[*] Adjusted how Ultimate generation is gained to make it more even across different classes and builds:
- When you damage an enemy with a light or heavy attack, you will receive a buff that grants three Ultimate per second for eight seconds.
- This buff is refreshed with each light or heavy attack.
- If you heal an ally that has the Ultimate gain buff, you will also receive the Ultimate gain buff for eight seconds.
- This only works if the ally being healed was not at full health prior to the heal.
- Abilities that previously gave Ultimate will now provide the Minor Heroism buff that will give you additional Ultimate over time.
jaygraeb14a_ESO wrote: »I think its an absolutely BRILLIANT change. This causes people to DROP their stupid 100% shield block and actually have holes in their defense.
Good job Zen! Keep it up.
jaygraeb14a_ESO wrote: »I think its an absolutely BRILLIANT change. This causes people to DROP their stupid 100% shield block and actually have holes in their defense.
Good job Zen! Keep it up.
The ultimate change is good for tanks and healers (at least healers that didnt abuse out of combat healing to gain ultimate), and bad for damage dealers. I'm of the opinion, especially since I primarily play as a tank, that the change is good.
However, I'm also disappointed that they chose to go this route with the change rather than keeping it "skill based". Ultimates were always supposed to be something that more skillful players got to use more often (now, dont confuse this with the current situation we have, which has nothing to do with skill and everything to do with damage and area damage output), and instead of keeping the focus on that they're making it easy for everyone to use ultimates, and simply putting an artificial cooldown on them (despite the claim that this game would never have cooldowns, lol at that).
They should've just seperated ultimate gain from damage entirely and instead significantly increase the ultimate gain from dodging, blocking, interrupting spells, healing allies, or specific abilities that were designed to generate ultimate.
jaygraeb14a_ESO wrote: »I think its an absolutely BRILLIANT change. This causes people to DROP their stupid 100% shield block and actually have holes in their defense.
Good job Zen! Keep it up.
has it made a big difference to the feel of the game on PTS? I'm not a great user of Ulti outside of pvp so it's not something I'd really notice
Joy_Division wrote: »I can make a light attack then put down my mouse, eat a hamburger for 8 seconds
Emma_Eunjung wrote: »has it made a big difference to the feel of the game on PTS? I'm not a great user of Ulti outside of pvp so it's not something I'd really notice
Yes, it definitely makes a difference. If you drop a Negate on one pack of mobs and kill them in 30 seconds, you won't have a another Negate ready for the next mob... and there's NOTHING you can do about it!
If you havent tested this on PTS then dont QQ. It is actually really good change! The pvp side of it also seen great performance increase. I have no problems dropping my ultis at a normal rate/slightly above normal. It is a perfect change and the only people I ever see crying about it are people who made their builds revolve around spamming their ultimate. So you cant drop 5-7 SoM before the original went away.......who cares lol
The entire game just feels way different now in such a good way!
nerevarine1138 wrote: »Emma_Eunjung wrote: »has it made a big difference to the feel of the game on PTS? I'm not a great user of Ulti outside of pvp so it's not something I'd really notice
Yes, it definitely makes a difference. If you drop a Negate on one pack of mobs and kill them in 30 seconds, you won't have a another Negate ready for the next mob... and there's NOTHING you can do about it!
Well, it's an ultimate ability. It was supposed to feel special, and it certainly doesn't feel all that special when I can use my Veil on every other group of enemies.
You are not forced into using bow or resto staff for ultimate gain PVP. Melee stamina builds are doing very well and if you managed to sneak attack someone you can open up with a very solid hit that starts your ultimate generation. Even then nothing is sayin you have to start the fight with an ability to gen ultimate. It adds a little more strategy to any given fight which is good.
Also, it does not take 5 mins to generate ultimate. Less hyperbolic statements would prove a point better.
GothicPython wrote: »You are not forced into using bow or resto staff for ultimate gain PVP. Melee stamina builds are doing very well and if you managed to sneak attack someone you can open up with a very solid hit that starts your ultimate generation. Even then nothing is sayin you have to start the fight with an ability to gen ultimate. It adds a little more strategy to any given fight which is good.
Also, it does not take 5 mins to generate ultimate. Less hyperbolic statements would prove a point better.
I'm sure you will see a lot more bows and resto staffs once this goes live, because they will have the advantage of being able to gain ultimate at range and healing people who just got the buff from being at range...that's just how these things end up working out.
And it's not necessarily a hyperbolic statement. Assume your using Standard of Might, which just received an ultimate cost increasing bringing to 250. Now if you have perfect timing on your light attacks, it would take you 83.333 seconds (which is just shy of 1.5 minutes) to fully charge your ultimate. In the majority of the game, you will never fill your ultimate that quickly. So, you then need to factor in the time that exists in-between conflicts. Which will easily start to increase the amount of time It will take to fill your ultimate. For high costs ultimates's, a cooldown of 4-5minutes will be pretty common (primarily while questing).
Alphashado wrote: »I want to use a light/heavy when it feels natural or practical. I do not want to do it as an opener. I want to open with the spells and rotations that are most powerful and natural to my play style.
Now rather than using fun/powerful skills as an opener, I am forced to use a light/heavy attack if I want maximum ultimate generation.
It sucks constantly thinking about it during combat. "Oh dammit I forgot to swing my sword an now I've wasted all that time"
I know it sounds silly, but I just don't like the way it feels.
Alphashado wrote: »I want to use a light/heavy when it feels natural or practical. I do not want to do it as an opener. I want to open with the spells and rotations that are most powerful and natural to my play style.
Now rather than using fun/powerful skills as an opener, I am forced to use a light/heavy attack if I want maximum ultimate generation.
It sucks constantly thinking about it during combat. "Oh dammit I forgot to swing my sword an now I've wasted all that time"
I know it sounds silly, but I just don't like the way it feels.
DisgracefulMind wrote: »Alphashado wrote: »I want to use a light/heavy when it feels natural or practical. I do not want to do it as an opener. I want to open with the spells and rotations that are most powerful and natural to my play style.
Now rather than using fun/powerful skills as an opener, I am forced to use a light/heavy attack if I want maximum ultimate generation.
It sucks constantly thinking about it during combat. "Oh dammit I forgot to swing my sword an now I've wasted all that time"
I know it sounds silly, but I just don't like the way it feels.
Forget opening with a light or heavy, do your first attack then weave in a light attack, continue. I haven't been opening with light or heavy attacks, and my ultimate gain is perfect.