you basically rip pvp raid playstyle and make lots of guilds quit the game as raiding is the only Thing why they are actually still playing eso
MasterSpatula wrote: »Cyrodiil is a complete cesspool of CC spam. Being able to counter the miserable experience of being out of control of your character is outside the vision of what PVP in ESO is supposed to be, I guess.
(Copied from another thread.)
Rapids is one of those quality of life skills that makes large scale fights actually remotely enjoyable. You will still get stunned and snared all the time, but at least you have SOME breathing room.
Without the snare removal those fights will be no fun and simply annoying because every single solo player will just spam caltrops, time stop and whatever (like they already do now).
I want to fight and not be concerned with how I can make my character move again.
(Copied from another thread.)
Rapids is one of those quality of life skills that makes large scale fights actually remotely enjoyable. You will still get stunned and snared all the time, but at least you have SOME breathing room.
Without the snare removal those fights will be no fun and simply annoying because every single solo player will just spam caltrops, time stop and whatever (like they already do now).
I want to fight and not be concerned with how I can make my character move again.
I have never PVP'ed with rapids. Not once since beta. Not sure why anyone would miss it.
Joy_Division wrote: »Anything that promotes playing in virtual molasses is a bad change IMO.
I understand the bitterness in ungrouped players being screwed and thus feeling like it's about time that ball groups get their comeuppance. However, the better approach to the playing in permasnare molasses crummy meta was to reform the Rapid skill (and movement skill more generally) such that they would be useful to everyone rather than useless to everyone.
well played ZOS now that you officially killed ball groups its time to go for the solo and smallscalers and make cyrodiil just LFG v LFG v LFG instead of AvAvA
go 24 man or go home is the obvious theme for this change
how about lower maximal group size down to 12 instead of making such stupid, unnessecary changes.
if you ever played in a raid you Maybe know that not everyone is even close to being able to Sustain Forward Momentum etc.Rofl, oh no... zergball group members will have to equip a skill to remove immobilized and snares like everyone else Instead of relying on a dude spamming rapids in the group, oh the tragedy.
Joy_Division wrote: »Anything that promotes playing in virtual molasses is a bad change IMO.
I understand the bitterness in ungrouped players being screwed and thus feeling like it's about time that ball groups get their comeuppance. However, the better approach to the playing in permasnare molasses crummy meta was to reform the Rapid skill (and movement skill more generally) such that they would be useful to everyone rather than useless to everyone.
Rofl, oh no... zergball group members will have to equip a skill to remove immobilized and snares like everyone else Instead of relying on a dude spamming rapids in the group, oh the tragedy.
An organized Group that specializes on roles and Plays a lot together on an high endgame lvl should Always outplay a same sized Group of random Players. Otherwise you basically say you dont want any Group endgame pvp in the game.
I think you dont know the difference between a zerg and an organized Guild grp (ofc some Guilds say they would be organized, but only Thing they can do is just zerging).
For me eso looked like a Group Gameplay mmo and not a single Player pvp game, would be said to loose that.
Btw. if you die all the time to Groups you probably are zerging, think About that. @ecruif you ever played in a raid you Maybe know that not everyone is even close to being able to Sustain Forward Momentum etc.Rofl, oh no... zergball group members will have to equip a skill to remove immobilized and snares like everyone else Instead of relying on a dude spamming rapids in the group, oh the tragedy.
Izanagi.Xiiib16_ESO wrote: »Rofl, oh no... zergball group members will have to equip a skill to remove immobilized and snares like everyone else Instead of relying on a dude spamming rapids in the group, oh the tragedy.
Do you believe that everyone in trials should be dps with self healing and survival skills and no tanks or healers too?
Personally I think having seperate roles for players allows the game to be played in multiple ways. Players can choose to be jack of all trades or focus into a dedicated role for the good of their team.
Removing one of the tools of a support style role isn't something imo to celebrate as it narrows the diversity in PVP and encourages players to gravitate towards the same play styles not varied styles.
Also as for the prognosis on group pvp, I think its a little early to be gnashing teeth or celebrating the death of any playstyles ^^
Sandman929 wrote: »And here we go again, people thinking they've got a silver bullet to help disorganized versus organized.
They should cap groups at 12... and keep this change
good change to an unhealthy ball group skill, hope it stays
Sooo let me get this right, you nerfed a skill that promoted group play in an MMORPG.. LMAO seriously?
Please tell me what is the purpose of an MMORPG that actively discourages the MM part?
Sooo let me get this right, you nerfed a skill that promoted group play in an MMORPG.. LMAO seriously?
Please tell me what is the purpose of an MMORPG that actively discourages the MM part?
They nerfed a skill that gave one specific type of group play an advantage over everyone else; that also already has multiple advantages over everyone else.
Sooo let me get this right, you nerfed a skill that promoted group play in an MMORPG.. LMAO seriously?
Please tell me what is the purpose of an MMORPG that actively discourages the MM part?
They nerfed a skill that gave one specific type of group play an advantage over everyone else; that also already has multiple advantages over everyone else.