Waffennacht wrote: »Waffennacht wrote: »@Derra defensive ults should be cheaper than offensive ults. Cheaper defensive ults are counters to Offensive ones. If they become more expensive than offensive ults, the TTk decreases and EoTs etc have even less counter play.
You should be able to Panacea against EotS reliably and consistently
No game i´ve ever played had cheaper defense than offense (and eso didn´t either up until resto 1hshield and wardenult got introduced). Cooldown based games had longer defensive CDs than offensive ones.
Why?
Prefering offense over defense leads to people dying - which happens to be the desired outcome of pvp encounters.
I completely disagree, the fact people have such a short TTK is the LEADING complaint of this game, and is almost always the reason for a nerf. FAR more offensive oriented abilities and sets have been nerfed over defensive ones.
Most games have more costly defensive abilities because their TTK is long already, in this game TTK is WAY shorter than any other. TTK needs to be increased in this game not shortened.
Waffennacht wrote: »Waffennacht wrote: »@Derra defensive ults should be cheaper than offensive ults. Cheaper defensive ults are counters to Offensive ones. If they become more expensive than offensive ults, the TTk decreases and EoTs etc have even less counter play.
You should be able to Panacea against EotS reliably and consistently
No game i´ve ever played had cheaper defense than offense (and eso didn´t either up until resto 1hshield and wardenult got introduced). Cooldown based games had longer defensive CDs than offensive ones.
Why?
Prefering offense over defense leads to people dying - which happens to be the desired outcome of pvp encounters.
I completely disagree, the fact people have such a short TTK is the LEADING complaint of this game, and is almost always the reason for a nerf. FAR more offensive oriented abilities and sets have been nerfed over defensive ones.
Most games have more costly defensive abilities because their TTK is long already, in this game TTK is WAY shorter than any other. TTK needs to be increased in this game not shortened.
This games problem is selfhealing on all classes.
TTK is only short if you don´t know how to play the game/your class.
This game has probably the highest ttk out of all games i´ve played personally when people of atleast mediocre skill face each other.
The ones i played for more than leveling and dipping into pvp for a few weeks:
AoC? 5 to 30s.
Warhammer? 10 to 30s.
DAoC? 2 to 30s (and you could nuke a fulltank in 4).
Swtor? 5s to 30s.
Rift? 10 to 20s.
Aion? 5 to 30s.
Teso? literally 1s (perceived bc executed from invisibility) to never ending.
But then how realistic are those 1s kills and what classes are capable? Only stamina from sneak really.
The biggest problem in terms of ttk in eso is sneak. Remove the abilitie from players to frontload burst from invisibility and eso will have the highest ttk out of all games i´ve played.
Note that in eso the difference is: All other games had healthbars that gradually moved from 100% to 0% when there was no healer involved.
In eso we have healthbars that move in both directions for all roles.
Getting killed fast by an enemy you could see and react to means you made more than one mistake in eso (excepft for getting soulassaulted on a medium armor build that is not a nb).
The state when the game had the most vibrant pvp (disregarding the first 3 months after launch) was patch 1.6 (imo - any magDK and some templars will disagree). Why was that?
Because people could go out and even if they died a lot more than they do now they could expect to score kills themselves (which they can´t now).
It was the patch that 1h+shield as a skillline and tanking in general were the least vaible (out of all of esos patchhistory).
Tanky players lead to bring more people mentality on any scale until you reach ~12+ bc at that point you can build a destro train.
Waffennacht wrote: »Waffennacht wrote: »Waffennacht wrote: »@Derra defensive ults should be cheaper than offensive ults. Cheaper defensive ults are counters to Offensive ones. If they become more expensive than offensive ults, the TTk decreases and EoTs etc have even less counter play.
You should be able to Panacea against EotS reliably and consistently
No game i´ve ever played had cheaper defense than offense (and eso didn´t either up until resto 1hshield and wardenult got introduced). Cooldown based games had longer defensive CDs than offensive ones.
Why?
Prefering offense over defense leads to people dying - which happens to be the desired outcome of pvp encounters.
I completely disagree, the fact people have such a short TTK is the LEADING complaint of this game, and is almost always the reason for a nerf. FAR more offensive oriented abilities and sets have been nerfed over defensive ones.
Most games have more costly defensive abilities because their TTK is long already, in this game TTK is WAY shorter than any other. TTK needs to be increased in this game not shortened.
This games problem is selfhealing on all classes.
TTK is only short if you don´t know how to play the game/your class.
This game has probably the highest ttk out of all games i´ve played personally when people of atleast mediocre skill face each other.
The ones i played for more than leveling and dipping into pvp for a few weeks:
AoC? 5 to 30s.
Warhammer? 10 to 30s.
DAoC? 2 to 30s (and you could nuke a fulltank in 4).
Swtor? 5s to 30s.
Rift? 10 to 20s.
Aion? 5 to 30s.
Teso? literally 1s (perceived bc executed from invisibility) to never ending.
But then how realistic are those 1s kills and what classes are capable? Only stamina from sneak really.
The biggest problem in terms of ttk in eso is sneak. Remove the abilitie from players to frontload burst from invisibility and eso will have the highest ttk out of all games i´ve played.
Note that in eso the difference is: All other games had healthbars that gradually moved from 100% to 0% when there was no healer involved.
In eso we have healthbars that move in both directions for all roles.
Getting killed fast by an enemy you could see and react to means you made more than one mistake in eso (excepft for getting soulassaulted on a medium armor build that is not a nb).
The state when the game had the most vibrant pvp (disregarding the first 3 months after launch) was patch 1.6 (imo - any magDK and some templars will disagree). Why was that?
Because people could go out and even if they died a lot more than they do now they could expect to score kills themselves (which they can´t now).
It was the patch that 1h+shield as a skillline and tanking in general were the least vaible (out of all of esos patchhistory).
Tanky players lead to bring more people mentality on any scale until you reach ~12+ bc at that point you can build a destro train.
I guess your experience is that of PC games. PC games have (from what I've seen) been extremely fast. Compared to console games.
Sneak gank builds - very low TTk
Proc sets - very low TTK
Right now Sorc is considered "OP" not because of long TTK...
Anyway, it remains a fact that the majority of nerfs in this game have a direct relationship with short TTK
Waffennacht wrote: »Waffennacht wrote: »@Derra defensive ults should be cheaper than offensive ults. Cheaper defensive ults are counters to Offensive ones. If they become more expensive than offensive ults, the TTk decreases and EoTs etc have even less counter play.
You should be able to Panacea against EotS reliably and consistently
No game i´ve ever played had cheaper defense than offense (and eso didn´t either up until resto 1hshield and wardenult got introduced). Cooldown based games had longer defensive CDs than offensive ones.
Why?
Prefering offense over defense leads to people dying - which happens to be the desired outcome of pvp encounters.
I completely disagree, the fact people have such a short TTK is the LEADING complaint of this game, and is almost always the reason for a nerf. FAR more offensive oriented abilities and sets have been nerfed over defensive ones.
Most games have more costly defensive abilities because their TTK is long already, in this game TTK is WAY shorter than any other. TTK needs to be increased in this game not shortened.
Waffennacht wrote: »Waffennacht wrote: »@Derra defensive ults should be cheaper than offensive ults. Cheaper defensive ults are counters to Offensive ones. If they become more expensive than offensive ults, the TTk decreases and EoTs etc have even less counter play.
You should be able to Panacea against EotS reliably and consistently
No game i´ve ever played had cheaper defense than offense (and eso didn´t either up until resto 1hshield and wardenult got introduced). Cooldown based games had longer defensive CDs than offensive ones.
Why?
Prefering offense over defense leads to people dying - which happens to be the desired outcome of pvp encounters.
I completely disagree, the fact people have such a short TTK is the LEADING complaint of this game, and is almost always the reason for a nerf. FAR more offensive oriented abilities and sets have been nerfed over defensive ones.
Most games have more costly defensive abilities because their TTK is long already, in this game TTK is WAY shorter than any other. TTK needs to be increased in this game not shortened.
What means TTK? Pls dont use this shorter example of a word, when i need to ask what it mean
Waffennacht wrote: »Waffennacht wrote: »Waffennacht wrote: »@Derra defensive ults should be cheaper than offensive ults. Cheaper defensive ults are counters to Offensive ones. If they become more expensive than offensive ults, the TTk decreases and EoTs etc have even less counter play.
You should be able to Panacea against EotS reliably and consistently
No game i´ve ever played had cheaper defense than offense (and eso didn´t either up until resto 1hshield and wardenult got introduced). Cooldown based games had longer defensive CDs than offensive ones.
Why?
Prefering offense over defense leads to people dying - which happens to be the desired outcome of pvp encounters.
I completely disagree, the fact people have such a short TTK is the LEADING complaint of this game, and is almost always the reason for a nerf. FAR more offensive oriented abilities and sets have been nerfed over defensive ones.
Most games have more costly defensive abilities because their TTK is long already, in this game TTK is WAY shorter than any other. TTK needs to be increased in this game not shortened.
This games problem is selfhealing on all classes.
TTK is only short if you don´t know how to play the game/your class.
This game has probably the highest ttk out of all games i´ve played personally when people of atleast mediocre skill face each other.
The ones i played for more than leveling and dipping into pvp for a few weeks:
AoC? 5 to 30s.
Warhammer? 10 to 30s.
DAoC? 2 to 30s (and you could nuke a fulltank in 4).
Swtor? 5s to 30s.
Rift? 10 to 20s.
Aion? 5 to 30s.
Teso? literally 1s (perceived bc executed from invisibility) to never ending.
But then how realistic are those 1s kills and what classes are capable? Only stamina from sneak really.
The biggest problem in terms of ttk in eso is sneak. Remove the abilitie from players to frontload burst from invisibility and eso will have the highest ttk out of all games i´ve played.
Note that in eso the difference is: All other games had healthbars that gradually moved from 100% to 0% when there was no healer involved.
In eso we have healthbars that move in both directions for all roles.
Getting killed fast by an enemy you could see and react to means you made more than one mistake in eso (excepft for getting soulassaulted on a medium armor build that is not a nb).
The state when the game had the most vibrant pvp (disregarding the first 3 months after launch) was patch 1.6 (imo - any magDK and some templars will disagree). Why was that?
Because people could go out and even if they died a lot more than they do now they could expect to score kills themselves (which they can´t now).
It was the patch that 1h+shield as a skillline and tanking in general were the least vaible (out of all of esos patchhistory).
Tanky players lead to bring more people mentality on any scale until you reach ~12+ bc at that point you can build a destro train.
I guess your experience is that of PC games. PC games have (from what I've seen) been extremely fast. Compared to console games.
Sneak gank builds - very low TTk
Proc sets - very low TTK
Right now Sorc is considered "OP" not because of long TTK...
Anyway, it remains a fact that the majority of nerfs in this game have a direct relationship with short TTK
Do you notice a parallel between proccsets and sneak ganks? It´s both untelegraphed burst. Though proccsets are way less of an issue this patch.
Sorc offense is about the weakest out of all classes (no pets involved) when figuring all available gear combos. Their offensive is considered OP only by bad players (and you can´t fix bad on the devs side).
The majority of nerfs have a direct correlation to untelegraphed burst leading to short ttk that allows for no counterplay. I think there is a reason why sorc offense never really got nerfed (it mostly got buffed coming to think of it) over the course of the whole game (and that´s bc it´s the complete opposite of sneak ganks or proccsets).
I think sorc is only perceived as op due to a mix of harness sustain, bad people not understand how sorc burst works (literally the whole class revolves around it - there is no alternative) and streak still being the main offender.
If harness stacking were to be removed the class would loose it´s potential for ~70% of all sorcs running around and if streak were to be nerfed again it would possibly be in the same spot as magDK in 1.6.
Most 5p offensive set nerfs were pve related.
Frontloaded untelegraphed burst = bad burst
Backloaded telegraphed burst = good burst
Waffennacht wrote: »Waffennacht wrote: »@Derra defensive ults should be cheaper than offensive ults. Cheaper defensive ults are counters to Offensive ones. If they become more expensive than offensive ults, the TTk decreases and EoTs etc have even less counter play.
You should be able to Panacea against EotS reliably and consistently
No game i´ve ever played had cheaper defense than offense (and eso didn´t either up until resto 1hshield and wardenult got introduced). Cooldown based games had longer defensive CDs than offensive ones.
Why?
Prefering offense over defense leads to people dying - which happens to be the desired outcome of pvp encounters.
I completely disagree, the fact people have such a short TTK is the LEADING complaint of this game, and is almost always the reason for a nerf. FAR more offensive oriented abilities and sets have been nerfed over defensive ones.
Most games have more costly defensive abilities because their TTK is long already, in this game TTK is WAY shorter than any other. TTK needs to be increased in this game not shortened.
What means TTK? Pls dont use this shorter example of a word, when i need to ask what it mean
time to kill
The more i play in cyrodill, the more groups with all resto ulti pop up. It's a pandemic. We need the cure
Waffennacht wrote: »Just fyi @Skander making a post (and it is a popular one) about how an ability is OP is a sure fire way to get everyone to run it.
Because for example in duells i needed to play 80% defensive. My damagerotations i allways needed to interupt because of to much pressure. Sorcs and for example nightblades played allways 80% of time offensiv. Now they are angry about this 2 very defensive ultimates. I give a tip: Dont use just directdamage, when the opponent activate his reflectult. Just stay defensiv for this few seconds. Same for the restoult, save your skills, ressources and stay defensiv. When its over start will full pressure.
Its not very difficult... And yes its more tactically fighting then ever before in Teso.
Waffennacht wrote: »Just fyi @Skander making a post (and it is a popular one) about how an ability is OP is a sure fire way to get everyone to run it.
I'm happy with it. The more the meta spreds, the shorter is to zenimax to fix that ultimate
Waffennacht wrote: »Well the ult that i am most disappointed about is the resto one.It is too expensive,250 ult pointa,and for that amount it does not provide nearly as much as expected personally.It is essentially 3 abilities in one ,along with a h.o.t. for one person.From my perspective,an experienced healer with decent animation cancelling can achieve that,if not better.And i also want to point out that all the animations are a little...dull?I dont know,the biggest letdown was the bow ult,i was expecting something like firing the arrows like shooting an SMG lol,but that s just me.
Lmao smg arrows! Im pretty sure it's so we don't lag out any worse.
Resto staff ult - im thinkin this is for a non healer. Im lookin at, let's say a sorc cuz why not? That's a pretty big heal and duration- allowing for some nice dps. Or a DK, hit it, switch bars, and go all out offense - just a thought.
Because for example in duells i needed to play 80% defensive. My damagerotations i allways needed to interupt because of to much pressure. Sorcs and for example nightblades played allways 80% of time offensiv. Now they are angry about this 2 very defensive ultimates. I give a tip: Dont use just directdamage, when the opponent activate his reflectult. Just stay defensiv for this few seconds. Same for the restoult, save your skills, ressources and stay defensiv. When its over start will full pressure.
Its not very difficult... And yes its more tactically fighting then ever before in Teso.
Yeah because sorcs and nbs can´t simply go and use those ultimates aswell which would keep their perceived offensive advantages in place.
What makes it even funnier is sorcs and NBs have the best ultimate generation in the game so they can use these ultimate more often than templars and DKs can. I have no idea why you try to force this into a sorc and nb vs templar + dk discussion. Those classes did fine before restoult got introduced in duels and if you didn´t it wasn´t the classes fault.
Also do you realize that this topic was literally started by a templar player?
Given the right build restoult will give you 9s of major protection while being available ~15 to 20s. Good luck waiting for your burstwindow in that case.
A NB can literally wait out the timer with cloak + shade in duels if he chooses to.
The people saying these ultimates are overperforming can actually provide reasons and numbers why they are.
People like you literally say: Not dying for 9s because i pressed an ultimate that has a cooldown of 30s max promotes tactical gameplay.
I´m sorry but can you explain to me the logic behind that?
Or: I feel you should have restoult every time someone uses eye of the storm to counter it (hint it could cost 225 ultimate and would fit that scenario).
Every time i see people channeling uninterruptable heavyattacks in duels i just think about how much the game has deteriorated over time. The game lost it´s most interesting tactical component the moment heavyattacks got uninterruptable to provide players with infinite resources.
Waffennacht wrote: »Just fyi @Skander making a post (and it is a popular one) about how an ability is OP is a sure fire way to get everyone to run it.
I'm happy with it. The more the meta spreds, the shorter is to zenimax to fix that ultimate
Run eyes of mara backbar decisive + bloodspawn. That´s the spirit of never dying again.
I love how a skill that´s clearly as overperforming as restoult because every class + build tries to use it (even stam builds) is being alternate facted by stating we just don´t have good alternatives.
Yeah the whole game and all classes don´t have good alternative ultimates...
Or maybe when something is more desirable than any other ultimate it is performing above average?
Joy_Division wrote: »Waffennacht wrote: »Just fyi @Skander making a post (and it is a popular one) about how an ability is OP is a sure fire way to get everyone to run it.
I'm happy with it. The more the meta spreds, the shorter is to zenimax to fix that ultimate
Run eyes of mara backbar decisive + bloodspawn. That´s the spirit of never dying again.
I love how a skill that´s clearly as overperforming as restoult because every class + build tries to use it (even stam builds) is being alternate facted by stating we just don´t have good alternatives.
Yeah the whole game and all classes don´t have good alternative ultimates...
Or maybe when something is more desirable than any other ultimate it is performing above average?
I fall into the camp that I'd rather have one ultimate performing above average if all the other choices suck than having all the ultimates suck.
I do think the resto ultimate is a bit much but, I'm sorry, I do not have a problem killing 80% of players in cyrodiil who use the resto ultimate, even those allegedly OP sorcs. If they use the resto ultimate then I don't have to worry about dying to their offensive ultimate (good for me) and I simply heavy attack them for 5 seconds to get my resources back while the heal is going off. I have 30 seconds or so to defeat them before the next is available and if I cant do so in that time period, then it's not the resto ultimate keeping the player alive, its their build and their skill.
I dont even use the resto ultimate so it's not like i'm defending it for the sake of my templar build. My class ultimates are so unsuited for 1v1 gameplay that I am stuck using Dawnbreaker, which scales off the wrong stats and having to do so is more than dumb, it is utterly frustrating.
Earlier in this thread you mentioned that how defensive skills should cost more then offensive ones. I do think this is correct for regular skills, but I am not so sure that it the case for ultimates. Offensive ultimtes are especially valuable and dangerous because they are essential tools for killing good players quickly. I'd rather have an improperly scaling Dawnbreaker than an overperforming resto ultimate because at the end of the day, my goal is to kill an enemy player. Well, you play a sorcerer so it's easy for you to kill players without an ultimate, so maybe that's why you dont value offensive ultimates. I don't think 6 seconds of self-invulnerability is worth trading for the potential to land a killing blow. And again it's not like I'm just trying to protect my build. If i'm fighting some stamina nightbalde and they are going to off bar a resto staff and use Light's champion, by all means I welcome it because I'd much rather face that opponent than one who backbars a bow and uses Incap.
To be fair, this mechanic has the proper counter on blocking the last tick of it. Pushing clear and distinct goals for light attacks, dps, and heavies, sustain and some burst, was a great move from zos.Every time i see people channeling uninterruptable heavyattacks in duels i just think about how much the game has deteriorated over time. The game lost it´s most interesting tactical component the moment heavyattacks got uninterruptable to provide players with infinite resources.Because for example in duells i needed to play 80% defensive. My damagerotations i allways needed to interupt because of to much pressure. Sorcs and for example nightblades played allways 80% of time offensiv. Now they are angry about this 2 very defensive ultimates. I give a tip: Dont use just directdamage, when the opponent activate his reflectult. Just stay defensiv for this few seconds. Same for the restoult, save your skills, ressources and stay defensiv. When its over start will full pressure.
Its not very difficult... And yes its more tactically fighting then ever before in Teso.
It's not, it really isn't. But then you find people who have realized that they can't really win the fight and so they purposely stall until someone else arrives, or you just walk away. And there is little you can actually do about it.Joy_Division wrote: »I don't think 6 seconds of self-invulnerability is worth trading for the potential to land a killing blow.Waffennacht wrote: »Just fyi @Skander making a post (and it is a popular one) about how an ability is OP is a sure fire way to get everyone to run it.
I'm happy with it. The more the meta spreds, the shorter is to zenimax to fix that ultimate
Run eyes of mara backbar decisive + bloodspawn. That´s the spirit of never dying again.
I love how a skill that´s clearly as overperforming as restoult because every class + build tries to use it (even stam builds) is being alternate facted by stating we just don´t have good alternatives.
Yeah the whole game and all classes don´t have good alternative ultimates...
Or maybe when something is more desirable than any other ultimate it is performing above average?
To be fair, this mechanic has the proper counter on blocking the last tick of it. Pushing clear and distinct goals for light attacks, dps, and heavies, sustain and some burst, was a great move from zos.Every time i see people channeling uninterruptable heavyattacks in duels i just think about how much the game has deteriorated over time. The game lost it´s most interesting tactical component the moment heavyattacks got uninterruptable to provide players with infinite resources.Because for example in duells i needed to play 80% defensive. My damagerotations i allways needed to interupt because of to much pressure. Sorcs and for example nightblades played allways 80% of time offensiv. Now they are angry about this 2 very defensive ultimates. I give a tip: Dont use just directdamage, when the opponent activate his reflectult. Just stay defensiv for this few seconds. Same for the restoult, save your skills, ressources and stay defensiv. When its over start will full pressure.
Its not very difficult... And yes its more tactically fighting then ever before in Teso.
But about the resto ult, think would be a good idea to reduce to 2 seconds of major protection per tick. 5 is far too much, and it even missguides people, since it has no visual cue, into thinking that it's over, and you should unload your burst, when enemy is actually still heavily buffed.
You mean, how Vigor is free and I have to use a resto staff?
Waffennacht wrote: »Waffennacht wrote: »@Derra defensive ults should be cheaper than offensive ults. Cheaper defensive ults are counters to Offensive ones. If they become more expensive than offensive ults, the TTk decreases and EoTs etc have even less counter play.
You should be able to Panacea against EotS reliably and consistently
No game i´ve ever played had cheaper defense than offense (and eso didn´t either up until resto 1hshield and wardenult got introduced). Cooldown based games had longer defensive CDs than offensive ones.
Why?
Prefering offense over defense leads to people dying - which happens to be the desired outcome of pvp encounters.
I completely disagree, the fact people have such a short TTK is the LEADING complaint of this game, and is almost always the reason for a nerf. FAR more offensive oriented abilities and sets have been nerfed over defensive ones.
Most games have more costly defensive abilities because their TTK is long already, in this game TTK is WAY shorter than any other. TTK needs to be increased in this game not shortened.
To be fair, this mechanic has the proper counter on blocking the last tick of it. Pushing clear and distinct goals for light attacks, dps, and heavies, sustain and some burst, was a great move from zos.Every time i see people channeling uninterruptable heavyattacks in duels i just think about how much the game has deteriorated over time. The game lost it´s most interesting tactical component the moment heavyattacks got uninterruptable to provide players with infinite resources.Because for example in duells i needed to play 80% defensive. My damagerotations i allways needed to interupt because of to much pressure. Sorcs and for example nightblades played allways 80% of time offensiv. Now they are angry about this 2 very defensive ultimates. I give a tip: Dont use just directdamage, when the opponent activate his reflectult. Just stay defensiv for this few seconds. Same for the restoult, save your skills, ressources and stay defensiv. When its over start will full pressure.
Its not very difficult... And yes its more tactically fighting then ever before in Teso.
But about the resto ult, think would be a good idea to reduce to 2 seconds of major protection per tick. 5 is far too much, and it even missguides people, since it has no visual cue, into thinking that it's over, and you should unload your burst, when enemy is actually still heavily buffed.
Waffennacht wrote: »Waffennacht wrote: »@Derra defensive ults should be cheaper than offensive ults. Cheaper defensive ults are counters to Offensive ones. If they become more expensive than offensive ults, the TTk decreases and EoTs etc have even less counter play.
You should be able to Panacea against EotS reliably and consistently
No game i´ve ever played had cheaper defense than offense (and eso didn´t either up until resto 1hshield and wardenult got introduced). Cooldown based games had longer defensive CDs than offensive ones.
Why?
Prefering offense over defense leads to people dying - which happens to be the desired outcome of pvp encounters.
I completely disagree, the fact people have such a short TTK is the LEADING complaint of this game, and is almost always the reason for a nerf. FAR more offensive oriented abilities and sets have been nerfed over defensive ones.
Most games have more costly defensive abilities because their TTK is long already, in this game TTK is WAY shorter than any other. TTK needs to be increased in this game not shortened.
You mean, how Vigor is free and I have to use a resto staff?
I mean the Ultimate is so strong you can give up rally, find brutality somewhere else, run the Ultimate and end up ahead in group play. And I bet you run annulment.
ThulsaDoomDC wrote: »My opinion is that it is fine the way it is currently. It is not the best heal in the game, and you can out DPS it if you focus someone down. It is a healing "ultimate" and not a skill. Are there ways to make it overperform? Of course, including the Warden being able to consistently spam it with their heroism, however it is not the ultimate itself that is overperforming. I use the major protection morph and it only heals one person at a time depending on the health and not the whole group. I've used it and had people still get killed, I've also used it and had the group survive because of it.
You mean, how Vigor is free and I have to use a resto staff?
I mean the Ultimate is so strong you can give up rally, find brutality somewhere else, run the Ultimate and end up ahead in group play. And I bet you run annulment.
Yes, and if stamina players had to sacrifice their main heal, they wouldn't use it. But they can easily go without a bow or suppport sword.