https://youtu.be/UJTJFtm0Qnk?is=Rl5o95t7-5WDI4NO
https://youtu.be/4ACxVjfEK5A?is=BYiuQ6Ie1TJeJbUx
https://youtu.be/J84kNEKhmnM?is=CwbdPCJhl8E6paSK 
albertberku wrote: »He doesnt wait, he just randomly attacks. This combo can oneshot me with fully shielded and at full health. It did in the past. Notice for example in one of the videos when i had fraction of a shield and full health how Crushing wasnt on the death recap even though animation played, since other hits already were enough damage.
So, no need to make it look like there was a strategic approach here. This is a legit 45k dmg oneshot on a shield magsorc. Feel free to try it yourself to find out. You of course dont know how it plays in the receiving end because you never play anything other than ganker. So, you are just theorycrafting but go to field with a normal character and tell me your experience, not the theorycraft.
And then post me a gameplay footage where you actually get hit by this combo on a magsorc on your backbar with fully shielded at full health and didnt die if you are so sure that your theorycraft will work in the practice. How can you know, when you never play a magsorc?
And you also dont range gank. You are using melee Incap gank. You dont play the receiving end, you dont play the giving end in this scenario. Yet you know? And have some recommendations as well about "counterplays" ? As someone that never plays magsorc to someone that plays magsorc since 10 years?
albertberku wrote: »You can clearly see in the video that every single skill is hitting at the exact same time. And you know only after they hit you. I dont know how clearer a gameplay footage can possibly be. There is damage, there are numbers, it shows the moment they hit.
There is a reason why people came up with the idea of using snipe on backbar then light attacking overload and crushing front bar with pulse winterborn and whatnot. Simply because huge damage they all hit at the exact same time. Same as people has the idea of using DK leap with the other two DK burst abilities and a whip afterwards. Simply because they all hit surely if you can land the first leap. The reason people are using them is because they are working, they are breakingly uncounterable if you are not looking at that certain direction and doesnt see it coming.
You could have 60k resistances on the backbar. Do you have time to react to switch to backbar? Or do you want to just stay in backbar whole time while playing? People randomly dropping ranged instant 40k oneshots behind you from 40m away. It is just about luck at this moment, you could be rolling, you could be blocking, you could be on backbar. But just sheer luck.
YandereGirlfriend wrote: »This build also has a sky-high chance to de-sync the target, which compounds its effectiveness.
Whether or not that de-sync is intended by the ganker or not (and thus falls into the realm of intentional exploiting...), well, you can be the judge.
Attorneyatlawl wrote: »Lethal Arrow has a long travel time and distinct sound. When you hear the rustling noise, block!
BigPlays420 wrote: »I’ve been playing this pulse gank build for a couple of months now after getting hit by it myself, and I’ve gotten a few DMs like this claiming HP desync. Every time, I’ve gone back and watched the replay, and I haven’t seen any desync on my end. The enemy HP values line up with the damage numbers shown by the base game, and the kills make sense within that GCD.
At this point, I honestly think a lot of people are just looking for a way to cope with dying to it without understanding what actually killed them. It’s not just the first GCD either, the next 2–3 GCDs put out a ton of damage and pressure as well if the gank is executed properly.
Oblivion_Protocol wrote: »BigPlays420 wrote: »I’ve been playing this pulse gank build for a couple of months now after getting hit by it myself, and I’ve gotten a few DMs like this claiming HP desync. Every time, I’ve gone back and watched the replay, and I haven’t seen any desync on my end. The enemy HP values line up with the damage numbers shown by the base game, and the kills make sense within that GCD.
At this point, I honestly think a lot of people are just looking for a way to cope with dying to it without understanding what actually killed them. It’s not just the first GCD either, the next 2–3 GCDs put out a ton of damage and pressure as well if the gank is executed properly.
I’ve also been playing the Pulse Gank build for a while now, and I can confidently tell you that desync is absolutely a thing that happens commonly unless you’ve got God-level ping. You don’t notice it while playing the build, but the desync isn’t happening to you.
Have you ever opened up on someone, and there’s a moment where they just stand still, not blocking, dodging, or casting skills? They simply stop moving and seem to accept their fate? If so, congratulations! You’ve seen desync live and in living color.
BigPlays420 wrote: »Oblivion_Protocol wrote: »BigPlays420 wrote: »I’ve been playing this pulse gank build for a couple of months now after getting hit by it myself, and I’ve gotten a few DMs like this claiming HP desync. Every time, I’ve gone back and watched the replay, and I haven’t seen any desync on my end. The enemy HP values line up with the damage numbers shown by the base game, and the kills make sense within that GCD.
At this point, I honestly think a lot of people are just looking for a way to cope with dying to it without understanding what actually killed them. It’s not just the first GCD either, the next 2–3 GCDs put out a ton of damage and pressure as well if the gank is executed properly.
I’ve also been playing the Pulse Gank build for a while now, and I can confidently tell you that desync is absolutely a thing that happens commonly unless you’ve got God-level ping. You don’t notice it while playing the build, but the desync isn’t happening to you.
Have you ever opened up on someone, and there’s a moment where they just stand still, not blocking, dodging, or casting skills? They simply stop moving and seem to accept their fate? If so, congratulations! You’ve seen desync live and in living color.
I’ve personally never seen it, and I’ve been hit by this gank plenty of times without ever feeling like I got desynced, and I play on fairly high ping myself, around 150–200 ms. Until actual proof is shown, I don’t think anyone is exploiting anything here if the argument is just “server desync,” especially when desync affects nearly every part of PvP whenever the servers are struggling.
The much simpler explanation is that the gank’s one-GCD potential is just ridiculous, even into fairly tanky specs. More often than not, that is probably what people are dying to.
Oblivion_Protocol wrote: »BigPlays420 wrote: »I’ve been playing this pulse gank build for a couple of months now after getting hit by it myself, and I’ve gotten a few DMs like this claiming HP desync. Every time, I’ve gone back and watched the replay, and I haven’t seen any desync on my end. The enemy HP values line up with the damage numbers shown by the base game, and the kills make sense within that GCD.
At this point, I honestly think a lot of people are just looking for a way to cope with dying to it without understanding what actually killed them. It’s not just the first GCD either, the next 2–3 GCDs put out a ton of damage and pressure as well if the gank is executed properly.
I’ve also been playing the Pulse Gank build for a while now, and I can confidently tell you that desync is absolutely a thing that happens commonly unless you’ve got God-level ping. You don’t notice it while playing the build, but the desync isn’t happening to you.
Have you ever opened up on someone, and there’s a moment where they just stand still, not blocking, dodging, or casting skills? They simply stop moving and seem to accept their fate? If so, congratulations! You’ve seen desync live and in living color.
BigPlays420 wrote: »I’ve personally never seen it, and I’ve been hit by this gank plenty of times without ever feeling like I got desynced, and I play on fairly high ping myself, around 150–200 ms. Until actual proof is shown, I don’t think anyone is exploiting anything here if the argument is just “server desync,” especially when desync affects nearly every part of PvP whenever the servers are struggling.
The much simpler explanation is that the gank’s one-GCD potential is just ridiculous, even into fairly tanky specs. More often than not, that is probably what people are dying to.
Oblivion_Protocol wrote: »BigPlays420 wrote: »I’ve personally never seen it, and I’ve been hit by this gank plenty of times without ever feeling like I got desynced, and I play on fairly high ping myself, around 150–200 ms. Until actual proof is shown, I don’t think anyone is exploiting anything here if the argument is just “server desync,” especially when desync affects nearly every part of PvP whenever the servers are struggling.
The much simpler explanation is that the gank’s one-GCD potential is just ridiculous, even into fairly tanky specs. More often than not, that is probably what people are dying to.
“I’ve never personally contracted cancer, so until you show me footage of someone slowly dying in a hospital bed, I don’t think anyone is getting sick from it.”
That’s what these “I’ve never seen it, so it doesn’t exist” arguments sound like. Which is funny because if you type “ESO desync” into the search bar on YouTube, the second result is a Crushing Shock ganker build video from a well-known veteran content creator who literally says the combo can cause desync about three minutes into the video.
Yes, the combo can kill people easily on its own. I’m not arguing that point. And the desync doesn’t always happen. But the combo creates a scenario where desync is far more likely to happen due to the high amount of calculations from up to 10 instances of damage occurring in a single GCD.
Oblivion_Protocol wrote: »BigPlays420 wrote: »I’ve personally never seen it, and I’ve been hit by this gank plenty of times without ever feeling like I got desynced, and I play on fairly high ping myself, around 150–200 ms. Until actual proof is shown, I don’t think anyone is exploiting anything here if the argument is just “server desync,” especially when desync affects nearly every part of PvP whenever the servers are struggling.
The much simpler explanation is that the gank’s one-GCD potential is just ridiculous, even into fairly tanky specs. More often than not, that is probably what people are dying to.
“I’ve never personally contracted cancer, so until you show me footage of someone slowly dying in a hospital bed, I don’t think anyone is getting sick from it.”
That’s what these “I’ve never seen it, so it doesn’t exist” arguments sound like. Which is funny because if you type “ESO desync” into the search bar on YouTube, the second result is a Crushing Shock ganker build video from a well-known veteran content creator who literally says the combo can cause desync about three minutes into the video.
Yes, the combo can kill people easily on its own. I’m not arguing that point. And the desync doesn’t always happen. But the combo creates a scenario where desync is far more likely to happen due to the high amount of calculations from up to 10 instances of damage occurring in a single GCD.
TheAwesomeChimpanzee wrote: »Not typing all this nonsense…
BigPlays420 wrote: »Etc, etc.
Oblivion_Protocol wrote: »TheAwesomeChimpanzee wrote: »Not typing all this nonsense…BigPlays420 wrote: »Etc, etc.
Okay, you two. Let me make my point a bit clearer, because something is getting obviously lost in translation.
I’m not saying this is some 100% guaranteed exploit that kills everyone regardless of skill. I’m not saying that the massive amount of burst in a short period of time isn’t what’s killing most of the people this build faces. I’m saying that desync issues happen more often with this combo than with normal attacks, and that’s part of the appeal for many who run this build.
You following so far?
The issue isn’t even mega obvious. It’s usually a stutter step the game takes while calculating what’s happening, and it can cause someone to basically not register damage from attacks when they land, but only a second later. To most PVP players, a second doesn’t make a difference. But for those who operate at that level of reaction time and skill, it’s the difference between life and death.
You two are screaming about proof, but what proof could anyone offer? I could show a thousand videos of folks getting hit by the combo, but it would just look like someone not reacting fast enough or just getting melted by multiple sources of damage at once, which is the point. So I guess believe me or don’t? But I know what I and many others have seen.
Purposeful desync tactics are nothing new to this game. Repelling Shield didn’t start getting slapped onto builds just because people wanted to cosplay as Captain America. So why would it not be believable that people would gravitate to a strategy that offers the potential for one, on top of massive damage?
YandereGirlfriend wrote: »This build also has a sky-high chance to de-sync the target, which compounds its effectiveness.
Whether or not that de-sync is intended by the ganker or not (and thus falls into the realm of intentional exploiting...), well, you can be the judge.