CameraBeardThePirate wrote: »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.
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.
If the person is pulling on you, and people get pulled into you to become VD fodder, you aren't spreading out as much as you should when it becomes apparent that an enemy is running rush.
Either way, the death is your own fault.
CameraBeardThePirate wrote: »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.
There's nothing to "guess" though??? You see someone gap close into your group > you hold block for exactly 1 second.
You probably shouldn't have your back to a ballgroup in the first place - they're generally the biggest threat on the field.
You do not have to perma block, just block the pull. As I have stated before, you do not need a big red circle to know what is coming. Ballgroups for example, will often have proxy on just before the pull. You will have the visual and audio feedback.
Also, when you are solo you can move quicker than a group and if you manage the distance you will not be pulled.
I really don't care about hate threads, regarding ballgroups of whatever. This is just the way this community is. Everyone complains about ballgroups, corrosive, cloak, streak, pyrebrand... If they do nerf rush, which I believe they won't, ballgroups will adapt to the next best strat to pull.
CameraBeardThePirate wrote: »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.
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.
If the person is pulling on you, and people get pulled into you to become VD fodder, you aren't spreading out as much as you should when it becomes apparent that an enemy is running rush.
Either way, the death is your own fault.
CameraBeardThePirate wrote: »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.
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.
If the person is pulling on you, and people get pulled into you to become VD fodder, you aren't spreading out as much as you should when it becomes apparent that an enemy is running rush.
Either way, the death is your own fault.
So despite blocking randoms already must be spread far out before the ballgroup even casts gapcloser so all the time while ballgroups thanks to group effects can stay stacked all the time without having to fear getting bombed and not even have to block. Looks really fair and balanced, doesnt it?
Compare that to solo bombers who not only have a faction of the dmg that will often not even kill you if you get hit by full combo but also much less CC allowing you to just walk out of it.
I often had ballgroups pulling on me when I was standing alone with no other players in meele range and still a few players pulled into me because ballgroups also jump solo players and rush of agony has such a huge range.
When you are spreading out as much as you should you are spreading out too far to hit them with meele aoes before they finish their burst and keep running and you miss the only moment they are staying at a place and can be hit.
Rush of Agony can pull players from side doors or wayshrine to flag or vice versa so it covers half of a (non-tri)keep/outpost lower floor.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »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.
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.
If the person is pulling on you, and people get pulled into you to become VD fodder, you aren't spreading out as much as you should when it becomes apparent that an enemy is running rush.
Either way, the death is your own fault.
So despite blocking randoms already must be spread far out before the ballgroup even casts gapcloser so all the time while ballgroups thanks to group effects can stay stacked all the time without having to fear getting bombed and not even have to block. Looks really fair and balanced, doesnt it?
Compare that to solo bombers who not only have a faction of the dmg that will often not even kill you if you get hit by full combo but also much less CC allowing you to just walk out of it.
I often had ballgroups pulling on me when I was standing alone with no other players in meele range and still a few players pulled into me because ballgroups also jump solo players and rush of agony has such a huge range.
When you are spreading out as much as you should you are spreading out too far to hit them with meele aoes before they finish their burst and keep running and you miss the only moment they are staying at a place and can be hit.
Rush of Agony can pull players from side doors or wayshrine to flag or vice versa so it covers half of a (non-tri)keep/outpost lower floor.
Look, I'm not arguing Rush shouldn't be nerfed, because it should.
The issue is that counterplay was already added when they gave it a delay, and it didn't change much. That's in part because of the issues you pointed out, but the main problem is the set's functionality itself - the fact that it is the only thing in the entire game that will CC you without applying CC immunity.
Make Rush apply CC immunity, and suddenly half the people running it will stop running it. Seriously - that one small thing is why ballgroups run it. It locks down targets for twice as long as any other stun in the game. If you weren't able to be feared right after the pull, the amount of people running the set would drop substantially. It would still be great for clumping people up, but would no longer be a death sentence every time.
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »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.
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.
If the person is pulling on you, and people get pulled into you to become VD fodder, you aren't spreading out as much as you should when it becomes apparent that an enemy is running rush.
Either way, the death is your own fault.
So despite blocking randoms already must be spread far out before the ballgroup even casts gapcloser so all the time while ballgroups thanks to group effects can stay stacked all the time without having to fear getting bombed and not even have to block. Looks really fair and balanced, doesnt it?
Compare that to solo bombers who not only have a faction of the dmg that will often not even kill you if you get hit by full combo but also much less CC allowing you to just walk out of it.
I often had ballgroups pulling on me when I was standing alone with no other players in meele range and still a few players pulled into me because ballgroups also jump solo players and rush of agony has such a huge range.
When you are spreading out as much as you should you are spreading out too far to hit them with meele aoes before they finish their burst and keep running and you miss the only moment they are staying at a place and can be hit.
Rush of Agony can pull players from side doors or wayshrine to flag or vice versa so it covers half of a (non-tri)keep/outpost lower floor.
Look, I'm not arguing Rush shouldn't be nerfed, because it should.
The issue is that counterplay was already added when they gave it a delay, and it didn't change much. That's in part because of the issues you pointed out, but the main problem is the set's functionality itself - the fact that it is the only thing in the entire game that will CC you without applying CC immunity.
Make Rush apply CC immunity, and suddenly half the people running it will stop running it. Seriously - that one small thing is why ballgroups run it. It locks down targets for twice as long as any other stun in the game. If you weren't able to be feared right after the pull, the amount of people running the set would drop substantially. It would still be great for clumping people up, but would no longer be a death sentence every time.
MincMincMinc wrote: »However, all I see happening next is you just root players after being pulled. Which leads to panic roll dodges and guaranteed AOE hits. My dawnbreaker followup to rush will still hit the target.
I just laugh when I see this set and look at its power compared to other sets in the game. The utility is insane and the damage is high enough to make it a 5 piece bonus. Its CC is strong enough for a 10-piece set.
Any set that can pull an unlimited amount of people into a nice little ball for your group to bomb is insanely strong. Sorry!
CameraBeardThePirate wrote: »CameraBeardThePirate wrote: »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.
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.
If the person is pulling on you, and people get pulled into you to become VD fodder, you aren't spreading out as much as you should when it becomes apparent that an enemy is running rush.
Either way, the death is your own fault.
So despite blocking randoms already must be spread far out before the ballgroup even casts gapcloser so all the time while ballgroups thanks to group effects can stay stacked all the time without having to fear getting bombed and not even have to block. Looks really fair and balanced, doesnt it?
Compare that to solo bombers who not only have a faction of the dmg that will often not even kill you if you get hit by full combo but also much less CC allowing you to just walk out of it.
I often had ballgroups pulling on me when I was standing alone with no other players in meele range and still a few players pulled into me because ballgroups also jump solo players and rush of agony has such a huge range.
When you are spreading out as much as you should you are spreading out too far to hit them with meele aoes before they finish their burst and keep running and you miss the only moment they are staying at a place and can be hit.
Rush of Agony can pull players from side doors or wayshrine to flag or vice versa so it covers half of a (non-tri)keep/outpost lower floor.
Look, I'm not arguing Rush shouldn't be nerfed, because it should.
The issue is that counterplay was already added when they gave it a delay, and it didn't change much. That's in part because of the issues you pointed out, but the main problem is the set's functionality itself - the fact that it is the only thing in the entire game that will CC you without applying CC immunity.
Make Rush apply CC immunity, and suddenly half the people running it will stop running it. Seriously - that one small thing is why ballgroups run it. It locks down targets for twice as long as any other stun in the game. If you weren't able to be feared right after the pull, the amount of people running the set would drop substantially. It would still be great for clumping people up, but would no longer be a death sentence every time.
100% this.
All it needs to do is apply CC immunity. It's absolutely unreal that this set was allowed to enter live while breaking core combat mechanics.MincMincMinc wrote: »However, all I see happening next is you just root players after being pulled. Which leads to panic roll dodges and guaranteed AOE hits. My dawnbreaker followup to rush will still hit the target.
This already happens with Dark Convergence and it's mostly fine. The telegraph for DC is just way way way more beginner friendly than RoA is. RoA's telegraph is the thin, dark red tether that Void Bash uses. It's very fast, very thin, and very dark. Easy to miss.
I actually think that's fine considering that the difference between RoA and DC is that DC you can place anywhere (away from you) whereas with RoA, you are the center of the storm which can sometimes work against you if the bomb fails.
It just needs to apply CC immunity. It's crazy that it's gone this long without having that added. It's really such a stale meta. You do not see any organized groups that don't rely on it because this one set is the most abusive of all the pull sets of another player's agency.