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Anyone else notice graveyard harmony hits before animation hits the ground? - (PVP)

roflcopter
roflcopter
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I wasn't really paying attention on the timing of this until recently when I knew my group was fighting some really experienced harmony groups, where I would die before graveyard even hits the ground. (Cyro)

I and other group mates do have videos of this but usnure how to edit to hide other players names, also I haven't checked if it is all synergies.

This isn't a complaint btw. Just want to know if I am alone in noticing this.

If other people are seeing this as well, just another thing ZOS has to fix as its damage that can't be defended or at the very least harmony can't be hit for at least .5 seconds after skill cast so other players can try to counter.

If I am alone in seeing this, I'll just reset my router.
Xbox One | NA | AD
GM - OK LOL
Warden Stuff
Ex - Trials Core 1 Runner - Left and couldn't be happier
  • roflcopter
    roflcopter
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    Maybe my title was misleading a bit, but the more experienced harmony necro and groups are the only ones I have seen do this so far. It's not every harmony necro build or harmony group that I have noticed.
    Xbox One | NA | AD
    GM - OK LOL
    Warden Stuff
    Ex - Trials Core 1 Runner - Left and couldn't be happier
  • Atherakhia
    Atherakhia
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    As soon as you cast the ability you can use the synergy. Since a Necro can activate their own and synergy is off the GCD, it goes off near instant.
  • Wyrd88
    Wyrd88
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    Atherakhia wrote: »
    As soon as you cast the ability you can use the synergy. Since a Necro can activate their own and synergy is off the GCD, it goes off near instant.

    Pretty much this. Add to this quite slow animation of a Graveyard compare to overall hight speed combat and this is it.

    Same thing in PVE, Graverobber synergy pop ups even before you can see Graveyard animation.
  • roflcopter
    roflcopter
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    Atherakhia wrote: »
    As soon as you cast the ability you can use the synergy. Since a Necro can activate their own and synergy is off the GCD, it goes off near instant.

    smdh zos, may as well just give the skill the damage without the synergy at that point. Literally blue screen before even seeing the grave robber aoe.
    Wyrd88 wrote: »
    Atherakhia wrote: »
    As soon as you cast the ability you can use the synergy. Since a Necro can activate their own and synergy is off the GCD, it goes off near instant.

    Pretty much this. Add to this quite slow animation of a Graveyard compare to overall hight speed combat and this is it.

    Same thing in PVE, Graverobber synergy pop ups even before you can see Graveyard animation.

    broken af

    rip

    @ZOS_GinaBruno is this mechanic intended especially in cyro where they can light up graverobbers synergy (14-18k damage on the top end builds) before the animation?
    Edited by roflcopter on August 16, 2020 2:31PM
    Xbox One | NA | AD
    GM - OK LOL
    Warden Stuff
    Ex - Trials Core 1 Runner - Left and couldn't be happier
  • Theignson
    Theignson
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    in PC NA the ball groups create a wave of lag travelling in front of them. This desyncs you, so, eg even if you are ~40m away you can get caught by the lag, snared/stunned/feared, unable to break free (lag) and then you die from unseen (no ring or animation) synergy harmony bombs. You can never be in the path of these blobs, but have to approach them from the side/back and hope they don't turn your way.

    This is just normal. The ball groups have been using this approach for a year now. Synergy harmony bombs are the worst crutch in the game, resource free 14k hits. Fortunately the change to the harmony rings will nerf this approach, but it won't change the lag-bomb.

    BTW I've also frequently noticed no rings appearing for cold fire or oils, you just see it on the death recap.
    2 GOs, an overlord and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • roflcopter
    roflcopter
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    Theignson wrote: »
    in PC NA the ball groups create a wave of lag travelling in front of them. This desyncs you, so, eg even if you are ~40m away you can get caught by the lag, snared/stunned/feared, unable to break free (lag) and then you die from unseen (no ring or animation) synergy harmony bombs. You can never be in the path of these blobs, but have to approach them from the side/back and hope they don't turn your way.

    This is just normal. The ball groups have been using this approach for a year now. Synergy harmony bombs are the worst crutch in the game, resource free 14k hits. Fortunately the change to the harmony rings will nerf this approach, but it won't change the lag-bomb.

    BTW I've also frequently noticed no rings appearing for cold fire or oils, you just see it on the death recap.

    I am personally ok with the damage of snipes and harmony groups synergies, if working as intended. it is what it is.

    Desyncs and graverobber synergies with no room for counter is where it gets bad. 14k damage free hits should be no part of this game as sloads proved when summerset dropped. This should get fixed for cyro 100%.

    Snipe desyncs is just embarrassing for the game and a bad look for ZOS and eso

    Lag and other performance issues aside - which has plagued us for years I just figure we have to continue to work around.

    The oils and seige animations were limited in one of the patches to try to help prove performance. I just forget what patch that was attributed to. If anyone knows and can link it that would be helpful. This is also for some other aoe's and buffs wont show for other people but will for you.
    Xbox One | NA | AD
    GM - OK LOL
    Warden Stuff
    Ex - Trials Core 1 Runner - Left and couldn't be happier
  • Atherakhia
    Atherakhia
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    Well they are nerfing Harmony next patch by a considerable margin. But I do agree, it seems silly that they would break one of the core mechanics of this game by allowing a class to synergize with their own skill. I'd be fine with them changing the Boneyard morph.

    That said, Magicka Necromancers are a completely trash class at the moment. This is especially true in PvP. I'm very concerned about making any changes to the class without substantial improvements elsewhere. Especially when those changes directly impact the only thing that's currently keeping the class remotely relevant.
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