So after playing with the cast times on certain ultimates; Soul Tether, Death Stroke, and Dawnbreaker, I've come to the conclusion that not only does the cast times just feel terrible and aren't fun but they significantly impair the functionality of the skills whilst locking you out of other actions. I understand why ZOS did this as they wanted to add more counter-play and while that is an admirable goal they didn't execute it in the best manner.
Edited by NyassaV on August 12, 2019 9:37PM
What if I told you there was a way ZOS could add their counter play and players could still use their favorite abilities without hating themselves? Well it turns out there is with: Minimum Travel Time! The concept of Minimum Travel Time was most notably introduced with the changes to Grim Focus and Crystal Frags. These abilities actually used to have a cast time on them but later they were changed and had a Minimum Travel Time added to them so that opponents might have a chance to counter these powerful skills. And overall it worked for the most part. At first the Minimum Travel Time was too much and made the skills nearly useless in a straight 1v1 fight but later on ZOS reduced the Minimum Travel Time and the skills became so much more fun to use whilst satisfying ZOS's desire to add more counter-play.
So rather than having these really stupid and irritating cast times I highly suggest we move to have these skills with a minimum travel time. I know it may be weird or possibly even hard for ZOS to animate since these abilities are not projectiles but frankly a simply delay before it actually goes off might to a lot to help things!
Cast Time, Bad! Minimum Travel Time, Good? 19 votes
I like the Minimum Travel Time idea
No, I like the current state of things