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If I wanted slow combat I'd go back to Runescape..

ZarkingFrued
ZarkingFrued
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What's with adding cast times to ultimates? Honestly removing cast times from the game would be a healthy change. Sorcs literally have to hide to get a cast of their sustain tool. Channels like jabs make sense, but rather than give other skills a flat cast time just make it a little less effective. We've all played games with slow combat, it's boring, and ESO is moving more in that direction.
  • katorga
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    I'm for 10s cast times. I don't know if anyone remembers Everquest, clerics with Complete Heal had to start spooling the heal up BEFORE the tank engaged, and they would put clerics in rotation so they were starting their casts one after another so the heals would land 10 seconds in the future, one complete heal after another.

    All about immersion and promoting group play, lol. Almost everything had a 1-2 second cast time.

  • yodased
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    We have also all played super street fighter 4 turbo XL caffeine espresso super mega leet edition.

    This isn't that
    Tl;dr really weigh the fun you have in game vs the business practices you are supporting.
  • validifyedneb18_ESO
    validifyedneb18_ESO
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    combat in this game is just not that fun.

    In the last 4/5 years, I have gone from not understanding what I was doing, to understanding what I was doing and loving it, to growing to hate this highly lag/latency effected rotation system that pretty much requires you to stand perfectly still while parsing or you just do less damage - by nature of the combat being so tight on precise, constant, timings.
    EU: Magden, Magknight, Stamsorc(*2), Magsorc
    NA: Magplar, Magden, PotatoBlade
  • Anyron
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    having cast time on ultimates is only right. hard-hitting ultimates like Dawnbreaker shouldn't be instaproc - meteor has several seconds. be glad you don't have something like it
  • Red_Feather
    Red_Feather
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    Helps to create a layer of reactionary play. Repositioning, interrupting, shielding.
  • ZarkingFrued
    ZarkingFrued
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    Helps to create a layer of reactionary play. Repositioning, interrupting, shielding.

    Like runescape and all of the other very slow and very boring games? Yes it does.
  • ZarkingFrued
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    yodased wrote: »
    We have also all played super street fighter 4 turbo XL caffeine espresso super mega leet edition.

    This isn't that

    Not sure why you would want anything else? Eso is about smooth combat
  • ZarkingFrued
    ZarkingFrued
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    Wow I'm astounded to see people only defending slow gameplay. Do you not enjoy action in a video game XD? Take the training wheels off dudes
  • PrinceDamien
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    Helps to create a layer of reactionary play. Repositioning, interrupting, shielding.

    Like runescape and all of the other very slow and very boring games? Yes it does.

    To each their own.
    How old isn't Runescape? And it's still going, and even have more viewers on Twitch than ESO.
    Seems like they are doing something right atleast.
  • ZarkingFrued
    ZarkingFrued
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    Helps to create a layer of reactionary play. Repositioning, interrupting, shielding.

    Like runescape and all of the other very slow and very boring games? Yes it does.

    To each their own.
    How old isn't Runescape? And it's still going, and even have more viewers on Twitch than ESO.
    Seems like they are doing something right atleast.

    Eh of course people love it, it's another way zergs can keep running over anyone who has less players since we can't even have an instant ulti anymore. Yall can have it, eso is just zerging and pve now lol
  • Cadbury
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    Sounds like Runescape is pretty awesome if ESO's combat is similar.

    Now if you said Maple Story, then I'd agree with you.
    Edited by Cadbury on July 14, 2019 5:08AM
    "If a person is truly desirous of something, perhaps being set on fire does not seem so bad."
  • Xogath
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    Wow I'm astounded to see people only defending slow gameplay. Do you not enjoy action in a video game XD? Take the training wheels off dudes

    The same people defending this type of crap are the same people who don't even want to put effort in to learning how to even weapon swap effectively (let alone animation cancel ANYTHING) and whine that their damage output is garbage.

    Honestly, it isn't hard at all.. just learn it. Stand in front of a dummy for an hour and you should be fine; that's really all it takes. I used to hate animation canceling also, then I learned how to effectively do it and I've built three pretty successful characters on my own that had great damage output using non-meta builds.
    Anyron wrote: »
    having cast time on ultimates is only right. hard-hitting ultimates like Dawnbreaker shouldn't be instaproc - meteor has several seconds. be glad you don't have something like it

    Dawnbreaker historically has not hit that hard at all. It's only even effective to use against Daedric, Undead, or Werewolves.. at which point it gets a 20% boost from the Fighter's Guild passives.

    Outside of that NUMEROUS other ultimates severely out-damaged it.
    katorga wrote: »
    I'm for 10s cast times. I don't know if anyone remembers Everquest, clerics with Complete Heal had to start spooling the heal up BEFORE the tank engaged, and they would put clerics in rotation so they were starting their casts one after another so the heals would land 10 seconds in the future, one complete heal after another.

    All about immersion and promoting group play, lol. Almost everything had a 1-2 second cast time.

    This generation of gamers could NOT handle original EQ; not at all.

    Corpse runs, one-shot mechanics on sub-bosses and harder NPCs everywhere, having to /con stuff before engaging.. raids having to literally have a sacrifice pull the boss to eat the Death Touch.. and then having a certain amount of time to DOWN the boss before the next Death Touch.. or make sure an off-tank picked it up just before.. etc. etc.

    I didn't play it during its hayday, but an ex introduced it to me during one of our breaks from another game. We played on that higher-rate server, so it wasn't 100% like the old game.. but man, it was still hard. And rewarding.

    One of the things I'd love to see in this game are class-based legendary weapon questlines, similar to EQ, that went on over numerous expansions and such. It'd be pretty neat to be honest.
  • Khenzy
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    Your tittle is a false equivalency falacy. The combat is still as fast as ever.
    Your average adult human reaction time to a visual stimuli is 0.25 seconds, then you have to factor in ping, time to key imput, if you're on a global CD, and a hundred other stimuli from the game and outside of it significantly increasing the reaction time.
    0.4 seconds of cast time is nowhere near enough time to dodge the skill reactively and realiably in middle of combat. If fact, the cast times should be increased to roughly 0.65 or 0.75 to provide reliable counterplay in the form of a reactive dodge or block.

    I'm afraid this change was just to prevent instant cast times with animation cancels that completely removed the animation and to prevent LA+Animaction+Bash from happening in half a second further increasing the damage of such powerful ultimates. By the way these skills are designed, they are not supposed to have much counterplay at all besides a random preventive dodge o block (or spamming those), which should not be considered counterplay at all.
    Edited by Khenzy on July 14, 2019 9:39AM
  • Ragnaroek93
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    Just remove the cast times. The people who love cast times will quit as soon as WoW classic releases anyways.
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Wihuri
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    Anyron wrote: »
    hard-hitting ultimates like Dawnbreaker

    Hehe you really think dawnbreaker hits hard at all? Everyone and their grandmother will be running with major evasion up next patch. It should be renamed to Noodlebreaker. What an absolutely horrible ultimate. At least it stuns.
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