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Rushing Agony, design mistake

BejaProphet
BejaProphet
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Rushing agony was changed for the sake of PvP. Now players are no longer pulled to the player wearing rushing agony, they are pulled to where it was triggered.

As a PvE tank wearing rushing agony, this works fine when I trigger it using a gap closer. But when I leash the flaw is exposed. When I use silver leash to pull in creatures…now the original point of the creature being leashed becomes rushing agony’s trigger point. The result is that I leash a mob to me and a second later rushing agony pulls them right back to their original spot!! And now they are CC immune from the first pull.

There is no way this is what the developers wanted to happen. You obviously need the coding to mark the spot that I was at when I trigger the pull.

I just want dev’s to be aware of this unintended consequence. (I mean it has to be unintentional, right? It’s too rediculous to be the plan).
  • reazea
    reazea
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    Rushing agony was changed for the sake of PvP. Now players are no longer pulled to the player wearing rushing agony, they are pulled to where it was triggered.

    As a PvE tank wearing rushing agony, this works fine when I trigger it using a gap closer. But when I leash the flaw is exposed. When I use silver leash to pull in creatures…now the original point of the creature being leashed becomes rushing agony’s trigger point. The result is that I leash a mob to me and a second later rushing agony pulls them right back to their original spot!! And now they are CC immune from the first pull.

    There is no way this is what the developers wanted to happen. You obviously need the coding to mark the spot that I was at when I trigger the pull.

    I just want dev’s to be aware of this unintended consequence. (I mean it has to be unintentional, right? It’s too rediculous to be the plan).

    Your description sounds like what you're seeing is lag more than a design flaw.
  • Dojohoda
    Dojohoda
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    Right, they ruined a PVE set for PVP. The set should have been left as-is except made to affect monsters and not players.

    The change was made during PTS 11.1.0 patch. The change altered its core mechanic: the set no longer pulls enemies to the caster after its delay. Instead, it creates an area of effect at the initial location where it was triggered, pulling enemies to that spot.

    As mentioned by @BejaProphet , players have noted unintended consequences, such as the set pulling leashed creatures back to their original spawn point, potentially leading to crowd control immunity.
    Fan of playing magblade since 2015. (PC NA)
    Might be joking in comments.
    -->(((Cyrodiil)))<--
  • Sluggy
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    Dojohoda wrote: »
    Right, they ruined a PVE set for PVP. The set should have been left as-is except made to affect monsters and not players.

    The change was made during PTS 11.1.0 patch. The change altered its core mechanic: the set no longer pulls enemies to the caster after its delay. Instead, it creates an area of effect at the initial location where it was triggered, pulling enemies to that spot.

    As mentioned by @BejaProphet , players have noted unintended consequences, such as the set pulling leashed creatures back to their original spawn point, potentially leading to crowd control immunity.

    As a PvPer I despise this set. As a PvE tank I loathe this set.

    Either way, if they changed it so that as soon as any skill was cast it would explode all players wearing it, delete those characters, and expunge all Crowns from their account across all servers I'd be just fine with it. It was a bad design in every imaginable way from a gameplay standpoint and that set along with Dark Convergence were to two of biggest reasons I reduced my play from several times a week to just a few weeks out of the year.
  • reazea
    reazea
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    Sluggy wrote: »
    Dojohoda wrote: »
    Right, they ruined a PVE set for PVP. The set should have been left as-is except made to affect monsters and not players.

    The change was made during PTS 11.1.0 patch. The change altered its core mechanic: the set no longer pulls enemies to the caster after its delay. Instead, it creates an area of effect at the initial location where it was triggered, pulling enemies to that spot.

    As mentioned by @BejaProphet , players have noted unintended consequences, such as the set pulling leashed creatures back to their original spawn point, potentially leading to crowd control immunity.

    As a PvPer I despise this set. As a PvE tank I loathe this set.

    Either way, if they changed it so that as soon as any skill was cast it would explode all players wearing it, delete those characters, and expunge all Crowns from their account across all servers I'd be just fine with it. It was a bad design in every imaginable way from a gameplay standpoint and that set along with Dark Convergence were to two of biggest reasons I reduced my play from several times a week to just a few weeks out of the year.

    It's not as if the forum has been lit up with complaints about RoA since its inception or anything, right?
  • Oblivion_Protocol
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    reazea wrote: »
    It's not as if the forum has been lit up with complaints about RoA since its inception or anything, right?

    Except for the fact that EVERY ONE of those complaints came from the PvP side of the street. No PvE player has ever had an issue with Rushing Agony. But ZoS had to throw the baby out with the bathwater and change the whole thing. It’s like when they changed Plaguebreak to make it literally useless in PvE just because you could kill players by blowing up guards.

  • Major_Mangle
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    reazea wrote: »
    It's not as if the forum has been lit up with complaints about RoA since its inception or anything, right?

    Except for the fact that EVERY ONE of those complaints came from the PvP side of the street. No PvE player has ever had an issue with Rushing Agony. But ZoS had to throw the baby out with the bathwater and change the whole thing. It’s like when they changed Plaguebreak to make it literally useless in PvE just because you could kill players by blowing up guards.

    Plaguebreak got nerfed in PvE because of PvE reasons, not because of the interaction with guards in PvP. There are clips of players obliterating vet DLC bosses in seconds because they pulled all the trash packs to the boss. I know the PvE crowd loves to blame PvP but at least don't spread false information.
    Edited by Major_Mangle on 7 November 2025 06:55
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • BejaProphet
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    reazea wrote: »

    Your description sounds like what you're seeing is lag more than a design flaw.

    It’s not lag.


    Sluggy wrote: »

    As a PvPer I despise this set. As a PvE tank I loathe this set.

    Either way, if they changed it so that as soon as any skill was cast it would explode all players wearing it, delete those characters, and expunge all Crowns from their account across all servers I'd be just fine with it. It was a bad design in every imaginable way from a gameplay standpoint and that set along with Dark Convergence were to two of biggest reasons I reduced my play from several times a week to just a few weeks out of the year.

    Ummm, ok…thanks for stopping by??? Glad you got to vomit into the thread.
    reazea wrote: »
    It's not as if the forum has been lit up with complaints about RoA since its inception or anything, right?

    Ah now we all have perspective. 0.o
  • Oblivion_Protocol
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    Plaguebreak got nerfed in PvE because of PvE reasons, not because of the interaction with guards in PvP. There are clips of players obliterating vet DLC bosses in seconds because they pulled all the trash packs to the boss. I know the PvE crowd loves to blame PvP but at least don't spread false information.

    Ah, yes. Of course. As we know, ZoS hates it when we kill things too fast. That’s why they nerfed Arcanist beam into the dirt, where it remains to this day, completely worthless and unusable.

    Oh, wait…

    Come on, man. I know BS when I smell it. Plaguebreak was wiping groups with ease, and they (the groups) couldn’t have that. So they complained until ZoS fundamentally changed the set with a convenient excuse about how the set was performing beyond expectations or some such.
  • Major_Mangle
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    Plaguebreak got nerfed in PvE because of PvE reasons, not because of the interaction with guards in PvP. There are clips of players obliterating vet DLC bosses in seconds because they pulled all the trash packs to the boss. I know the PvE crowd loves to blame PvP but at least don't spread false information.

    Ah, yes. Of course. As we know, ZoS hates it when we kill things too fast. That’s why they nerfed Arcanist beam into the dirt, where it remains to this day, completely worthless and unusable.

    Oh, wait…

    Come on, man. I know BS when I smell it. Plaguebreak was wiping groups with ease, and they (the groups) couldn’t have that. So they complained until ZoS fundamentally changed the set with a convenient excuse about how the set was performing beyond expectations or some such.

    I looked up the patch notes on 9.0.5 when this set was changed, and I was partially correct:

    Plaguebreak: This set now will only attempt to apply itself to enemy players, rather than any enemy. Note that the explosion can still damage and be amplified by nearby non-players.
    ZOS explaining:
    This change was made to correct a behavior we've been seeing in PvP areas where you could apply this set to entities (such as pets or guards) that lacked critical knowledge of how to counter-play the mechanics introduced. This also hits the truly creative uses of the set in PvE where we have seen some humorous videos that wipe out entire dungeons with relative ease, which while we appreciated the ingenuity, it was *slightly* over performing.

    So while there was a part in PvP they didn't like about the set, the PvE aspect of things were also a big part of the reasoning it got nerfed.
    Edited by Major_Mangle on 7 November 2025 08:30
    Ps4 EU 2016-2020
    PC/EU: 2020 -
  • Sluggy
    Sluggy
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    reazea wrote: »
    It's not as if the forum has been lit up with complaints about RoA since its inception or anything, right?
    ... No PvE player has ever had an issue with Rushing Agony. ...

    *raises hand*
  • SaffronCitrusflower
    SaffronCitrusflower
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    reazea wrote: »
    It's not as if the forum has been lit up with complaints about RoA since its inception or anything, right?

    Except for the fact that EVERY ONE of those complaints came from the PvP side of the street. No PvE player has ever had an issue with Rushing Agony. But ZoS had to throw the baby out with the bathwater and change the whole thing. It’s like when they changed Plaguebreak to make it literally useless in PvE just because you could kill players by blowing up guards.

    Your problem is with ZOS' change in the functionality, in both cases, not with PvP players.
  • El_Borracho
    El_Borracho
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    reazea wrote: »
    It's not as if the forum has been lit up with complaints about RoA since its inception or anything, right?

    Except for the fact that EVERY ONE of those complaints came from the PvP side of the street. No PvE player has ever had an issue with Rushing Agony. But ZoS had to throw the baby out with the bathwater and change the whole thing. It’s like when they changed Plaguebreak to make it literally useless in PvE just because you could kill players by blowing up guards.

    Plaguebreak got nerfed in PvE because of PvE reasons, not because of the interaction with guards in PvP. There are clips of players obliterating vet DLC bosses in seconds because they pulled all the trash packs to the boss. I know the PvE crowd loves to blame PvP but at least don't spread false information.

    That was the given reason, but the "fix" nerfed it for PVP purposes. Just as they limited other PVE sets' usefulness in PVP by adding "monsters" to the tooltip, they could have done the same limitation with Plaguebreak so it would continue unchanged in Cyrodiil. But why would anyone do that...
  • Soarora
    Soarora
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    reazea wrote: »
    It's not as if the forum has been lit up with complaints about RoA since its inception or anything, right?

    Except for the fact that EVERY ONE of those complaints came from the PvP side of the street. No PvE player has ever had an issue with Rushing Agony. But ZoS had to throw the baby out with the bathwater and change the whole thing. It’s like when they changed Plaguebreak to make it literally useless in PvE just because you could kill players by blowing up guards.

    Plaguebreak got nerfed in PvE because of PvE reasons, not because of the interaction with guards in PvP. There are clips of players obliterating vet DLC bosses in seconds because they pulled all the trash packs to the boss. I know the PvE crowd loves to blame PvP but at least don't spread false information.

    Wasn’t it literally just because of one (1) dungeon soloist using plaguebreak in MoS?

    Obliterating vet DLC bosses isn’t even uncommon (for some bosses, even amongst PUGS… like… how many people know the mechanics for the spriggan boss in MoS because I’ve only had to do mechs maybe 3 times…). Especially the ones that don’t have a door seperating the boss from trash.
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  • YandereGirlfriend
    YandereGirlfriend
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    Soarora wrote: »
    reazea wrote: »
    It's not as if the forum has been lit up with complaints about RoA since its inception or anything, right?

    Except for the fact that EVERY ONE of those complaints came from the PvP side of the street. No PvE player has ever had an issue with Rushing Agony. But ZoS had to throw the baby out with the bathwater and change the whole thing. It’s like when they changed Plaguebreak to make it literally useless in PvE just because you could kill players by blowing up guards.

    Plaguebreak got nerfed in PvE because of PvE reasons, not because of the interaction with guards in PvP. There are clips of players obliterating vet DLC bosses in seconds because they pulled all the trash packs to the boss. I know the PvE crowd loves to blame PvP but at least don't spread false information.

    Wasn’t it literally just because of one (1) dungeon soloist using plaguebreak in MoS?

    Obliterating vet DLC bosses isn’t even uncommon (for some bosses, even amongst PUGS… like… how many people know the mechanics for the spriggan boss in MoS because I’ve only had to do mechs maybe 3 times…). Especially the ones that don’t have a door seperating the boss from trash.

    All it takes to call down an orbital nerf strike is one video. And I definitely remember that Plaguebreak video.

    We saw this very recently with the devastating nuke of Barrier in response to a single video leveraging it.

    Which is why the golden rule of ESO tech is: don't talk about ESO tech (and definitely do not record it!). Violating that rule risks the orbital strike being called in.
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