tsaescishoeshiner wrote: »The new Rush of Agony works way better for the old proc build I've had for a few Updates now. I think this change might overall be a nerf, but making it a ground-based pull has its perks for planning a burst combo.
Though I feel like I notice some targets getting the "pull" animation but not going all the way towards the middle, just closer to it. Or even not moving at all. And not targets on the CC cooldown, but even fresh target.
For times when you might only hit 1-2 targets, it's performing better for my particular setup.
xylena_lazarow wrote: »This set is a major contributor to the collapse in the casual PvP population, yet ZOS bends over backwards to preserve its PvP double stun pull bomb crap that drives them away, breaking PvE in the process. Lose/lose for everyone, save for a tiny handful of comp group sweatlords who abuse the set to grief pugs.
The remaining 8 players still trying to 1vX with this set were easy targets before, and still are, though it was always rage quit inducing when they got off a lucky chain reaction causing half my team to VD me.
Yeah I do because the game is dead and Rushing Agony helped kill it. Relentless focus on catering to comp groups helped kill it. I stand by my convictions, I'll bet my account that build PvP is cooked and Vengeance is the future.this reads as you have a very "dug in" view
xylena_lazarow wrote: »
xylena_lazarow wrote: »
Honestly, it wasn't even just PvP for me. I hate it in PvE too. It alone is probably half of the reason I don't do dungeons anymore because being a tank is soooo 2019 these days.
The two things as a tank: Hold aggro on the big stuff. Round up and manage the little stuff.
We don't need the former because dungeons are trivial with all of the damage and survival afforded to your average DD these days. And the second (arguably most important part for good teams) was made obsolete with sets like this that do it in a single button press... oh and also burn it all down so you don't even need to manage or maintain anything after and can be worn most effectively by a DD anyway.
I'd rather play with the 600+ that showed up for Vengeance, than the 60+ that still enjoy heal stacking, proc sets, ball groups, instant deaths, turtle/burst stalemates decided by RNG weighted coin flips, and LAG. Catering to this tiny population has killed PvP. It's not getting fixed when any given problem is dozens of other problems in a trench coat.JustLovely wrote: »Please stop promoting a game mode you know full well the vast majority of the remaining PvP community hates.
Izanagi.Xiiib16_ESO wrote: »Set works fine, especially broken if you pair it with Warden base class and assassination.
Cast contingency with charm on it. Ambush/Lotus Fan onto a target. Both ROA and Charm drop on the floor. People get pulled from Narnia and essentially instantly charmed leaving you free to use any other ability combo's.
tbh feels even more broken now because the rush will always be pulling into the charm regardless if your character repositions outside of it (e.g. when dodging).
xylena_lazarow wrote: »I'd rather play with the 600+ that showed up for Vengeance, than the 60+ that still enjoy heal stacking, proc sets, ball groups, instant deaths, turtle/burst stalemates decided by RNG weighted coin flips, and LAG. Catering to this tiny population has killed PvP. It's not getting fixed when any given problem is dozens of other problems in a trench coat.JustLovely wrote: »Please stop promoting a game mode you know full well the vast majority of the remaining PvP community hates.
JustLovely wrote: »xylena_lazarow wrote: »
Please stop promoting a game mode you know full well the vast majority of the remaining PvP community hates.
Next iteration adds modified Meatbags so we'll know whether they're serious about balancing zerg v zerg.2) If they put it in it's current form they know the fall off would be unreal. You're "600" people you're playing with isn't going to be anywhere near that. The data alone says that.
xylena_lazarow wrote: »This set is a major contributor to the collapse in the casual PvP population, yet ZOS bends over backwards to preserve its PvP double stun pull bomb crap that drives them away, breaking PvE in the process. Lose/lose for everyone, save for a tiny handful of comp group sweatlords who abuse the set to grief pugs.
The remaining 8 players still trying to 1vX with this set were easy targets before, and still are, though it was always rage quit inducing when they got off a lucky chain reaction causing half my team to VD me.
Couldn't disagree with this more. Respectfully, this reads as you have a very "dug in" view of how PvP should be and if ZoS doesn't make a change in that direction you consider it a bad change.
ZoS has openly said they aren't going to remove ball groups, just like they aren't going to remove the rock humpers, the perma blockers, the zerg surfers, etc. Sure, everyone loves to scream about ball groups (and there are things I think ZoS needs to do to reduce their power), but ball groups aren't the reason PvP is "dying" and to get fixated on one group is a very short sighted view.
I'm not trying to bait, be disrespectful, just pointing out an alternative view point.
Apollosipod wrote: »Ugh..one of my favorite characters is just a story pve Nightblade that combos ROA and Sul-Xan for trash packs. Is this going to kill yet another build I've made that bothers literally no one else?
God, I'm so tired of having to reinvent characters on every single patch. I'm about done.
fufu_from_ps4 wrote: »xylena_lazarow wrote: »This set is a major contributor to the collapse in the casual PvP population, yet ZOS bends over backwards to preserve its PvP double stun pull bomb crap that drives them away, breaking PvE in the process. Lose/lose for everyone, save for a tiny handful of comp group sweatlords who abuse the set to grief pugs.
The remaining 8 players still trying to 1vX with this set were easy targets before, and still are, though it was always rage quit inducing when they got off a lucky chain reaction causing half my team to VD me.
Couldn't disagree with this more. Respectfully, this reads as you have a very "dug in" view of how PvP should be and if ZoS doesn't make a change in that direction you consider it a bad change.
ZoS has openly said they aren't going to remove ball groups, just like they aren't going to remove the rock humpers, the perma blockers, the zerg surfers, etc. Sure, everyone loves to scream about ball groups (and there are things I think ZoS needs to do to reduce their power), but ball groups aren't the reason PvP is "dying" and to get fixated on one group is a very short sighted view.
I'm not trying to bait, be disrespectful, just pointing out an alternative view point.
you always blindly defend mechanics that empower ball groups. which is fine... i guess.
i dont see how you justify the pull/stun not applying cc immunity to people tho. also i dont understand why they dont just make it apply cc immunity.... its a stun, its a pull... i mean bro cmon...... and then we can all stop crying about it.
even people who use the set, and are being honest, will quickly point out that the double stun PLUS aoe proc damage is beyond broken.
i dont know why we are still talking about this set its a farce at this point.
MISTFORMBZZZ wrote: »How does the set perform in pvp now after the change? Not worth for the people to use it anymore?
Whats funny is I can tell you literally don't look at my posts.
I do not blindly defend ball groups. I, on more than one occasion, have said how they can tune them so ball groups can be killed easier and make it harder for us (yes I ball group) to stay alive.
I've also said, on more than one occasion, that I shouldn't be able to pull someone with rush, then pull again, and again and again... and rush should have cc.
I've said this so many times in so many of these threads. I've also explained, in detail, how rush is broken under heavy server load.
Respectfully, read my posts before you attempt to call me out.
fufu_from_ps4 wrote: »Whats funny is I can tell you literally don't look at my posts.
I do not blindly defend ball groups. I, on more than one occasion, have said how they can tune them so ball groups can be killed easier and make it harder for us (yes I ball group) to stay alive.
I've also said, on more than one occasion, that I shouldn't be able to pull someone with rush, then pull again, and again and again... and rush should have cc.
I've said this so many times in so many of these threads. I've also explained, in detail, how rush is broken under heavy server load.
Respectfully, read my posts before you attempt to call me out.
dude you constantly do it. you did it just now by claiming this set doesnt drive people away from the game with its broken mechanics, which is why i pointed out that you constantly defend broken mechanics. like i said... its fine. but lets call a spade a spade.
you claimed in another thread that the current changes are sufficient (because i assume you want to keep a double stun, as if ball groups needed anymore help)
a month or so ago you were argueing against nerfing, the stacking of 10 vigors and 10 regens plus whatever other hots are stacking. theres no need for more than 2 hots per morph. it creates lag, and no one needs 30k heals per second give me a break.
i could go on and on, you always advocate for the buffing of ball groups.... which is fine..... but just be honest about it.
rush of agony giving no cc immunity is SUPER broken, especially paired with the damage and the insanely short cooldown ( that happens to line up with the stun you're gonna hit them with after you pull them so you can double stun on cc cooldown)
its pretty cringy bro.
MISTFORMBZZZ wrote: »How does the set perform in pvp now after the change? Not worth for the people to use it anymore?
It's easier to escape from the pull.