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Pull Mechs and Rush of Agony

KingzZVI
KingzZVI
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I find the pull scribing slot extremely underwhelming, its basically the same as the vat sword and shield with power bash. I think after the pull you should be able to do a hard fear like the current rush. i feel the skill is very bright and easy to react to so that change would make it better and more usable. With the changes to Rush of agony i find it "too much" reaction time and makes the set kinda useless. I think moving it down to 0.3 or 0.5 seconds would be better and also help the competitive state of ballgrouping. I think with ballgroup vs ballgroup fights the 0.8 seconds is too much reaction time and will result in fight being stalemates and groups being unkillible. right now in ballgroup fights since harmony rework only thing that kills people in competitive group play is a pull and a cc. Please look into this please. Thanks
  • Sluggy
    Sluggy
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    KingzZVI wrote: »
    I find the pull scribing slot extremely underwhelming, its basically the same as the vat sword and shield with power bash. I think after the pull you should be able to do a hard fear like the current rush. i feel the skill is very bright and easy to react to so that change would make it better and more usable. With the changes to Rush of agony i find it "too much" reaction time and makes the set kinda useless. I think moving it down to 0.3 or 0.5 seconds would be better and also help the competitive state of ballgrouping. I think with ballgroup vs ballgroup fights the 0.8 seconds is too much reaction time and will result in fight being stalemates and groups being unkillible. right now in ballgroup fights since harmony rework only thing that kills people in competitive group play is a pull and a cc. Please look into this please. Thanks

    Don't you think that there is a problem if the 'only way to kill these groups' is to use a singularly obnoxious set? Instead of leaving as it is or slightly changing don't you think the better option to fix these stalemates would be to do a severe balance pass on what is making them so strong? It's not like the suggestions haven't been provided by the community for half a decade by now.
  • Bashev
    Bashev
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    There is an easy solution for ball group healing stacks. Make HoTs only once instance on a player. A new cast from the same skill from another player just overwrites the previous HoT.
    Because I can!
  • CrazyKitty
    CrazyKitty
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    There should never be a free pull mechanic in a video game. Anything that moves another player on the map should be a skill that requires slotting and cost resources. Free pull mechanic is just bad game design.
  • KingzZVI
    KingzZVI
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    Sluggy wrote: »
    KingzZVI wrote: »
    I find the pull scribing slot extremely underwhelming, its basically the same as the vat sword and shield with power bash. I think after the pull you should be able to do a hard fear like the current rush. i feel the skill is very bright and easy to react to so that change would make it better and more usable. With the changes to Rush of agony i find it "too much" reaction time and makes the set kinda useless. I think moving it down to 0.3 or 0.5 seconds would be better and also help the competitive state of ballgrouping. I think with ballgroup vs ballgroup fights the 0.8 seconds is too much reaction time and will result in fight being stalemates and groups being unkillible. right now in ballgroup fights since harmony rework only thing that kills people in competitive group play is a pull and a cc. Please look into this please. Thanks

    Don't you think that there is a problem if the 'only way to kill these groups' is to use a singularly obnoxious set? Instead of leaving as it is or slightly changing don't you think the better option to fix these stalemates would be to do a severe balance pass on what is making them so strong? It's not like the suggestions haven't been provided by the community for half a decade by now.

    I provided a counter argument to the nerf to still have the reaction time but not make the set useless. imo things where soloid with harmony. I dont think ballgroups should be nerfed they play how they wanna play which is the motto of the game. they use every buff and debuff in the game likie pve group do to optimize there group. The problem that im addressing is simply ballgroup v ballgroup fights.
  • KingzZVI
    KingzZVI
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    Bashev wrote: »
    There is an easy solution for ball group healing stacks. Make HoTs only once instance on a player. A new cast from the same skill from another player just overwrites the previous HoT.

    terrible suggestion, that would make pve less fun.
  • KingzZVI
    KingzZVI
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    CrazyKitty wrote: »
    There should never be a free pull mechanic in a video game. Anything that moves another player on the map should be a skill that requires slotting and cost resources. Free pull mechanic is just bad game design.

    its not a free pull theres a range and you can react to it by blocking. its not hard to react to as is but 0.8 reaction time is way too much considering latency and lag.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Uhhh no. Rush of Agony should apply CC immunity. We should not be adding more skills that ignore CC rules.
  • reazea
    reazea
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    KingzZVI wrote: »
    Bashev wrote: »
    There is an easy solution for ball group healing stacks. Make HoTs only once instance on a player. A new cast from the same skill from another player just overwrites the previous HoT.

    terrible suggestion, that would make pve less fun.

    Heal stacking is a major problem in PvP. It's the single biggest source of lag and makes ball groups way too OP. PvP players have been pointing this out for years to no avail.
  • reazea
    reazea
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    KingzZVI wrote: »
    CrazyKitty wrote: »
    There should never be a free pull mechanic in a video game. Anything that moves another player on the map should be a skill that requires slotting and cost resources. Free pull mechanic is just bad game design.

    its not a free pull theres a range and you can react to it by blocking. its not hard to react to as is but 0.8 reaction time is way too much considering latency and lag.

    RoA is a free, mindless pull from a proc set. You can't see it coming because there is no animation to indicate it's presence, and it can only be blocked after the player is pulled and stacked.
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