VaranisArano wrote: »I find it funny that many people assume that this will be the change that breaks the organized raids.
We heard the same thing about AOE caps, removing AOE caps, the siege buffs, and plenty of other PVP changes.
Teamwork, good communication, cohesive movement, and coordinated casting will continue to dominate Cyrodiil. That's pretty much what Cyrodiil was designed for and that wont change.
This rapids change somewhat closes the gap between coordinated small groups and organized raids, which is a good thing. We all knew the overall speed nerf was a mistake that made speed the sole providence of large raids - ZOS has now removed speed in combat for everyone. (Which is enough to make me wonder why ZOS wants to slow combat down.)
But slowing down combat just means that large organized raids have to work harder to stick together. Its far from the end as long as those raids adapt like they have for every other major PVP change. Large organized groups can still adapt to dealing with more CCs and still protect their vulnerable members while moving better than any other group in PVP.
The people who will lose out the most are the semi-organized PUG raids or groups with poor communication. They will be easier to pull apart and take down in pieces.
In short, this is a major buff for organized small groups vs large organized groups (reversing the previous speed nerf which devastated organized small groups vs large groups), and a buff for any organized group vs disorganized groups (as usual.)
The rapids spammer for each of these ball groups will have to find a new job.
I’m very happy with these changes as it promotes skillful play on an individual basis - something the top tier PvP groups have already been doing for a long time.
Purge spammers I am guessing, so our stam sorcs will convert to magsorcs and regear. And 2h’s for everyone.The rapids spammer for each of these ball groups will have to find a new job.
The people complaining about rapids spammers are probably time-stop spammers XD
Lois McMaster Bujold "A Civil Campaign"Reputation is what other people know about you. Honor is what you know about yourself. Guard your honor. Let your reputation fall where it will. And outlive the ***
Man I guess you’ll just have to equip a snare and root removing skill...
Man I guess you’ll just have to equip a snare and root removing skill...
I do.. shuffle. But say I’m a mag character. I won’t have one since the only 3 snare/root removals are wings, shuffle, and Foward momentum. Being that mag DK’s don’t really run in ball groups. This screws over mag once again
Man I guess you’ll just have to equip a snare and root removing skill...
I do.. shuffle. But say I’m a mag character. I won’t have one since the only 3 snare/root removals are wings, shuffle, and Foward momentum. Being that mag DK’s don’t really run in ball groups. This screws over mag once again
Man I guess you’ll just have to equip a snare and root removing skill...
I do.. shuffle. But say I’m a mag character. I won’t have one since the only 3 snare/root removals are wings, shuffle, and Foward momentum. Being that mag DK’s don’t really run in ball groups. This screws over mag once again
You forgot one
i'll give you a hint, its the one multiple mag classes use to have mobility and remove snare and root
Man I guess you’ll just have to equip a snare and root removing skill...
I do.. shuffle. But say I’m a mag character. I won’t have one since the only 3 snare/root removals are wings, shuffle, and Foward momentum. Being that mag DK’s don’t really run in ball groups. This screws over mag once again
You forgot one
i'll give you a hint, its the one multiple mag classes use to have mobility and remove snare and root
If they're good players they'll adapt and continue to farm zerglings. If their entire ability to be a good player rested on one skill, I'd personally question if they were good players.I am actually surprised it took thing long TBH.
I guess ball groups need more purge spam now.
Yes. Let’s punish ball groups for farming zerglings because they can’t fight back due to their lack of skill and coordination... welcome to the age where being a good player gets you punished while being rewarded for being trash
usmcjdking wrote: »usmcjdking wrote: »usmcjdking wrote: »Good, send this skill straight to the dumpster.
Why?
You don't see anything problematic about having nigh perma-immunity to tools designed specifically to fight the people that have said immunity at no cost of their own?
You don’t see anything problematic about everyone being able to relentlessly spam snares and roots without any cooldown or draw back constantly rooting opponents down especially since almost every spammable is a snare?
No, not really. I encourage any mechanic that makes people fight for a clear & decisive winner.
Haashhtaag wrote: »VaranisArano wrote: »I find it funny that many people assume that this will be the change that breaks the organized raids.
We heard the same thing about AOE caps, removing AOE caps, the siege buffs, and plenty of other PVP changes.
Teamwork, good communication, cohesive movement, and coordinated casting will continue to dominate Cyrodiil. That's pretty much what Cyrodiil was designed for and that wont change.
This rapids change somewhat closes the gap between coordinated small groups and organized raids, which is a good thing. We all knew the overall speed nerf was a mistake that made speed the sole providence of large raids - ZOS has now removed speed in combat for everyone. (Which is enough to make me wonder why ZOS wants to slow combat down.)
But slowing down combat just means that large organized raids have to work harder to stick together. Its far from the end as long as those raids adapt like they have for every other major PVP change. Large organized groups can still adapt to dealing with more CCs and still protect their vulnerable members while moving better than any other group in PVP.
The people who will lose out the most are the semi-organized PUG raids or groups with poor communication. They will be easier to pull apart and take down in pieces.
In short, this is a major buff for organized small groups vs large organized groups (reversing the previous speed nerf which devastated organized small groups vs large groups), and a buff for any organized group vs disorganized groups (as usual.)
When they removed AOE caps they also added earthgore which pretty much negated the effects of aoe caps being removed.
This will prevent them from being able to just have dedicated rapid spammers to free them thus causing their groups to have to slot abilities that they normally wouldn't thus making them actually have to play the game. Much of their success depended on mobility such as small scale success did w/ swift/etc.
Malamar1229 wrote: »Lol @ the zerg ball groups. Dont worry, you still have your earthforce. For now.
Yes. Let’s punish ball groups for farming zerglings because they can’t fight back due to their lack of skill and coordination... welcome to the age where being a good player gets you punished while being rewarded for being trash
Girl_Number8 wrote: »If they're good players they'll adapt and continue to farm zerglings. If their entire ability to be a good player rested on one skill, I'd personally question if they were good players.I am actually surprised it took thing long TBH.
I guess ball groups need more purge spam now.
Yes. Let’s punish ball groups for farming zerglings because they can’t fight back due to their lack of skill and coordination... welcome to the age where being a good player gets you punished while being rewarded for being trash
Good players are leaving and zerglings are the majority by all the nerfs not this one in the least. I think Zos needs to 'adapt' their business model and focus on performance and making ESO a great game again.
Here's to hoping.
shaielzafine wrote: »Ball groups will still win over disorganized pugs / solo players / small man groups. Rapids is one of the reasons ball groups dominate, but the coordinated ulti dumps is a bigger deal than the rapids. The rapids monkey will have less utility than before, and will need to watch the healers and slowpokes in group getting left behind. Stamsorc spamming rapids + negates will now want extra purge spammer buddies (built for mag recovery, and different from the high magicka healer support build). The CCs, AOEs, siege and snares will still be spammed like before.