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Another try at this: Why does Soul Siphon ultimate have a cast time?

olsborg
olsborg
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It can be very much compared to restostaff ultimate, its a pure healing/defence ultimate and yet it suffers a cast time when other ultimates that are purely defencive does not. Please explain this to me @ZOS_GinaBruno or @ZOS_Gilliam , or rectify the oversight and make it instant cast. When you need a heal such as this, 0,4 seconds cast time is the difference between safe and useless...atm its useless. Thank you for your time.

PC EU
PvP only
  • olsborg
    olsborg
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    For those that do not know(and i forgot to include this in the first post): Soul Siphon is one of the morph options of Soul Shred and it is strictly a healing ultimate, the other morph is the one that deals dmg and its called Soul Tether, surely these two morphs need to be treated differently since they do two very different things.

    PC EU
    PvP only
  • Nebula_DooM
    Nebula_DooM
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    Why do ultimate's have cast times in the first place :cry:

    But I 100% agree with this. Ultimates that don't do damage shouldn't have cast times to begin with
  • Mayrael
    Mayrael
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    Look at the Corrosive Armor and Consuming Darkness ultimates. Same cost but difference in power is a meme.

    ZOS and Giliam in the first place hates NB's. Since he got hired NB's are constantly neglected.

    Out of 3 NB ultimates 2 have cast time and the only one that is instant is the worst ultimate in the game.
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
    — They always claim they’re “investigating” the causes, but in reality they’re just waiting until the PC EU players go to bed. Once that happens, you can suddenly log in again and they happily mark the issue as Fixed.
  • umagon
    umagon
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    I don’t know for certain but I think it’s due to the way they have the all the skills setup. It seems to me after observing over the years that zos can’t have more than two morphs currently and the code for many of the morphs is reliant on the root skill. So, players tend to think they should be able to modify all three skills independently easily but in reality, zos probably has to recode the entire ultimate line for that skill tree.
  • Mayrael
    Mayrael
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    umagon wrote: »
    I don’t know for certain but I think it’s due to the way they have the all the skills setup. It seems to me after observing over the years that zos can’t have more than two morphs currently and the code for many of the morphs is reliant on the root skill. So, players tend to think they should be able to modify all three skills independently easily but in reality, zos probably has to recode the entire ultimate line for that skill tree.

    TBH I doubt it. Look at crystal frags. It has cast time at base and no cast time with proc. Same with Accelerate and Channeled Acceleration. Basic skill doesnt have cast time while morph has it.
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
    — They always claim they’re “investigating” the causes, but in reality they’re just waiting until the PC EU players go to bed. Once that happens, you can suddenly log in again and they happily mark the issue as Fixed.
  • umagon
    umagon
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    Mayrael wrote: »
    umagon wrote: »
    I don’t know for certain but I think it’s due to the way they have the all the skills setup. It seems to me after observing over the years that zos can’t have more than two morphs currently and the code for many of the morphs is reliant on the root skill. So, players tend to think they should be able to modify all three skills independently easily but in reality, zos probably has to recode the entire ultimate line for that skill tree.

    TBH I doubt it. Look at crystal frags. It has cast time at base and no cast time with proc. Same with Accelerate and Channeled Acceleration. Basic skill doesnt have cast time while morph has it.

    I should have been clearer I was speaking in context to all the ultimate skills.
  • xylena_lazarow
    xylena_lazarow
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    There shouldn't be 0.4sec cast times on anything. It's artificially induced lag, feels like garbage.

    The rest of NB's toolkit keeps getting punished for the sake of preserving the spammable invisibility, which is what keeps the NB complaints coming despite the class now being a shadow of its former self.
    PC/NA || Cyro/BGs || retired until Dagon brings a new dawn of PvP metas
  • MashmalloMan
    MashmalloMan
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    The idea behind cast times on some ults, primarly the bursty ones, was to provide counterplay so you could interupt them..

    So mission accomplished I guess because it happens like half the time you use these ults in high apm pvp.

    I've used Dawnbreaker for years, it's manageable, I would never quit like some claimed to do when they changed it, but very frustrating.

    It feels punishing because the cast time is short enough that not many people will actually react to it as intended, it's mainly just a way to add lag to skills causing them to be interupted by random hard CC's like Dark Convergence, Streak, etc.

    The most annoying thing about skills like Dawnbreaker where it hits a target area is that you need to predict where they will be 0.4 to 0.8s or so before it ever lands. Leads to a lot of situations where people avoid it by accident due to just moving around your player.

    There's a very small advantage, well.. more like a silver lining to the problem. Since the game uses a queue system for actions to make combat feel fluid, instead of punishing you for precisely timed button presses centered around a hard locked 1 second global cooldown, you can cancel a Dawnbreaker with a dodge or block mid cast so it's not wasted. The reaction time you need isn't anywhere near 0.4s, it's more because you know you queued it before you even started casting.

    It can be kind of a neat way to feint someone. I don't do it deliberately and there isn't much benefit because it still wastes your 1s gcd, but I've seen people react to a Dawnbreaker coming with a reactive burst heal or stun. A happy little accident.

    In regards to Soul Siphon, I have no idea why it's there when it's not a burst dmg ult. I think it's most likely just because the base skill has damage, ZOS has a tendancy to apply their arbitrary rulesets to all morphs if the base skill has it, even if 1 morph changes the skill completely. Pretty sure it's why they avoid changing most skills from their base core function.

    Like a single target skill changing into aoe or vise versa is pretty rare. Soul Trap and Deep Slash come to mind. Deep Slash is the aoe morph, but inherits Single Target AND aoe damage CP for some reason (ESO University). Skills like Silver Shards and Reverse Slice are functionaly "aoe" but fall into a sub category of Single Target attacks that do splash/cleave damage as their extra component. Maybe thats a design decision, but in some cases it makes morphs like Reverse Slice just worse because it's an "aoe" that doesn't follow the "aoe" rules, aka.. can't be dodged. It's 1 of the primary reasons Whirling Blades is a great melee execute while Reverse Slice is not even comparable.
    Edited by MashmalloMan on April 19, 2022 6:15PM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • exeeter702
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    Just to be clear, the cast time nerf did sting, but its important to note that this is literally the strongest burst healing group ultimate in the game in terms of raw healing throughput. And it goes through all LOS so long as target recipients are in range.

    The idea here was that a NB healer in pvp will be playing careful and with wise use of shadow image they are easily able to immediately leave a fight and heal a group to full while giving them major vit for all their hots to do their work while the NB healer is completely out of harms way via los. No other healer really has this advantage.

    This was the logic behind giving it this cast time. They wanted high impact ultimates to have "counterplay" even though various aspects of that notion are completely at odds with how this game has historically functioned. Honestly, if ZOS choses to maintain this design philosophy, I would much rather soul siphon remain as is vs having its potency nerfed with the removal of the cast time. And just as a small side note from someone who has healed on NB in pvp since day one, ever since the cast time nerf was implemented, there have been times where I am consciously able to cancel my ult when I realize it is not quite needed in that moment. That added level of control is not without its merits.

    soul siphon is one of the strongest ultimates in the game in terms of throughput, and that alone I do not want changed. The healthy offering nerf for NB healers was bad enough. Leave this alone please.
    Edited by exeeter702 on April 20, 2022 6:41PM
  • Ragnaroek93
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    All cast times on ults need to go. Single target ults with low range can often be outrun at this point, especially with this pitiful PvP performance. Almost all good ults are the ones which don't have a cast time or aren't heavily affected by it at least...
    I used to think that PvP was a tragedy, but now I realize, it's a comedy.
  • Mayrael
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    umagon wrote: »
    Mayrael wrote: »
    umagon wrote: »
    I don’t know for certain but I think it’s due to the way they have the all the skills setup. It seems to me after observing over the years that zos can’t have more than two morphs currently and the code for many of the morphs is reliant on the root skill. So, players tend to think they should be able to modify all three skills independently easily but in reality, zos probably has to recode the entire ultimate line for that skill tree.

    TBH I doubt it. Look at crystal frags. It has cast time at base and no cast time with proc. Same with Accelerate and Channeled Acceleration. Basic skill doesnt have cast time while morph has it.

    I should have been clearer I was speaking in context to all the ultimate skills.

    I don't think it matters here. The overriding object for both normal and ultimate skils is simply "active skill", so there should be no problem in distinguishing between them.

    But even aside from technical issues. ESO is based on dynamic combat and there is no place for such things as cast times. A better solution would be a delay (like Meteor of the Mages Guild) or travel time - these solutions are not so clumsy and allow you to maintain the momentum of the battle while serving a similar function, namely giving you a moment to react - because no one here has any objections to the reason why cast time was introduced, but rather to the effect it has, namely that it is incredibly cumbersome and only leads to frustration.
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
    — They always claim they’re “investigating” the causes, but in reality they’re just waiting until the PC EU players go to bed. Once that happens, you can suddenly log in again and they happily mark the issue as Fixed.
  • Silversmith
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    It's a powerful Ult that has a Synergy. It's two ults with a buddy. It's the best healing ult in the game with no los restrictions. Should have a 1.5 second cast time.
  • Mayrael
    Mayrael
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    It's a powerful Ult that has a Synergy. It's two ults with a buddy. It's the best healing ult in the game with no los restrictions. Should have a 1.5 second cast time.

    So corrosive armor should be channeled since there is no other ultimate that can provide such power.
    "We are currently investigating connection issues some players are having on the European megaservers. We will update as new information becomes available."
    — They always claim they’re “investigating” the causes, but in reality they’re just waiting until the PC EU players go to bed. Once that happens, you can suddenly log in again and they happily mark the issue as Fixed.
  • exeeter702
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    Mayrael wrote: »
    It's a powerful Ult that has a Synergy. It's two ults with a buddy. It's the best healing ult in the game with no los restrictions. Should have a 1.5 second cast time.

    So corrosive armor should be channeled since there is no other ultimate that can provide such power.
    first of all, cast times and channels have existed in eso since day 1.

    Secondly, corrosive armor is a duration effect that can be reacted to in real time and is not in any way an instant burst effect.

    I am personally indifferent to cast times in eso. They have a place in theory. The issue is not tying powerful ultimates to cast times feels bad, it's that eso doesnt exactly operate in the same way as other mmos where counterplay comes in the form of CDs on all abilities practical interrupts, fake casting, etc etc. In eso, the only CD abilities are ultimates, and you either make the instant burst effect ones high impact with zero counterplay, unremarkable in actual tooltip output, or you telegraph the hell out of them so the only way you are ever landing one is if the target is out of stamina (in which case they are basically dead already in pvp frankly) or they are completely distracted.
  • Silversmith
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    Mayrael wrote: »
    It's a powerful Ult that has a Synergy. It's two ults with a buddy. It's the best healing ult in the game with no los restrictions. Should have a 1.5 second cast time.

    So corrosive armor should be channeled since there is no other ultimate that can provide such power.

    No, because it is very easily avoided with counterplay. There is no counterplay to instant bursts.
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