Anything is better than this boring crap we have right now called static ulti gen.
Well, maybe not anything, ZOS could probably come up with some even worse concept.
Dynamic ultimate gain is certainly good in the context of smaller vs bigger group but it really only favors AoE builds. I have mixed feelings about this because while mathematically it makes sense that you would have to run AoE to damage the most targets, but AoE contributes to the larger systemic problems. AoE skills, especially stacked AoE with heavy animations contributes to serious network lag and the unfavourable AoE blob vs blob combat that many people detest.
Lastly, ultimate generation from skill damage particularly favours AoE ultimates, which means AoE ultimates will become the cookie cutter pigeon hole of the month.
I want to support it, I really do, but it can't just be skill damage = ult. The mechanism has to be rooted in player combat in some other way.
The first one has indeed a disadvantage for people using HoT and DoT builds (or who have no clue how to weave like i do).@Fizzlewizzle
Not very good ideas imo. The first one is punishing players whose playstyle requires less skills/min or weaving. The second one is punishing players for having high resource pools and cost reduction. Both are not at all helping to even the odds in outnumbered fights.
All the current system does is enhancing the zerg powaar. 1.5 gen over 1.6 gen anytime. And I was a templar before 1.6I will disagree here by saying that a dynamic Ult gain that makes Ultimates super-frequent is a worse alternative. They are generally super-powerful abilities that should be intermittently used. Giving players the ability to make them LESS intermittent based on some kind of performance-based gain is fine, but letting the powerful ones be accessed regularly is bad news. In short, if I had to choose between the current, imperfect system of semi-static gain and the old system of consta-bats/standards/meteors then I will choose the former because I think normal skills should dictate the greater part of battles and that Ultimates should be notable dynamics that affect said battles in a rarer fashion.
You should generate 1 Ultimate per 2000 (<-- number is just an example) damage done / healing done / damage taken.
You should generate 1 Ultimate per 2000 (<-- number is just an example) damage done / healing done / damage taken.
Im wondering for balance, armor type changes the value? or maybe something like your mitigation values influence how much you get from damage taken. im not sure really why but it popped into my head that this should be considered, but it did.
Yeah good point. Damage taken should be independant of mitigation. Perhaps even make it damage mitigated with lets say 1 Ultimate per 1000 damage mitigated to help tanks.You should generate 1 Ultimate per 2000 (<-- number is just an example) damage done / healing done / damage taken.
Im wondering for balance, armor type changes the value? or maybe something like your mitigation values influence how much you get from damage taken. im not sure really why but it popped into my head that this should be considered, but it did.
Hard to say if before or after mitigations/block..
Cause for example for tanks can be maybe even better when enemy on him get less ultimate even when he get less too..
For dps can be better fight tank that get less ulti too..
I would like to see less ulti depends fights, so im for after mitigations/blocks..
Rook_Master wrote: »1.5 Ult Generation was completely broken, and this thread is simply DKs getting nostalgic about dropping Standards every 10 seconds.
Yolokin_Swagonborn wrote: »IxSTALKERxI wrote: »So I was just reading through the comments and I see people discussing how broken spamming ultimates was back in the day and that was their reasoning for voting for the current system...
We do not want the old system back so we can spam ultimates, we want it back because it felt natural and rewarding. As I said earlier the current system feels like a chore is sooo boring and predictable with everyone gaining ultimate at the same rate no matter what they do. It leads to gimmicky playstyles like holding block in the middle of the field or dodge rolling around until your meteor is ready. If you don't have a ranged weapon you have to adapt your playstyle to gain ultimate.
If a system comes back similar to 1.5 it doesn't have to be an 'ulti spam fest'. Balance it so we don't get ultimate too fast.
If that is what you really want, and its not just certain DK/NB ultimate builds that could achieve infinite resources or near unkillability due to insane ultimate generation rate, then the only way to do it is to bring back 1.5 but.
- REMOVE all clas based skills and passives that affect ultimate. No more infinate resource DK builds from Battle Roar. No more permabat sorcs with 15% ult reduction and former emp passives on top of that.
People that want dynamic ult generation: would you give up all your class ult related passives to get it?
If not, then its is just DK/NB facetank nostalgia.
Sallington wrote: »Anything useful that players are wanting added into the game all fall under the category of "Yer ruinin my 'mersion!"