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The Rush of Agony Proc Set

  • Soarora
    Soarora
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    I like the idea that it doesn't apply CC immunity, it works well with some PvE builds-- though now we have immobilizes on almost all builds so that's not as big of a deal. That said, I feel like Rush of Agony either shouldn't work against players at all or give an alert of some sort that lets people roll dodge it. The one time I did get yoinked by it, I did not enjoy the experience of instant death for being in the relative vicinity of a ball group.
    PC/NA Dungeoneer (Tank/DPS/Heal), Trialist (DPS/Tank/Heal), and amateur Battlegrounder (DPS) with a passion for The Elder Scrolls lore
    • CP 2000+
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    • All Veterans completed!

      View my builds!
  • enzoisadog
    enzoisadog
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    Sluggy wrote: »
    Sluggy wrote: »
    The pull on this set is incredibly easy to block. If you don't block that's on you.

    If you can see it coming. Some of us don't live in the basement underneath the servers so the only telegraph we *might* see is if we're in a relatively uncrowded area and we spot a well-know group who's main puller is using a gap closer in our vicinity. And even then between latency, position desync, the new delay, and the increased range it's pretty hard to tell if you're safe or not. And then there's all of those issues with block. I don't know about the rest of you but I have to be blocking for at least two full seconds before it registers on the server.

    If you don't know whether you're going to get hit by it then you should hold block. Just like you don't know whether you are going to get into a car accident while driving, but you still wear a seatbelt.

    No, we're not going to justify bad design and mechanics with 'Skill issue, bro'. I rarely die to it and even when I do it's not like I didn't see it coming a mile away.

    I literally never got pulled by it maybe just hold block
    PC-NA
  • ForumSavant
    ForumSavant
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    Sluggy wrote: »
    Sluggy wrote: »
    The pull on this set is incredibly easy to block. If you don't block that's on you.

    If you can see it coming. Some of us don't live in the basement underneath the servers so the only telegraph we *might* see is if we're in a relatively uncrowded area and we spot a well-know group who's main puller is using a gap closer in our vicinity. And even then between latency, position desync, the new delay, and the increased range it's pretty hard to tell if you're safe or not. And then there's all of those issues with block. I don't know about the rest of you but I have to be blocking for at least two full seconds before it registers on the server.

    If you don't know whether you're going to get hit by it then you should hold block. Just like you don't know whether you are going to get into a car accident while driving, but you still wear a seatbelt.

    No, we're not going to justify bad design and mechanics with 'Skill issue, bro'. I rarely die to it and even when I do it's not like I didn't see it coming a mile away.

    If you see it coming a mile away then play adequately to counter it.
    Edited by ForumSavant on 13 July 2024 01:38
  • TechMaybeHic
    TechMaybeHic
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    It would be bad design if it didn't have any counterplay. They created a set that provides counterplay and you can block. I haven't been pulled by rush in forever since the patch. If you have a 2 second delay between when you hit block and when the server registers you hit block then you have an internet problem and not a game design problem. You can't expect them to design a game around players who have a 2000 ms delay to the server.

    Do you play melee or range?
  • SaffronCitrusflower
    SaffronCitrusflower
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    Nibenay's Battlereeve. Perhaps not the ideal solution but a practical one. RoA will never bother you again.

    RoA is bothersome no matter what I wear because it violates the core fundamental principle ZOS had in place a long, long time ago: when you are subject to a CC effect (which getting forcibly moved is), you get CC immunity. It's trash.

    yep, free pull sets are just bad game design. A pull should cost resources and take up a skill slot and require activating. This free, brainless pull/stacking is just bad design.
  • SaffronCitrusflower
    SaffronCitrusflower
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    Sluggy wrote: »
    The pull on this set is incredibly easy to block. If you don't block that's on you.

    If you can see it coming. Some of us don't live in the basement underneath the servers so the only telegraph we *might* see is if we're in a relatively uncrowded area and we spot a well-know group who's main puller is using a gap closer in our vicinity. And even then between latency, position desync, the new delay, and the increased range it's pretty hard to tell if you're safe or not. And then there's all of those issues with block. I don't know about the rest of you but I have to be blocking for at least two full seconds before it registers on the server.

    If you don't know whether you're going to get hit by it then you should hold block. Just like you don't know whether you are going to get into a car accident while driving, but you still wear a seatbelt.

    Players can't be holding block all the time. Free pull sets are just horrible game design.
  • Theignson
    Theignson
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    You can always tell when something is OP in Cyrodil , because everyone uses it. This has a long history, you can name dozens of sets (Sloads, Oakensoul, Hrothgar/DC, Maras etc etc). Tarnished NIghtmare now.

    But RoA is one of the worst. It ruined PvP by breaking the rules. You can tell its OP because every...single...ball...group does this over and over and over and over all night long: RoA pull (no cc immunity), stun/fear, ulti dump; run around to build ulti and repeat.

    DC puts an AoE mark on the ground so you know when to block, and it causes CC immunity, plus its now on a 30 second timer. It is very easy to deal with DC as a result

    As far as I can tell, RoA has no warning. It makes no AoE mark (probably because it doesnt cause cc immunity but I dont know). It pulls way way outside of its stated range. Because there is no cc immunity, you are vulnerable to a stun/fear after randomly being pulled.

    It is EZ mode for ball groups (which are already invulnerable from all the other broken aspects of the game such as stacked HOTs, etc)

    Playing a solo melee , this means you essentially cant engage these ball groups because of the unreliabilty of the range of the pulls.

    There have been many many posts about this garbage set but ZOS has ignored this issue for years, so I assume it will never change.
    2 GOs, an overlord and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • xylena_lazarow
    xylena_lazarow
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    I am now using this set on NB. This should guarantee its nerf.
    PC/NA || CP/Cyro || RIP soft caps
  • blktauna
    blktauna
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    Sure it wouldn't be a problem if my inputs registered except that dude using Agony is in a ball group that then grinds my ping to 999+ and my frames down to 10...
    PCNA
    PCEU
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    ZOS gnna see this post and make Rushing Agony go through block claiming its a nerf :neutral:
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
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  • TechMaybeHic
    TechMaybeHic
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    I am now using this set on NB. This should guarantee its nerf.

    It's on NB so they will just make it to where it automatically fears after the first CC is broken
  • acastanza_ESO
    acastanza_ESO
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    I would say that the only thing wrong with this set after the adjustment is that it doesn't put an enemy aoe around the person wearing it after they proc the pull during the delay. It absolutely should.
  • darvaria
    darvaria
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    BLOCK is your friend.
  • sunandstars77
    sunandstars77
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    darvaria wrote: »
    BLOCK is your friend.

    Block. Is that your answer? When I'm also being chained, proxy deted and ultied by a ball group? Yeah okay. Thanks for the advise friend.
  • Rlacoste
    Rlacoste
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    Players: "CC immunity not a thing in this game"
    ZoS: "we are adding more CCs for your game playing pleasure"'

    Me to ball group: "Rush of agony sure makes the game easy huh".
    Ball group: "Block" (this may work, but ball grps do 600k DPS so block is not gonna help)

    Me: "block works when?"
    Them: "works for me, get a new rig, or internet speed" (Can't be server performance).

    Me: "you are causing new players to quit"
    Ball group: "good"
    The mentality of players in this game is both ridiculous and toxic, why would new players join?

  • Dojohoda
    Dojohoda
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    All aoe pulls should be disallowed in pvp.
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • Durham
    Durham
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    It would be bad design if it didn't have any counterplay. They created a set that provides counterplay and you can block. I haven't been pulled by rush in forever since the patch. If you have a 2 second delay between when you hit block and when the server registers you hit block then you have an internet problem and not a game design problem. You can't expect them to design a game around players who have a 2000 ms delay to the server.

    Pull sets in heavy lag are broke and do not work as intended. When you have multiple ball groups in a keep and lag ramps up you can be pull from further locations then intended! This is bad experience for almost everyone in PVP that is not in a ball group!
    PVP DEADWAIT
    PVP The Unguildables
  • acastanza_ESO
    acastanza_ESO
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    Dojohoda wrote: »
    All aoe pulls should be disallowed in pvp.

    We're not allowed to have AOE taunts, so agree. AOE pulls shouldn't be a thing either.
  • YandereGirlfriend
    YandereGirlfriend
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    The pull on this set is incredibly easy to block. If you don't block that's on you.

    So much this.

    Further, anyone who has existed in Cyrodiil for any reasonable amount of time knows exactly how this maneuver always plays out: ball group is running away from your zerg and then suddenly changes direction as all of the Proxies light up -> this is the blaring red alert siren that it's time to split and Block.

    Many don't seem to be able to read the flow of combat in Cyrodiil. It is literally the same pattern being repeated over and over and over again.
  • Joy_Division
    Joy_Division
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    The pull on this set is incredibly easy to block. If you don't block that's on you.

    So much this.

    Further, anyone who has existed in Cyrodiil for any reasonable amount of time knows exactly how this maneuver always plays out: ball group is running away from your zerg and then suddenly changes direction as all of the Proxies light up -> this is the blaring red alert siren that it's time to split and Block.

    Many don't seem to be able to read the flow of combat in Cyrodiil. It is literally the same pattern being repeated over and over and over again.

    We see the flow just fine.

    When a set forces a player to be constantly blocking (and thus not moving away from the PBAoE death zone in the flow of combat) in fear of avoiding getting yoinked from far greater distance than the stated distance on the set and getting insta-killed, that set is far more powerful and disruptive than all the others. Even many of the worst proc sets in the history of this game: Vipers, Red Mountain, Sload's, Tarnished, Crimson Twilights, etc., did not make such demands on a player to avoid dying. Vicious Death is the only thing that comes close, but at least with VD, players can stand by themselves without holding block and not fear dying.

    ESO PvP and cyrodiil in particular has a small niche population that has remained stagnant for years precisely because of sets like this and the justification for them: if you aren't seasoned and don;t tape your right mouse button down, get pulled, cc'd again, and just die. No game-master would ever subject their players to such a mechanic in any other fantasy game.
    Edited by Joy_Division on 31 August 2024 15:09
  • TechMaybeHic
    TechMaybeHic
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    I see it coming a lot, but often Ive tried streak only to just be pulled from further away. I am assuming it acts like other projectiles that track you even if you break range after they already fired.

    I've also blocked, seen where it looks like the pull should be over a couple seconds after tge gap closer, only to then just get pulled as soon as I drop block. Probably similar to when you block a leap only to get kb after tge animation is over and you drop block.

    The game is terribly optimized to time this stuff in a large fight. The other things are annoying because of it, but don't mean instant death to masses like ROA does
  • Theignson
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    This set actually makes me hate PvP.

    That's saying a lot since I've (wasted) a lot of my real lifetime PvPing...we won't confess to how much...
    2 GOs, an overlord and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • xylena_lazarow
    xylena_lazarow
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    If you "just block" you get hit with the fear stun into 60k worth of VD procs, so you also need to pop an immov pot if you aren't already beyond gap closer range when you see them start to rush, better hope you're not on cooldown.
    PC/NA || CP/Cyro || RIP soft caps
  • TechMaybeHic
    TechMaybeHic
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    It's interesting the priority it has over your own movement. Can grab and reverse you mid streak. Had it grab and pull me back down mid leap. Such wow
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