Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.
How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.
This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.
Think of the new one as Dark Convergence, just different proc timer/visual.
Izanagi.Xiiib16_ESO wrote: »Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.
How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.
This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.
Think of the new one as Dark Convergence, just different proc timer/visual.
Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.
Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill
The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.
Izanagi.Xiiib16_ESO wrote: »Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.
How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.
This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.
Think of the new one as Dark Convergence, just different proc timer/visual.
Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.
Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill
The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.
I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.
What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build.
Teeba_Shei wrote: »Dark Convergence has no target limit, making it ideal for bombing PUGs. In contrast, Rush is capped at six targets. Dark Convergence also automatically stuns enemies, while Rush does not provide crowd control—you'll need to bring your own stun and a gap closer to use it effectively. Additionally, Rush puts you at greater risk by forcing you into melee range, whereas Dark Convergence can be safely deployed from a distance.
If they were to change it, it would probably just automatically CC the same way dark convergence does, which would be a buff for rush not a nerf.
Dark Convergence:
Pros:
No target limit – hits unlimited enemies in range
Automatically stuns all affected targets (built-in CC)
Can be activated from a safe distance
Ideal for bombing large groups (especially PUGs)
Rush of Agony:
Cons:
Hits a maximum of 6 targets
Does not apply any crowd control (requires separate CC)
Requires a gap closer to trigger
Puts you at risk by forcing you into melee range
Izanagi.Xiiib16_ESO wrote: »Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.
How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.
This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.
Think of the new one as Dark Convergence, just different proc timer/visual.
Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.
Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill
The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.
I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.
What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build. Meanwhile proccing a pull straight off of your Colossus/Negate can be much stronger very often.
A good example of proc condition changing the value of a set significantly would be Way of Fire - extremely strong pressure set when it procced off of DoT ticks... And now kinda meh when it "only" procs off of lights/heavies (despite having the same 2s CD).
I think the warden charm problem is also something you have to worry a lot less about when the people chasing you can't pull you into it because you'll be out of the pull radius if moving away from someone, rather than someone being able to sprint after you and pull you to it no matter what (unless you perfectly block tap some invisible pull from outside your FOV).
For a while in previous patch there was an addon called AgonyWarning that put a big red box in middle of your screen saying "block now" whenever Rush of Agony was activated nearby and based on my experience this made the set a complete non-issue. They removed this from the API however in the subclassing patch... But now with the new functionality and very obvious AoE we're basically getting it back built-in and it'll be much easier to outrange.
TLDR: I'd say try out the changes they've got on PTS, I'd be very surprised if the set is still problematic like it is on Live.
Teeba_Shei wrote: »Dark Convergence has no target limit, making it ideal for bombing PUGs. In contrast, Rush is capped at six targets. Dark Convergence also automatically stuns enemies, while Rush does not provide crowd control—you'll need to bring your own stun and a gap closer to use it effectively. Additionally, Rush puts you at greater risk by forcing you into melee range, whereas Dark Convergence can be safely deployed from a distance.
If they were to change it, it would probably just automatically CC the same way dark convergence does, which would be a buff for rush not a nerf.
Dark Convergence:
Pros:
No target limit – hits unlimited enemies in range
Automatically stuns all affected targets (built-in CC)
Can be activated from a safe distance
Ideal for bombing large groups (especially PUGs)
Rush of Agony:
Cons:
Hits a maximum of 6 targets
Does not apply any crowd control (requires separate CC)
Requires a gap closer to trigger
Puts you at risk by forcing you into melee range
Izanagi.Xiiib16_ESO wrote: »There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.
Izanagi.Xiiib16_ESO wrote: »There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.
How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.
This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.
Think of the new one as Dark Convergence, just different proc timer/visual.
Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.
Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill
The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.
I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.
What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build.
Rush is generally used in 2 scenarios
1) Group pvp
2) Bombing (both solo and smallscale bombing)
In both cases you can afford to easily slot a gap closer if required. Dark Con vs just pugs has always been kind of better the only factor was that Rush you can pull on every proxy countdown. Where as for solo bombing you often need to wait for ulti anyway so the longer cooldown of DC is fine.
The issue which I think people complain about generally with Rush is that it was difficult to see when someone nearby you is jumped to - and this then causes you to get pulled in because you don't block in time.
The problem isn't that you get pulled in in that situation. The problem is that you can get follow up stunned AFTER the pull. This situation isn't going away with this patch so it will still be a problem.
There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.
Additionally if you are solo the warning addons didn't work unless it was you that got jumped to and some still work just AgonyWarning doesn't
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.
How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.
This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.
Think of the new one as Dark Convergence, just different proc timer/visual.
Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.
Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill
The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.
I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.
What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build.
Rush is generally used in 2 scenarios
1) Group pvp
2) Bombing (both solo and smallscale bombing)
In both cases you can afford to easily slot a gap closer if required. Dark Con vs just pugs has always been kind of better the only factor was that Rush you can pull on every proxy countdown. Where as for solo bombing you often need to wait for ulti anyway so the longer cooldown of DC is fine.
The issue which I think people complain about generally with Rush is that it was difficult to see when someone nearby you is jumped to - and this then causes you to get pulled in because you don't block in time.
The problem isn't that you get pulled in in that situation. The problem is that you can get follow up stunned AFTER the pull. This situation isn't going away with this patch so it will still be a problem.
There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.
Additionally if you are solo the warning addons didn't work unless it was you that got jumped to and some still work just AgonyWarning doesn't
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.
How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.
This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.
Think of the new one as Dark Convergence, just different proc timer/visual.
Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.
Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill
The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.
I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.
What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build.
Rush is generally used in 2 scenarios
1) Group pvp
2) Bombing (both solo and smallscale bombing)
In both cases you can afford to easily slot a gap closer if required. Dark Con vs just pugs has always been kind of better the only factor was that Rush you can pull on every proxy countdown. Where as for solo bombing you often need to wait for ulti anyway so the longer cooldown of DC is fine.
The issue which I think people complain about generally with Rush is that it was difficult to see when someone nearby you is jumped to - and this then causes you to get pulled in because you don't block in time.
The problem isn't that you get pulled in in that situation. The problem is that you can get follow up stunned AFTER the pull. This situation isn't going away with this patch so it will still be a problem.
There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.
Additionally if you are solo the warning addons didn't work unless it was you that got jumped to and some still work just AgonyWarning doesn't
I noticed that agony warning stopped working…. Does any add on still work for this?
It seems to me warden charm also does not give CC. immunity can anyone confirm?
It seems the changes will be a first step but RoA still needs to apply CC immunity.
The_Meathead wrote: »Pull sets are just such a miserable experience and rarely come without buggy performance.
I simply don't get the need to make herding a massive number of enemies so easy. That difficulty should be the whole point/display of skill/etc. for Bombers and especially for Ball Groups. Why automate it and make it so simple?
I get that the ship has sailed, and the horse is out of the barn on that, but it's just always seemed like such a tragically unnecessary downer of an addition for gameplay.
Thumbless_Bot wrote: »The_Meathead wrote: »Pull sets are just such a miserable experience and rarely come without buggy performance.
I simply don't get the need to make herding a massive number of enemies so easy. That difficulty should be the whole point/display of skill/etc. for Bombers and especially for Ball Groups. Why automate it and make it so simple?
I get that the ship has sailed, and the horse is out of the barn on that, but it's just always seemed like such a tragically unnecessary downer of an addition for gameplay.
Honestly, I think this set, like heavy attack builds, are designed to be inclusive for folks who otherwise might not be able to make all of the complex moves required to gather a lot of enemies to one spot to drop damage on them. I get that and i am all for getting as many people engaged in this gaming experience as possible. However, this set needs a pve only qualifier. Aoe pulls in a pvp game are just bad game design.
Alchimiste1 wrote: »Izanagi.Xiiib16_ESO wrote: »Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.
How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.
This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.
Think of the new one as Dark Convergence, just different proc timer/visual.
Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.
Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill
The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.
I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.
What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build. Meanwhile proccing a pull straight off of your Colossus/Negate can be much stronger very often.
A good example of proc condition changing the value of a set significantly would be Way of Fire - extremely strong pressure set when it procced off of DoT ticks... And now kinda meh when it "only" procs off of lights/heavies (despite having the same 2s CD).
I think the warden charm problem is also something you have to worry a lot less about when the people chasing you can't pull you into it because you'll be out of the pull radius if moving away from someone, rather than someone being able to sprint after you and pull you to it no matter what (unless you perfectly block tap some invisible pull from outside your FOV).
For a while in previous patch there was an addon called AgonyWarning that put a big red box in middle of your screen saying "block now" whenever Rush of Agony was activated nearby and based on my experience this made the set a complete non-issue. They removed this from the API however in the subclassing patch... But now with the new functionality and very obvious AoE we're basically getting it back built-in and it'll be much easier to outrange.
TLDR: I'd say try out the changes they've got on PTS, I'd be very surprised if the set is still problematic like it is on Live.
I don't think that solves the charm issue, but I don't want to highlight how to maximize its effectiveness on this post.
Izanagi.Xiiib16_ESO wrote: »Izanagi.Xiiib16_ESO wrote: »Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.
How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.
This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.
Think of the new one as Dark Convergence, just different proc timer/visual.
Except that Dark Con applies CC immunity and was nerfed from 7s to 25s because ZOS considered it too strong.
Rush of Agony is now essentially a 7s 'targeted' Dark Con AND you can combo it with Warden charm so people get pulled in and almost instantly charmed whilst you're free to use a damage skill
The only drawback is that you might get some less perfect pulls because someone might not be standing in the spot you would ideally like to pull.
I mean, even with the current Rush of Agony that has a very problematic pull there's a lot of builds that are better off running Dark Convergence instead.
What you proc something off of is very important, and very often running a gap closer does mean you sacrifice something more valuable in the build.
Rush is generally used in 2 scenarios
1) Group pvp
2) Bombing (both solo and smallscale bombing)
In both cases you can afford to easily slot a gap closer if required. Dark Con vs just pugs has always been kind of better the only factor was that Rush you can pull on every proxy countdown. Where as for solo bombing you often need to wait for ulti anyway so the longer cooldown of DC is fine.
The issue which I think people complain about generally with Rush is that it was difficult to see when someone nearby you is jumped to - and this then causes you to get pulled in because you don't block in time.
The problem isn't that you get pulled in in that situation. The problem is that you can get follow up stunned AFTER the pull. This situation isn't going away with this patch so it will still be a problem.
There should be a CC cooldown if you are affected by a CC like a pull. No Exceptions.
Additionally if you are solo the warning addons didn't work unless it was you that got jumped to and some still work just AgonyWarning doesn't
I noticed that agony warning stopped working…. Does any add on still work for this?
Izanagi.Xiiib16_ESO wrote: »
All the more reason to change Ambush into a linear gap closer instead of a teleport via cast time.Izanagi.Xiiib16_ESO wrote: »*Other gap close skills it procs at the start of the charge not at the end
Izanagi.Xiiib16_ESO wrote: »
apparently the info for this to work was removed from the api