that's not the case then the suggestions by the OP are a step in the right direction, imo.
    Edited by BBSooner on January 15, 2015 3:38PM
  • badmojo0777b14_ESO
    badmojo0777b14_ESO
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    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
    onlinegamer1
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    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.
  • Kraven
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    This is the first reasonable suggestion I've seen. I'm actually a fan of changing the Ultimate gain, as it stands they were never meant to be spammed allowing for one person to have 3 banners up at one time.

    I actually like this idea more so than any others I've seen.
    V14 - IMPERIAL NIGHTBLADE - DPS/TANK
    V13 - BRETON SORCERER - HEALS/DPS
    V2 - REDGUARD DRAGONKNIGHT - MELEE DPS
    V1 - BRETON TEMPLAR - TANK/DPS

    to be continued... Nevermind, no longer "to be continued"
  • Varicite
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    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.
    Edited by Varicite on January 15, 2015 3:52PM
  • Wolfsspinne
    Wolfsspinne
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    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.

    1. Where is the flaw in people doing PvP instead of shooting catapults?!

    2. PvE content will be balanced on however bad players are...
  • onlinegamer1
    onlinegamer1
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    Varicite 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.

    The OP clearly states why the design is bad. I can summarize again for you:

    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.

    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.

    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).
  • Lorkhan
    Lorkhan
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    this post again? persevering...
  • Gorthax
    Gorthax
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    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.

    ok mr software designer (twirls finger) out of ALL the flaws in this game (design wise) THIS is the one you want to qq about? Having to attack ONCE every 8 seconds? You must really like permablockcasting and never having to use light attacks or heavy attacks. Hell I dont even think most of this games population knows what a light attack or heavy attack is since everyone just spams skills lol

    I love this design for the new ulti gen. No more spammy mc spam spam of ultis as if they were another skill, you want to use melee?!?!?!? GUESS WHAT! you actually have to use a light or heavy attack in pvp! OH NO!!!!!!!!!!
  • kieso
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    reported for spam.
  • Varicite
    Varicite
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    The OP clearly states why the design is bad. I can summarize again for you:

    Okay, for starters, continually touting "look at the OP" doesn't tell me anything, as I have just as clearly disagreed w/ your assessment of the situation in the OP.

    So let's break this down a bit (warning, this is prolly gonna be long):
    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.

    Players who are using siege weapons in PvP are generally doing it for reasons outside of Ultimate gain. Most of the time, the benefit of well-utilized siege equipment far outweighs the temporary loss of Ult gain.

    Are there selfish players who would rather fight on foot than use siege? Of course, they already exist currently on live. On the flipside, there are also players currently on live (like me) who are fielding siege to help their faction in battle and will continue to do so.

    Post Ult gain changes, both types of players will still continue to exist. This seems like a wash.

    In any case, I imagine for most players, they'll just build siege equipment after they've already gained Ult and the problem you've described is now entirely circumvented.
    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.

    Have you tanked in PvE often? What is your Ult gain currently like as a tank? Are you generating more or less than the proposed change on live?

    I ask these questions because, in my limited experience, Ult gain is currently an abysmal affair and the 1.6 changes to the system sound absolutely awesome to me. I don't hold my block button constantly, I generally only try to block the things that are necessary, or dodge-roll out of heavy hits.

    Post 1.6, even if I let the Ult gain buff drop off for 1-3 seconds (unlikely, but there are times that you need to block), I will STILL be receiving a great deal MORE Ult than I currently do on live in the same time period.

    That's not even taking into account the fact that as you learn fights and mechanics, you will be able to time your cancelled light attacks to land when it's safer to do so, adding not only more Ult than I get on live currently, but also adding a much-needed skill component to generating Ult as a tank.

    This seems like a win.
    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).

    What you've described is only a single aspect of why this change is being implemented.

    I touched on another aspect above, which is the fact that tanks generate Ult extremely slowly compared to the other roles, and as you have freely stated: "The tank is the one player you WANT to be dropping ultimates." The change benefits tanks FAR more than it hinders them.

    Another aspect is simply to bring builds that don't rely quite so heavily on crit and AoE + heals + DoTs into increased viability by both curbing spike Ult gain (as you mentioned) and increasing Ult gain for builds that did not rely increasingly on the current Ult gain gimmicks.

    Increased build variety is also a win, imo.

    So, sorry for the novel, but I firmly disagree w/ the points you've put forward in your OP and your other posts in this thread (which mostly just said to re-read the OP that I already disagreed w/, lol), and you're really not bringing much else to the table than repeating the same misguided logic like a broken record.

    If you've got more than what the OP says, I'd love to hear it, because so far it doesn't really seem like you've got anything more than a thinly veiled argument to keep block-casting just the way it is right now on live.

    Edited by Varicite on January 15, 2015 4:27PM
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