StaticWave wrote: »Believe it or not, Rush of Agony gives pugs more chances to kill an organized group.
REMOVE ALL PULL SETS FROM PVP! PERIOD!
Right, it's a pug stomp set, because the general use case is to ambush groups of randoms, block and you get fear stunned into a bunch of VD procs from all the guys who didn't block, so I guess you can roll and uh, nope you can't even do that because the pull is undodgeable, for reasons beyond mortal comprehension. And if by pure skill you manage to completely counter the first pull, don't worry, there's usually a second pull that you have zero immunity against!YandereGirlfriend wrote: »In GvG among ballgroups the set basically does nothing
StaticWave wrote: »Believe it or not, Rush of Agony gives pugs more chances to kill an organized group.
Sorry but I'll stick with not believing.
Rush requires enemy not to be in stun immunity.
Pugs do stun people left and right without good reason.
Organized groups can also have immun from pots.
SaffronCitrusflower wrote: »There should be no free pulls. Anything that moves another players physical location should take up a skill slot, cost resources, and require a players input to make it happen.
Free pull sets are just really bad game design.
YandereGirlfriend wrote: »SaffronCitrusflower wrote: »There should be no free pulls. Anything that moves another players physical location should take up a skill slot, cost resources, and require a players input to make it happen.
Free pull sets are just really bad game design.
This is a weird and arbitrary line to draw. A skill slot has much less opportunity cost than an entire set slot. You get 10 skill slots but you only get 2 5-piece sets.
If you wanted to be consistent I could maybe agree with you: there shall be no abilities or sets that alter the position of another player: no pulls, no knock-backs, no knock-ups, no charms. Only Stuns/Fears and Snares/Immobilizes.
TBH, that might actually be a good change for the game. Certainly, it would eliminate most of the common sources of de-syn while PvP'ing.
Can someone post a video of the RoA visual clue?
Normally what happens to me is: a ball group is running around. I try to stay 15m from them. They are fighting 15m away, then suddenly I get pulled into their circle of death with no warning.
People have said there is a chain. Is this the chain that pulls you? When I am being pulled by RoA, I can't break free, slippery does not work etc.
In that case the "chain" is not a visual indicator. What I mean is RoA should have a perimeter (12 METERS DIAMETER!!!!!!) circle on the ground for 0.8 seconds before you are pulled.
That would be plenty of time for me to react. I never get pulled by DC.
I would say 70-80% of my deaths are from being pulled with no warning by RoA. I don't generally die much and I'm not in a group ~80% of the time. I just want a chance to avoid these nice 12v1 situations.
RaidingTraiding wrote: »There really is no warning or visual queue to rush. You can guess when the group lead will try to pull, but as far as a visual indicator, there really isn't any; by the time chains appear you're already being pulled and can't do anything about it. After they buffed the range to 12 meters I have been seeing insane pulls, from outside of my camera range even, and definitely well over 12 meters, and from different elevations. I've seen people jump off walls, cliffs, stairs only to be pulled right back up. What makes this set especially broken is IT DOES NOT FOLLOW CC IMMUNITY RULES, so you can get double pulled. I've seen it happen and have done it to others also, there is no counter play to being yo yoed like that. blocking isn't consistent either because of lag and desync. And because it doesn't follow cc rules you can take an immovable pot in anticipation of a pull and still get yoinked. This set alone has made it so bad groups are effective now. Before a group would have to kite and bait players into a choke (obvious counterplay to that is don't follow the giant red blob into a hallway or around a corner) now they have a choke point on demand so they can just hit you in an open field or wherever and you just instantly die most of the time. A lot of groups that would have trouble killing players now all magically do better now with this set, it's pretty brain dead to use, and way better than any other pull mechanic in the game. not to mention it has an 8 second cooldown. Why is this set 8 seconds and dark convergence 25 seconds? dc is worse in almost every way. it stuns so you get cc immunity, tool tip damage is lower, and it has a really obvious visual queue. dc was was nerfed pretty hard because it was overperforming so why has this set been buffed instead? No logic there. The delay is pretty inconsequential, coming from someone who uses it and has had it used against them.
El_Borracho wrote: »ROA has a 0.8 second delay for the pull, for which there is an obvious animation, and then another 2 second delay for the damage, then an 8 second cooldown. The players who get killed by ROA either didn't block, or run pots, or stuck around to be CC'd for the follow up.
I've used this set on a DK and it works well in an organized, smaller to medium groups because, as @divnyi mentioned, pug groups will overcast stuns or CC's so its hard to pull in a large group of targets with ROA.
xylena_lazarow wrote: »There's maybe a quarter second between hearing the sound and the chain firing (and it doesn't matter if you've moved out of range of the chain during its delay, it will pull you across the entire map), the chain cannot be dodged (like holy what why), there are an assortment of unblockable stuns to remove the remaining counterplay, and if you somehow get through all that, you can still be double and triple pulled. There is no immunity to consecutive pulls (lol how what why).
@StaticWave you people say this about any change that would make pug life simpler, like HoT stacking, shield stacking, AoE pulls, AoE buffs, snow threaders etc etc.
Coordinated group would still be more effective? Such a new idea! Means they should not balance it at all, right?
So you wrote a whole L2P essay just to agree with me anyway. Very cool, thank you for your time.YandereGirlfriend wrote: »Could Rush of Agony use a hostile AOE ground marker? Yes, actually. That would be a very reasonable thing to do. Does the damage proc need to be that high? No, probably not. The set could deal no damage at all and it would still be strong
Can someone post a video of the RoA visual clue?
Normally what happens to me is: a ball group is running around. I try to stay 15m from them. They are fighting 15m away, then suddenly I get pulled into their circle of death with no warning.
People have said there is a chain. Is this the chain that pulls you? When I am being pulled by RoA, I can't break free, slippery does not work etc.
In that case the "chain" is not a visual indicator. What I mean is RoA should have a perimeter (12 METERS DIAMETER!!!!!!) circle on the ground for 0.8 seconds before you are pulled.
That would be plenty of time for me to react. I never get pulled by DC.
I would say 70-80% of my deaths are from being pulled with no warning by RoA. I don't generally die much and I'm not in a group ~80% of the time. I just want a chance to avoid these nice 12v1 situations.