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What Ultimate Generation system do you want

Erondil
Erondil
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Hello,
A little poll on a very polemic subject, to know what people would rather see

Dynamic : the amount of ultimate you gain depends of a lot of factors such as how many people you damaged/healed, did you crit etc...
Static : The ultimate gain doesnt depend of any of those factors, once yu have the "ultimate buff" you can't gain ultimate faster than x/sec (except by passives such as Combat Frenzy). Everybody has the same ult generation speed whatever the situation
Edited by Erondil on May 17, 2015 8:25AM
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What Ultimate Generation system do you want 237 votes

The 1.6 static ultimate generation
22%
The_DrexillRook_MasterYolokin_SwagonbornZhoyzuIllumousForestd16b14_ESOSublimeEuckenKhajitFurTraderApokhJeckllIruil_ESOMaulkinkeni_harringtonb16_ESOLava_CroftMuizerYakidafi_ChaosSharees7732425ub17_ESO 54 votes
The 1.5 dynamic ultimate generation
48%
BaphometkewlAlomark1llorbek1lledMisterBigglesworthavelopolcakb14a_ESOprose08b14a_ESObloodenragedb14_ESOdjnapstyb14_ESOKilandrosPerphectionkendellking_chaosb14_ESORylanaSteinschlagpjwb16_ESOKaslolo_01b16_ESOMawhonic1990EtanielKaghei 116 votes
A static ultimate generation system, but not the 1.6 one (develop)
3%
ParadoxImdrefanFrancescolgMumyoBodycounterDerraisekotist 8 votes
A dynamic ultimate generation system, but not the 1.5 one (develop)
24%
FENGRUSHGloryEzarethColoursYouHaveSythiasArmitasVynnTankqullTrollwutcontact.opiumb16_ESOJunipusRebSeptimus_MagnaOughashIxSTALKERxIAenlirDyrideNijjionkkravaritieb17_ESOMarsgodofwar 59 votes
  • Garion
    Garion
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    The 1.5 dynamic ultimate generation
    I would like the 1.5 ultimate gain system. I want this system because it increased the viability of a less number of players taking on a larger number of players. The larger force would have more difficulty generating ultimate vs. a smaller group whereas the small group could generate ulti fast if the opposing force decided to blob up. It made the odds a little more even.

    Now it's a numbers game.

    Realistically I'd love a more dynamic system based on dmg output, healing done and dmg received but unfortunately I just don't think ZOS have the capability of doing it... so reverting to the old system seems like the only viable option.
    Edited by Garion on May 17, 2015 9:52AM
    Lastobeth - VR16 Sorc - PvP Rank 41 (AD)
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  • Mumyo
    Mumyo
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    A static ultimate generation system, but not the 1.6 one (develop)
    ***, the 1.5 one was the most unfair in the game.
  • Lava_Croft
    Lava_Croft
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    The 1.6 static ultimate generation
    Current system is fine and certainly more sane than the previous one.
  • Garion
    Garion
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    The 1.5 dynamic ultimate generation
    Mumyo wrote: »
    ***, the 1.5 one was the most unfair in the game.

    In what way?
    Lastobeth - VR16 Sorc - PvP Rank 41 (AD)
    Lastoblyat - VR16 Templar - PvP Rank 14 (AD)
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  • kkravaritieb17_ESO
    kkravaritieb17_ESO
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    A dynamic ultimate generation system, but not the 1.5 one (develop)
    I d rather see some more dynamic ultimate than crit based one of 1.5 but definately not the stupid static 1.6 ulti regen.
    Something that doesnt only work in favor of the zergs :)
    Edited by kkravaritieb17_ESO on May 17, 2015 10:18AM
    Member of the glorious Zerg Squad
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  • IxSTALKERxI
    IxSTALKERxI
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    A dynamic ultimate generation system, but not the 1.5 one (develop)
    In the current ultimate system gaining ultimate feels like a chore.
    A dynamic ultimate generation system is best, but slightly different to the 1.5 one. It should not be based of crits, crits is a reward in itself. The rate of ultimate gained should be not as fast as 1.5 but not quite as slow as the current system. It should be based off a combination of Damage, Heals, and incoming damage. That way the better you perform in your role as either dps, healer or tank, the more ultimate you gain. I liked the bonuses for interupts etc.
    Edited by IxSTALKERxI on May 17, 2015 10:11AM
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  • Tankqull
    Tankqull
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    A dynamic ultimate generation system, but not the 1.5 one (develop)
    a dynamic one but the ultimate costs of abilities needs to be increased dramatically
    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!"


  • Frawr
    Frawr
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    The 1.5 dynamic ultimate generation
    In my opinion, 1.6 has watered down the game by trying to equalise builds through prevention of stacking of skill synergies and buffs. It's trying to prevent noobs from being squashed.

    The ult generation was changed to stop people having it ready every 10 seconds.

    No matter, a bit of experiementation over a few weeks and a different class/skill combination achieves an identical 'rolling train of win' that was possible in 1.5.

    What we learn from this is:

    1, Decision-makers don't play the game meaning that they cannot make sensible decisions about design. The best they can do is to design it in a way to encourage people to play how they (ZOS) wants them to play. As they have no real control over outcome, all they can then do is fire-fight..

    2, Overhauling a system after original design never works (see previous games such as SWG)

    3, I am complete chump because I still have an active sub. FIXED!
    Edited by Frawr on May 17, 2015 10:52AM
  • Juraigr
    Juraigr
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    The 1.5 dynamic ultimate generation
    Probably should have voted on the other dynamic one but 1.5 still had better gen than this
    Lava_Croft wrote: »
    Current system is fine and certainly more sane than the previous one.

    This coming from a known 30+ raid group yeah no
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  • ToRelax
    ToRelax
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    A dynamic ultimate generation system, but not the 1.5 one (develop)
    In the current ultimate system gaining ultimate feels like a chore.
    A dynamic ultimate generation system is best, but slightly different to the 1.5 one. It should not be based of crits, crits is a reward in itself. The rate of ultimate gained should be not as fast as 1.5 but not quite as slow as the current system. It should be based off a combination of Damage, Heals, and incoming damage. That way the better you perform in your role as either dps, healer or tank, the more ultimate you gain. I liked the bonuses for interupts etc.

    This.

    The 1.5 ult regen system didn't make much sense. You gained ultimate with AoE, preferably CC and DoTs, even more with some crit. That didn't give us any diversity, the 1.6 system is better for that, I have to admit.
    But as expected, a static system is just favoring "the zerg" (lol).
    So let players decide how they want to deal damage...
    Give ult for damage done, actual healing done (hp restored that was lost) and damage taken (including mitigated damage).
    Eventually ult for hard cc, but not roots etc. as they can be spammed for ult then.
    Give ult for interrupts.

    And don't give ultimate out of combat.
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  • Faugaun
    Faugaun
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    The 1.6 static ultimate generation
    In the current ultimate system gaining ultimate feels like a chore.
    A dynamic ultimate generation system is best, but slightly different to the 1.5 one. It should not be based of crits, crits is a reward in itself. The rate of ultimate gained should be not as fast as 1.5 but not quite as slow as the current system. It should be based off a combination of Damage, Heals, and incoming damage. That way the better you perform in your role as either dps, healer or tank, the more ultimate you gain. I liked the bonuses for interupts etc.

    So I'm get no ultimate for shielding an ally in this system? Or from dropping circle of protection and preventing damage? At least in the current system I only have to weave and a support role can get ultimate equal to others....
  • Imdrefan
    Imdrefan
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    A static ultimate generation system, but not the 1.6 one (develop)
    i dunno… the 1.5 dynamic ult generation with the state of shooting star spam would probably perma crash the server.
    Drefan - VR14 AD Templar
    Decibel
    Dark Flare to the Face
  • Steinschlag
    Steinschlag
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    The 1.5 dynamic ultimate generation
    Dynamic was fine
    Bodeus wrote: »
    Gibt bestimmt einige die tanken mit Froststab besser als so mancher Lappen mit Schwert/Schild.
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  • Erondil
    Erondil
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    The 1.5 dynamic ultimate generation
    Imdrefan wrote: »
    i dunno… the 1.5 dynamic ult generation with the state of shooting star spam would probably perma crash the server.

    Meteor is now very used in largescale because it gives a tons of ultimate back, while ult is hard to get with the current system. I don't think it would be that used with a dynamic system.
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  • vortexman11
    vortexman11
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    The 1.5 dynamic ultimate generation
    Faugaun wrote: »
    In the current ultimate system gaining ultimate feels like a chore.
    A dynamic ultimate generation system is best, but slightly different to the 1.5 one. It should not be based of crits, crits is a reward in itself. The rate of ultimate gained should be not as fast as 1.5 but not quite as slow as the current system. It should be based off a combination of Damage, Heals, and incoming damage. That way the better you perform in your role as either dps, healer or tank, the more ultimate you gain. I liked the bonuses for interupts etc.

    So I'm get no ultimate for shielding an ally in this system? Or from dropping circle of protection and preventing damage? At least in the current system I only have to weave and a support role can get ultimate equal to others....

    If you fully read what he posted you'd see that he said you'd get ultimate based on incoming damage, which means you'd get it from blocking and circle of protection would allow you to take even more hits so this too would improve the amount of ultimate you gain.

    Dynamic ultimate gain was never a problem for tanks in my opinion. You got ultimate for blocking, bashing and if you had histbark you'd get it for dodging.
    Edited by vortexman11 on May 17, 2015 2:21PM
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  • Sanct16
    Sanct16
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    The 1.5 dynamic ultimate generation
    The actual question is why should everyone get the same Ultimate no matter what he does. Would that be fair? I simply think that it is not.

    I think the 1.5 system was pretty good. Speaking of PvP:
    You got Ultimate for doing damage. Best way to get lot of Ultimate was with a dot build so people got encouraged tip not just spam one skill.
    You got Ultimate for blocking, the more you get hit, the more Ultimate you got.
    You got Ultimate for healing players.

    I would have between fine with putting less importancy on having many different ticks and just give 1 Ultimate for every 100(old) damage/healing done and one Ultimate for x damage mitigated by blocking.

    The 1.6 system is just stupid and encourages people to stay back and hide instead of charging in.
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  • kkravaritieb17_ESO
    kkravaritieb17_ESO
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    A dynamic ultimate generation system, but not the 1.5 one (develop)
    Sanct16 wrote: »
    The actual question is why should everyone get the same Ultimate no matter what he does. Would that be fair? I simply think that it is not.

    I think the 1.5 system was pretty good. Speaking of PvP:
    You got Ultimate for doing damage. Best way to get lot of Ultimate was with a dot build so people got encouraged tip not just spam one skill.
    You got Ultimate for blocking, the more you get hit, the more Ultimate you got.
    You got Ultimate for healing players.

    I would have between fine with putting less importancy on having many different ticks and just give 1 Ultimate for every 100(old) damage/healing done and one Ultimate for x damage mitigated by blocking.

    The 1.6 system is just stupid and encourages people to stay back and hide instead of charging in.

    Quoted for truth.

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  • Rust_in_Peace
    Rust_in_Peace
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    A dynamic ultimate generation system, but not the 1.5 one (develop)
    Having it based off crits in 1.5 made crit rating too strong but there needs to be a change that let's small groups remain competitive against the omni blobs.
  • Soris
    Soris
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    The 1.5 dynamic ultimate generation
    Dynamic of course. A system which rewards player for his actions. This doesn't have to be exactly same as old system -some adjustments can be done if needed- but this dumbed down static system is...*** and most likely unfair when it comes to outnumbered situations.
    Welkynd [Templar/AD/EU]
  • Emma_Overload
    Emma_Overload
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    A dynamic ultimate generation system, but not the 1.5 one (develop)
    I don't really care what system they use, but ultimate generation needs to be MUCH faster because:

    1) There is no point in designing builds and play-styles that use ultimates because you can't count on them being ready when you need them.

    2) Certain ultimates like Overload are totally useless without a sufficient (and steady) supply of ultimate.
    #CAREBEARMASTERRACE
  • FENGRUSH
    FENGRUSH
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    A dynamic ultimate generation system, but not the 1.5 one (develop)
    If you give FENGRUSH back the old 1.5 system, he will become unbeatable and reported at every turn.
  • OtarTheMad
    OtarTheMad
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    The 1.6 static ultimate generation
    In the current ultimate system gaining ultimate feels like a chore.
    A dynamic ultimate generation system is best, but slightly different to the 1.5 one. It should not be based of crits, crits is a reward in itself. The rate of ultimate gained should be not as fast as 1.5 but not quite as slow as the current system. It should be based off a combination of Damage, Heals, and incoming damage. That way the better you perform in your role as either dps, healer or tank, the more ultimate you gain. I liked the bonuses for interupts etc.

    Really like this idea, I already voted but I change it to this one... lol.

    The one thing I hated about 1.5 is that crit was a factor and tanks were punished. 1.6 isn't the best system but it's better than the 1.5 system however it does need some tweaks so that small groups can stand a chance against bigger groups.

  • Sanct16
    Sanct16
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    The 1.5 dynamic ultimate generation
    Having it based off crits in 1.5 made crit rating too strong but there needs to be a change that let's small groups remain competitive against the omni blobs.
    crit was only important for PvE. In PvP there was no need for crits. Had 10% on my Dk and got a lot of Ultimate. On my Sorc I only used crit because of Surge and got about the same amount of Ultimate as on my DK.
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  • Yolokin_Swagonborn
    Yolokin_Swagonborn
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    The 1.6 static ultimate generation
    I would love to see the results of this poll broken down by class.

    This poll could be renamed to "Who misses dropping standards every 30 seconds?"

    Inb4, "im not a DK but I like 1.5 ult gen" with 1 sorc and 5 DK toons in their signature.


    Here is a hybrid system for you:
    • Have 1.5 Dynamic Ultimate Generation but REMOVE every class ability or passive that affects or benefits from ultimate.
    • That includes Sorcerer 15% ult cost reduction, DK's battle roar, Templar restoring spirit and prism, and whatever NB has.
    • Standardize class ultimate costs. Each class has 3 ultimates from 3 skill trees. 1 costs 75, 1 costs 150, 1 costs 250.

    This would make it fair and and also boring. So either the generation of ultimate has to be standardized, or the utilization of ultimate has to be standardized. I'd rather have it regulated on the generation side of things.
    Edited by Yolokin_Swagonborn on May 18, 2015 1:04AM
  • Aldarenn
    Aldarenn
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    The 1.5 dynamic ultimate generation
    Survival of the Fittest > Zerg numbers

    Also this new system did not challenge PvE in any way like ZOS intended.
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  • SRIBES
    SRIBES
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    The 1.5 dynamic ultimate generation
    I would EITHER like to see the AoE cap 50%, 25% less damage bull *** that happens from AoEs removed or the 1.5 ultimate generation reworked in the sense that it makes more sense and doesn't have such odd mechanics.
  • Sanct16
    Sanct16
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    The 1.5 dynamic ultimate generation
    I would love to see the results of this poll broken down by class.

    This poll could be renamed to "Who misses dropping standards every 30 seconds?"

    Inb4, "im not a DK but I like 1.5 ult gen" with 1 sorc and 5 DK toons in their signature.


    Here is a hybrid system for you:
    • Have 1.5 Dynamic Ultimate Generation but REMOVE every class ability or passive that affects or benefits from ultimate.
    • That includes Sorcerer 15% ult cost reduction, DK's battle roar, Templar restoring spirit and prism, and whatever NB has.
    • Standardize class ultimate costs. Each class has 3 ultimates from 3 skill trees. 1 costs 75, 1 costs 150, 1 costs 250.

    This would make it fair and and also boring. So either the generation of ultimate has to be standardized, or the utilization of ultimate has to be standardized. I'd rather have it regulated on the generation side of things.
    Removing all class passives affecting Ultimate would be fine with me. The important thing is that you can use Ultimates to make up numerous disadvantages a bit better.
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  • lolo_01b16_ESO
    lolo_01b16_ESO
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    The 1.5 dynamic ultimate generation
    I don't care if we get 1.5 ulti generation or an other dynamic version that is based on how well you do in the fight.
    In 1.5 I had to adjust my builds for pve so I would build enough ultimate to drop nova / veil on the bosses. Now I can't build ultimate fast anymore, but I don't need it as there is no boss that requires novas / veils for damage reduction.
    In pvp it became boring aswell. You could probably set a timer when your opponent will drop his ultimate the next time.
    Edited by lolo_01b16_ESO on May 18, 2015 9:42AM
  • Rylana
    Rylana
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    The 1.5 dynamic ultimate generation
    Spamming ultimates is going to happen no matter what you do. The fights are more "herky jerky" in terms of timing as it takes longer to get everyones ult back up now than it did before, but nothing else has changed.

    Stack up, find the biggest blob, ulti dump, spread out, recover, range attacks, LOS, everyone back up again? Okay, find biggest blob, stack up, ulti dump... repeat as needed.

    Its been this way for a year, and nothing they have done has actually fixed the core issue. That ultimate costs are nothing more than variable timer cooldowns that are really easy to shorten arbitrarily, that in a game with infinite scaling now have become even more powerful than they ever were before. Less ultimates that hit harder than ever equates to more devastation in the stack.

    Might as well go back to how it was before.
    Edited by Rylana on May 18, 2015 10:29AM
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  • Junipus
    Junipus
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    A dynamic ultimate generation system, but not the 1.5 one (develop)
    Give us a system like 1.5, but where ultimate generation is only possible once a player is flagged as being in combat. No more spamming healing springs inside the keep.

    Give us a single skill in either the alliance lines or a class line for each class which grants a minor ultimate buff, e.g. Crystal frags or liquid lightning or healing springs, for 3 ultimate every second upon activation without stacking should it do damage. This would be on top of the current 3 ultimate every 1-1.5 seconds blocking or using LA/HA.

    Additionally, the possible inclusion of an extra 5 ultimate for each player killed, regardless of combat frenzy, will make it so small groups with good dps and management have a better chance of taking on larger groups through faster ultimate generation.

    I refrain from adding in the possibility of basing the above on a per player damaged basis simply because others will call it as making OP unkillable builds a common occurrence again.
    The Legendary Nothing
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