You know, not everybody follows all the sets, someone come in pvp once in a while and is not super informed about all new sets.
The game since start had some mechanics, like crowd control immunity after breaking free from the effect.
At some point you decided to introduce sets that don't follow this rule. I don't know why. Breaking estabilishged game mechanics is just wrong. It's game design 101.
So please in the deah recap when you see someone has been hit for example by RoA add an hint explaining how broken the set is.
So people that come once in a while in PvP will know about it and understand.
This maybe will avoid that the same people will get killed over and over and over by the same groups crutching on those broken sets.
El_Borracho wrote: »RoA doesn't explode for 2 seconds. Unless you are hit with Fossilize or Colorless Pool right after being pulled, you can usually escape the blast zone. Like @Major_Toughness I've used this set with great success with DKs (Chains of Devastation into Take Flight into a group is always fun) but its as avoidable as it is effective, if that makes sense.
I am completely with you when it comes to the frustrations caused by lag and desyncs which can hurt with RoA, but the issue is with that, not the set.
Bushido2513 wrote: »El_Borracho wrote: »RoA doesn't explode for 2 seconds. Unless you are hit with Fossilize or Colorless Pool right after being pulled, you can usually escape the blast zone. Like @Major_Toughness I've used this set with great success with DKs (Chains of Devastation into Take Flight into a group is always fun) but its as avoidable as it is effective, if that makes sense.
I am completely with you when it comes to the frustrations caused by lag and desyncs which can hurt with RoA, but the issue is with that, not the set.
Lag and desyncs aside though a potential double pull is an issue. You should just have immunity period.
https://www.youtube.com/watch?v=hJj9-iVcZ1A
Pull effects are a staple of PVP games everywhere. You don't have to like them but they are not going anywhere.
El_Borracho wrote: »Bushido2513 wrote: »El_Borracho wrote: »RoA doesn't explode for 2 seconds. Unless you are hit with Fossilize or Colorless Pool right after being pulled, you can usually escape the blast zone. Like @Major_Toughness I've used this set with great success with DKs (Chains of Devastation into Take Flight into a group is always fun) but its as avoidable as it is effective, if that makes sense.
I am completely with you when it comes to the frustrations caused by lag and desyncs which can hurt with RoA, but the issue is with that, not the set.
Lag and desyncs aside though a potential double pull is an issue. You should just have immunity period.
If there were multiple sets or a monster set that did this so you could double down on it, I would agree with you. But its one set. You are giving up an entire 5 piece set to gain a second pull/CC on a target. The whole point of the set is a double pull in that I can use Crit Rush to pull then hit the target with Fossilize. It says so in the tooltip.
A lot of the triggers can be blocked. Then I can turn it back on the attacker if I happen to be wearing RoA. I don't see this as a broken set along the lines of the old Ravager where it was push one button, kill a player. Its not. Hrothgar's Chill is easier to use than RoA.