CameraBeardThePirate wrote: »The warning is the person gap closing into your group. If you see someone gap close, hold block for a second.
Between this and the agrees, that's 5 VD explosions from trying to block the followup fear stun.CameraBeardThePirate wrote: »The warning is the person gap closing into your group. If you see someone gap close, hold block for a second.
Rush of Agony have just received a nerf and should not be touched for a good while now.
If you want to avoid the pull, must learn how to be aware and block.
xylena_lazarow wrote: »Between this and the agrees, that's 5 VD explosions from trying to block the followup fear stun.CameraBeardThePirate wrote: »The warning is the person gap closing into your group. If you see someone gap close, hold block for a second.
Ok, you addressed cloak, you nerfed Tarnished.
Now, please fix Rush of Agony. It is the worst set in PvP. Make it at least place a ground warning on the HUGE 12m area effect that it pulls people from. Right now it gives now warning at all.
Yes, there is a chain animation, but it is AFTER the 0.8 second delay so is useless for knowing to hold block etc.
Or, added a CC immunity so you cant be pulled 2, 3 times in a row and THEN stunned.
You can tell this set is OP because every single ball group or small scale uses it to farm pugs.
I am fine with this set if, like DC or other sets, it gives some warning, anything at all, rather than pulling you insane distances without warning into a ball inferno
CrazyKitty wrote: »
Izanagi.Xiiib16_ESO wrote: »Rush of Agony have just received a nerf and should not be touched for a good while now.
If you want to avoid the pull, must learn how to be aware and block.
Be aware of what? there's no indicator, you just have to guess the guy who jumps might have the set on. ofc with a group you can assume this to be the case but in general it's not a good set design for PVP if you use the current standards they apply to other sets.
CrazyKitty wrote: »
CameraBeardThePirate wrote: »CrazyKitty wrote: »
Again, the indicator is the group's spearhead gap closing into a pile. You really don't need more of an indicator than that.
The way things are going ZOS is just adding a weird counter proc set and consider it fixed:
Set of the Immovable Object:
2 items: Adds 3-129 kg
3 items: Adds 3-129 kg
4 items: Adds 3-129 kg
5 items: Increase your weight so drastically, that anyone trying to pull you will instead be launching themselves towards you. The target will travel a distance equal to your BMI and take fall damage upon landing.
Izanagi.Xiiib16_ESO wrote: »Rush of Agony have just received a nerf and should not be touched for a good while now.
If you want to avoid the pull, must learn how to be aware and block.
Be aware of what? there's no indicator, you just have to guess the guy who jumps might have the set on. ofc with a group you can assume this to be the case but in general it's not a good set design for PVP if you use the current standards they apply to other sets.
Be aware of whoever is about to gap close on you or try to pull you somehow. You must always block those, no matter what. Try to understand what actually procs Rush and be more aware of what players do to proc it and you will be much more efficient in avoiding the pull. We don't always need a huge red circle to be able to avoid a mech or an attack.
Izanagi.Xiiib16_ESO wrote: »Rush of Agony have just received a nerf and should not be touched for a good while now.
If you want to avoid the pull, must learn how to be aware and block.
Be aware of what? there's no indicator, you just have to guess the guy who jumps might have the set on. ofc with a group you can assume this to be the case but in general it's not a good set design for PVP if you use the current standards they apply to other sets.
Be aware of whoever is about to gap close on you or try to pull you somehow. You must always block those, no matter what. Try to understand what actually procs Rush and be more aware of what players do to proc it and you will be much more efficient in avoiding the pull. We don't always need a huge red circle to be able to avoid a mech or an attack.
JustLovely wrote: »CameraBeardThePirate wrote: »CrazyKitty wrote: »
Again, the indicator is the group's spearhead gap closing into a pile. You really don't need more of an indicator than that.
That is not a skill indicator. That is the ability to accurately guess the next things to happen in game.
RoA needs a visual que so that players know it's about to go off and where so they can react appropriately even if their back is turned to the ball group for the moment.
As per the counter play, from the top of my head, there is the Nibenay Bay Battlereeve Set set for example that gives you a massive shield to deal with the pull and allow time for reaction.
No, nibenay will not save you by itself and nothing will. It all adds to what you want to do out there versus how you want to protect yourself. As I said, it was just an example of a counter from the top of my head. I have used this set and the shield is very strong. Personally, if I am playing solo and there is a good ballgroup around, I will leave them for another ballgroup to tackle and focus on something else. I would only attack them along the protection of a zerg.
You say that once you are pulled you are dead. Well, ballgroups use rush against each other and one thing we work very hard on is to recognize the pull and block. We clearly don't perma block, we must block at the right time.
I really don't want to go back and forward, since I have already stated my opinion and have nothing else to add to the thread at this moment.
I understand that players have a different opinions and respect the personal experience of everyone on this thread.
Rush of Agony have just received a nerf and should not be touched for a good while now.
If you want to avoid the pull, must learn how to be aware and block.
FTFYCameraBeardThePirate wrote: »If the person is pulling on someone else, and you block the pull, you'll be out of range of the fear if you were spread out as you should be.