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Providing a Future use for Rapid Maneuvers

Nagastani
Nagastani
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So like many players out there, I'm stellar over moving Major Gallop from Rapids to an Alliance passive ability. That was clearly done in everyone's best interests and is all around such a wonderful change.

Now that is done and with that said, I think its time we have a deeper discussion on what comes next for Rapids.

My thoughts on this, I believe Rapids should keep everything it still has, namely the 30% boost to move speed as well as the morph abilities. However, I believe that it needs something more. It is my opinion that rapids was always really intended to be used as like a group buff and going forward it should work and feel as the same. I just think the skill needs more buy-in from groups by providing other minor buffs with it, such as minor protection and minor mag/stam regen. The idea here is Rapids is like the group using a tactic to reposition itself and by adding in these minor buffs will help the group as a whole to complete the movement, then continue gameplay once they've repositioned the group.

Because its like this, in the group only one person need slot rapids. And I've been in every kind of group before, 4-man raid, 8-12 trials, pug, guild, ball groups, and in every situation it's not enough to just move the group however many times there are new players or certain types of gear the group wants to run (like heavy) and resources are strained. By changing Rapids in the above manner, you'd get the bonus to movement speed and some resources to help sustain the group so they can actually function when they stop moving and keep the flow of gameplay moving for the group.
Edited by Nagastani on March 14, 2021 5:37PM
  • Bucky_13
    Bucky_13
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    What I'd like to see is that at least one of the morphs get back the 30 second timer on major expedition that we had before. That alone made the skill so much more useful in a lot of situations, both combat and non combat ones.

    As it is right now, I find Race Against Time to be far more useful in a lot of combat situations due to its snare removal along with costing mag rather than stam. Also, the cost is lower on RAT iirc, not 100 on that one tho.
  • Ceejengine
    Ceejengine
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    Your idea is a good one. +45% move speed and a couple minor defensive buffs. Morphs need a change

    Retreating maneuver -> Reposition: Immediately breaks CC on all allies, only grants +30% move speed, maintains minor defenses.

    Charging Maneuver -> Advance: Reduces sprint cost to 0 while sprinting towards an Enemy. While Active, if you damage an enemy, all allies gain a major damage buff.
  • notyuu
    notyuu
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    What about just making it into a toggle which while active gives +20% move speed but stops stamina regenrating while active?
    retreaving manuver would remain the same with the damage resistance from behind
    charging manuver would increase this bonus to 30%
  • Tsukiino
    Tsukiino
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    I wholeheartedly agree with bringing back Major Expedition to 30 seconds!

    But of course, you'd also have to make it so when you enter combat, you lose the Major/Minor Expedition buff :B
  • nukk3r
    nukk3r
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    Ceejengine wrote: »
    Your idea is a good one. +45% move speed and a couple minor defensive buffs. Morphs need a change

    Retreating maneuver -> Reposition: Immediately breaks CC on all allies, only grants +30% move speed, maintains minor defenses.

    Charging Maneuver -> Advance: Reduces sprint cost to 0 while sprinting towards an Enemy. While Active, if you damage an enemy, all allies gain a major damage buff.

    Do this and there will be another thousand of "nerf ball groups" threads.
  • Athan1
    Athan1
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    Rapids is just another example of a mechanic that was working perfectly fine yet ZOS broke it and then needed about a year of patches to fix.
    Athan Atticus Imperial Templar of Shezarr
  • ShawnLaRock
    ShawnLaRock
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    Lol. I am all for the math upgrade theoretically - but the server can barely handle me running at max speed - let alone mounted at +45.

    Don’t forget - we are still in the phase of them adjusting what SHOULD be possible - down to their limited viability, right?

    S.
  • master_vanargand
    master_vanargand
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    Rapid Maneuvers is over power in PvP.
    Cyrodiil's ballgroup always keeps it.
    I think it should increase the cost and reduce it to 4 seconds.
  • AlnilamE
    AlnilamE
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    The reason Rapids was reduced to 8 seconds was because it was overpowered in PvP.

    It's also very useful in certain group PvE, like the ice swirlies in AA.
    The Moot Councillor
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