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Rush of Agony should never see the light of day in Cyrodiil

techyeshic
techyeshic
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Right off the bat; this is a terrible idea. No need to test. There is already a pain in CC and not being able to break free. Lag causing double and tripple break free. Your testing likely did not involve peak time lag issues and neither will PTS.

Get rid of this now
Rush of Agony – Medium
2 – Adds 129 Stamina Recovery
3 – Adds 129 Weapon and Spell Damage
4 – Adds 1487 Offensive Penetration
5 – When you deal direct damage with a Blink, Charge, Leap, Teleport, or Pull ability, pull enemies within 10 meters to you. After 2 seconds, deal Physical Damage to all enemies within 7 meters. This effect can occur once every 8 seconds and scales off the higher of your Weapon or Spell Damage. The pull will not apply Crowd Control Immunity to a target.
Developer Comment:
Spoiler
We expect to see a lot of power from this set with its ability to pull enemies without applying crowd control. In early internal playtesting, we experimented both with and without CC immunity application, and with it, the pull from this set felt challenging to engage with as your goal was to keep everyone clumped up for a prolonged period of time for the boom… but you couldn’t do it. With no CC immunity application, we hope there is both enough time to get out before you get hit with a big stun like Dawnbreaker of Smiting and the explosion from the set, and enough room to try and deny your opponent to do that. Note that this set’s pull will still respect CC immunity, and not pull targets who are immune to CC.
  • techyeshic
    techyeshic
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    Never mind the position desync caused by abilities that move other players.
  • Grimlok_S
    Grimlok_S
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    Improve the scaling, punish people for standing in stupid, whatever but under no circumstance should a CC not count towards immunity.

    Willing to bet it pops the Slippery CP's cooldown too.
    Light Attack Hero

    Class context
    Stamplar
    StamDK
    Stamsorc
    MagDK
    StamMAGStamden
    Magplar
    Stam NB
    Bomb NB
  • VaranisArano
    VaranisArano
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    I'm curious to see if the pull has the same issues with elevation differences as MagDK chains does.

    It sounds like it has potential as an anti-group set that can break apart a ball for a few moments, but we'll see how that actually works out. Probably not til the Live servers though, since I don't think there's much large group play on the PTS.
  • sabresandiego_ESO
    sabresandiego_ESO
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    As soon as any potentially interesting or unique item set is released an army of muppets tries to get it made useless so that the game stays exactly the same for another hundred years.
    Ali Dreadsabre -Necromancer
    Ali Sabre -Nightblade
  • techyeshic
    techyeshic
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    As soon as any potentially interesting or unique item set is released an army of muppets tries to get it made useless so that the game stays exactly the same for another hundred years.

    There is an actual issue with how the game is working and this set will make it worse. Nothing interesting other than abusing a broken part of the game.
    I'm curious to see if the pull has the same issues with elevation differences as MagDK chains does.

    It sounds like it has potential as an anti-group set that can break apart a ball for a few moments, but we'll see how that actually works out. Probably not til the Live servers though, since I don't think there's much large group play on the PTS.

    This will be opposite of breaking up a ball group. Ball groups will use this to gap close a target and pull everyone into their bomb while they can still then fear them all.
  • TequilaFire
    TequilaFire
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    Lol, this is a bombers dream patch.
  • FantasticFreddie
    FantasticFreddie
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    Forums: omg do something about ball groups!
    Zos: OK
    Forums: OMG NOT THAT
  • VaranisArano
    VaranisArano
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    Forums: omg do something about ball groups!
    Zos: OK
    Forums: OMG NOT THAT

    Eh, we'll see. Some of those sets like Dark Convergence and Plague Break are going to be really interesting.

    It might be that they are used to kill ball groups. It might be yet another case where the ball groups end up using those sets against the zergs far more successfully.

    It'll be fun to see how this shakes out. ZOS has finally given players powerful sets designed to let a few players make a big difference against much larger groups...we'll see how much difference it really makes once this goes Live.
  • Wuuffyy
    Wuuffyy
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    Very bad, I agree. Like silver leash stun but off cool down. Not a good idea with the way PvP functions in regards to your character being controlled by CC.
    Wuuffyy,
    WW/berserker playstyle advocate (I play ALL classes proficiently in PvP outside of WW as well)
    ESO player since 2014 (Xbox and PC for PTS)
    -DM for questions
  • techyeshic
    techyeshic
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    Very bad, I agree. Like silver leash stun but off cool down. Not a good idea with the way PvP functions in regards to your character being controlled by CC.

    Silver least pulls you but then you are CC immune. This will pull you and allow you to be stunned immediately after.

    "We expect to see a lot of power from this set with its ability to pull enemies without applying crowd control. "
  • jaws343
    jaws343
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    Lol, this is a bombers dream patch.

    That was my first thought as well. You could get some crazy bombs with this set.

    But I was also eying this set and the addition of spell damage in the Fighter's guild passives for my sorc. Streak in, pull everyone who is not CCd from the streak to me, and dawnbreaker them. Even Meteoring an entire group could be interesting with this set.
  • danthemann5
    danthemann5
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    techyeshic wrote: »
    Right off the bat; this is a terrible idea. No need to test. There is already a pain in CC and not being able to break free. Lag causing double and tripple break free. Your testing likely did not involve peak time lag issues and neither will PTS.

    Get rid of this now
    Rush of Agony – Medium
    2 – Adds 129 Stamina Recovery
    3 – Adds 129 Weapon and Spell Damage
    4 – Adds 1487 Offensive Penetration
    5 – When you deal direct damage with a Blink, Charge, Leap, Teleport, or Pull ability, pull enemies within 10 meters to you. After 2 seconds, deal Physical Damage to all enemies within 7 meters. This effect can occur once every 8 seconds and scales off the higher of your Weapon or Spell Damage. The pull will not apply Crowd Control Immunity to a target.
    Developer Comment:
    Spoiler
    We expect to see a lot of power from this set with its ability to pull enemies without applying crowd control. In early internal playtesting, we experimented both with and without CC immunity application, and with it, the pull from this set felt challenging to engage with as your goal was to keep everyone clumped up for a prolonged period of time for the boom… but you couldn’t do it. With no CC immunity application, we hope there is both enough time to get out before you get hit with a big stun like Dawnbreaker of Smiting and the explosion from the set, and enough room to try and deny your opponent to do that. Note that this set’s pull will still respect CC immunity, and not pull targets who are immune to CC.

    I don't know about you, but I am looking forward to absolutely abusing the heck out of this set.

    Used in a group with the new Dark Convergence and Plaguebreak sets...
    ZeniMax has no obligation to correct any errors or defects in the Services.

    Greetings! We've closed this thread due to its non-constructive nature.

    "You know you don't have to be here right?" - ZOS_RichLambert
  • SimonThesis
    SimonThesis
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    I'm curious to see if the pull has the same issues with elevation differences as MagDK chains does.

    It sounds like it has potential as an anti-group set that can break apart a ball for a few moments, but we'll see how that actually works out. Probably not til the Live servers though, since I don't think there's much large group play on the PTS.

    Ball groupers will probably use this set to pull together zergs of players for easier bombs. Most ball groupers have immovability pots on cooldown anyway so would be immune to this most of the time.
    Edited by SimonThesis on July 12, 2021 6:13PM
  • red_emu
    red_emu
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    It will not affect ball groups in the slightest. Their healing is completely off the scale with 6-10 instances of regen + 6-10 of echoing vigor on every single player per second! Nevermind the sea of Aoe ground based heals and perma CC immunity 😊
    PC - EU:
    Falathren Noctis - AD MagNecro
    Falathren - AD StamSorc
    Falathren Eryndaer - AD StamDen
    Falathren Irimion - AD MagPlar
    Talagan Falathren - AD StamDK
    Falathren Infernis - AD MagDK
    Your-Ex - AD MagBlade
  • Firstmep
    Firstmep
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    I wonder if the other pull set theyre adding also ignores cc immune, from the wording its not clear.
  • Sandman929
    Sandman929
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    red_emu wrote: »
    It will not affect ball groups in the slightest. Their healing is completely off the scale with 6-10 instances of regen + 6-10 of echoing vigor on every single player per second! Nevermind the sea of Aoe ground based heals and perma CC immunity 😊

    I'm interested to see the sets mentioned in this thread in action, but I'm worried this is true. I didn't see the changes to heal stacking that would make a real difference where ball groups are concerned.
  • Tommy_The_Gun
    Tommy_The_Gun
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    CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.

    Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.

    But, anyway, I am more worried about the other set from rewards of the worthy:

    Hrothgar’s Chill
    5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.

    Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.

    And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.

    The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).
  • Sandman929
    Sandman929
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    CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.

    Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.

    But, anyway, I am more worried about the other set from rewards of the worthy:

    Hrothgar’s Chill
    5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.

    Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.

    And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.

    The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).

    If it were every 7 seconds per target, we might get our first ever frost meta
  • YandereGirlfriend
    YandereGirlfriend
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    jaws343 wrote: »
    Lol, this is a bombers dream patch.

    That was my first thought as well. You could get some crazy bombs with this set.

    But I was also eying this set and the addition of spell damage in the Fighter's guild passives for my sorc. Streak in, pull everyone who is not CCd from the streak to me, and dawnbreaker them. Even Meteoring an entire group could be interesting with this set.

    You could get some awesome ult-return by doing that and using Shooting Star, hehe.

    Might even be able to cast two in a row.
  • techyeshic
    techyeshic
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    CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.

    Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.

    But, anyway, I am more worried about the other set from rewards of the worthy:

    Hrothgar’s Chill
    5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.

    Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.

    And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.

    The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).

    8 meters is a lot of reach. I guess it's intended to break up stacks of players but once again; will make things for everyone else that doesn't have stacks of heals worse.

    I'm thinking no CP no proc for me just to escape the wild swings in set balance. The games insistence on releasing something new every 3 months has pushed absurdity and dramatic changes with no impact for the better.
    Edited by techyeshic on July 12, 2021 6:48PM
  • MisterBastahrd
    MisterBastahrd
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    You think the 1 shot build is bad now... wait til streak hits you for 8K with that Hrothgar's chill set.
    Edited by MisterBastahrd on July 12, 2021 6:49PM
  • techyeshic
    techyeshic
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    CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.

    Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.

    But, anyway, I am more worried about the other set from rewards of the worthy:

    Hrothgar’s Chill
    5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.

    Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.

    And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.

    The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).

    Wait. Is the cooldown per target or only once from the wearer?
  • VaxtinTheWolf
    VaxtinTheWolf
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    Haha, I didn't even think of PvP at first. I was imagining this on myTemplar Tank as a way to get some CC without destroying my Stamina Pool trying to Leash in enemies one at a time.
    || AD - Rah'Jiin Lv50 Khajiit Nightblade (Damage) || EP - Generic Argonian Lv50 Argonian Nightblade (Tank) || DC - Zinkotsu Lv50 Breton Nightblade (Healer) ||
    || DC - Ja'Kiro Feral-Heart Lv50 Khajiit Dragonknight (Damage) || EP - VaxtinTheWolf Lv50 Redguard Templar (Tank) || AD - Velik Iranis Lv50 Dark Elf Sorcerer (Tank ) ||
    || EP - Einvarg The Frozen Lv50 Nord Warden (Tank/Healer) || EP - Keem-Ja Lv4 Argonian Necromancer (Healer/Tank) ||
    PC - North American Server (Champion 1300+)
  • Tommy_The_Gun
    Tommy_The_Gun
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    Sandman929 wrote: »
    CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.

    Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.

    But, anyway, I am more worried about the other set from rewards of the worthy:

    Hrothgar’s Chill
    5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.

    Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.

    And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.

    The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).

    If it were every 7 seconds per target, we might get our first ever frost meta
    I guess it will be called "blink" meta. I mean, all takes is a Sorc using this 2 sets + brutality ring, streaking through enemies and if one of them just happens to be a tank with 30K+ resistance, all of players around standing next to him will take **** ton of dmg, effective being punished not for being tanky, but standing next to someone who is tanky :worried:

    And if some one tanky won't be there... don't worry, Rush of Agony will pull some one in.... :#
  • Sephyr
    Sephyr
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    CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.

    Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.

    But, anyway, I am more worried about the other set from rewards of the worthy:

    Hrothgar’s Chill
    5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.

    Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.

    And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.

    The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).

    I had to do a couple of reads when I was looking that in the natch potes and make sure I wasn't on skooma.
  • Vevvev
    Vevvev
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    red_emu wrote: »
    It will not affect ball groups in the slightest. Their healing is completely off the scale with 6-10 instances of regen + 6-10 of echoing vigor on every single player per second! Nevermind the sea of Aoe ground based heals and perma CC immunity 😊

    Indeed, which is probably why the devs are adding these two additional sets

    Dark Convergence – Light
    2 – Adds 1096 Maximum Magicka
    3 – Adds 1487 Offensive Penetration
    4 – Adds 129 Weapon and Spell Damage
    5 – Casting abilities that leave an effect on the ground will create an area that applies a 30% snare and pulls enemies every 2 seconds after a 0.5 second delay, and stun them for 1 seconds. After 4 seconds, the area deals Magic Damage to all enemies in the area, and additional Magic Damage to enemies within 3 meters of the center, increasing the damage by 10% for each target. This effect can occur once every 20 seconds and scales off the higher of your Weapon or Spell Damage.
    Developer Comment:
    Spoiler
    This set was designed with one goal in mind – kill large groups. Pesky zerg sitting on your keep or resource flag? Send them to the void by pairing this set with some hard CC and immobilizes.

    Plaguebreak – Medium
    2 – Adds 1487 Offensive Penetration
    3 – Adds 129 Weapon and Spell Damage
    4 – Adds 129 Weapon and Spell Damage
    5 – Dealing direct damage to an enemy turns them into a Plague Carrier for 10 seconds, dealing Disease Damage over the duration. If the plague is removed early, it explodes, infecting enemies within 8 meters of the carrier dealing Disease Damage. The explosion deals an additional 10% per enemy hit. This effect can occur once every 10 seconds and scales off of the higher of your Weapon or Spell Damage.
    Developer Comment:
    Spoiler
    Similar to Dark Convergence, we targeted large groups again with this set, focusing on their ability to have numerous purges running, making locking them down and bleeding them out incredibly difficult to do. Now, larger groups must purge more carefully, running the risk of setting off ticking time bombs and having to heal up the aftermath instead of repeatedly casting it with reckless abandon.

    One of which will explode when purged. Need to see what the actual damage value is and whether that 10% boost is as lethal as implied.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • jaws343
    jaws343
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    Sandman929 wrote: »
    CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.

    Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.

    But, anyway, I am more worried about the other set from rewards of the worthy:

    Hrothgar’s Chill
    5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.

    Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.

    And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.

    The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).

    If it were every 7 seconds per target, we might get our first ever frost meta
    I guess it will be called "blink" meta. I mean, all takes is a Sorc using this 2 sets + brutality ring, streaking through enemies and if one of them just happens to be a tank with 30K+ resistance, all of players around standing next to him will take **** ton of dmg, effective being punished not for being tanky, but standing next to someone who is tanky :worried:

    And if some one tanky won't be there... don't worry, Rush of Agony will pull some one in.... :#

    That would be a pretty solid combo. Rush of Agony + Hrothgar's Chill + Malacath. And then just streak around. You wouldn't even have to do any damage yourself. Just stack health and regen.
  • Tommy_The_Gun
    Tommy_The_Gun
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    jaws343 wrote: »
    Sandman929 wrote: »
    CC-ing someone and not applying CC-ed status effect is basically them breaking rules & guidelines they established themselves, just saying.

    Every set and ability that has CC effect (stun, immobilize, pull etc) applies CC effect, so you can break free & gain short CC immunity. Imagine if stun for example did not applied CC-ed status effect so you can not break free.

    But, anyway, I am more worried about the other set from rewards of the worthy:

    Hrothgar’s Chill
    5 – Stunning or Immobilizing your enemy causes them to burst with frost magic, applying the Chilled status effect and dealing 26% of their total Physical and Spell Resistance as Frost Damage to themselves and enemies within 8 meters of them. This effect can occur once every 7 seconds.

    Ok, so what is the average Armour in PvP nowadays ? 15 - 20K or something ? So if a Player has 20 phisical & 20 spell resistance, that is 40K combined. 26% is 10400 AOE dmg, just for a stun or using Bombard. Even if you will apply new 55% battle spirit reduction, that is still 5720 dmg After applying dmg mitigation it will be something around 4K dmg.

    And if a player has 33K resistance ? Just calculate it yourself, it looks pretty busted. A set doing more dmg than a skill should not be a thing imho. It will be Sload 2.0 Especially when combined with Oblivion weapon enchant.

    The 26% should be something lower, or like every other dmg dealing set should scale with your weapon / spell dmg (so the more weapon / spell dmg you have, the more % you have).

    If it were every 7 seconds per target, we might get our first ever frost meta
    I guess it will be called "blink" meta. I mean, all takes is a Sorc using this 2 sets + brutality ring, streaking through enemies and if one of them just happens to be a tank with 30K+ resistance, all of players around standing next to him will take **** ton of dmg, effective being punished not for being tanky, but standing next to someone who is tanky :worried:

    And if some one tanky won't be there... don't worry, Rush of Agony will pull some one in.... :#

    That would be a pretty solid combo. Rush of Agony + Hrothgar's Chill + Malacath. And then just streak around. You wouldn't even have to do any damage yourself. Just stack health and regen.
    Quality Gameplay ESO PvP :yum::trollface:
  • robpr
    robpr
    ✭✭✭✭✭
    Bombing was a mistake.

    Combating big groups should be done by draining resources and healing negation rather than one person going in kamikaze mode. Or sieges. Bombing is just mechanic that unrewards grouping with other people...in mmo. At least its gonna be good for server performance as you dont have to make calculation on a player that is dead.

    See you all in non-proc campaign I guess?
  • Elo106
    Elo106
    ✭✭✭✭✭
    I think its fine apart from the not causing CC immunity, a new set should not just change fundamental gameplay rules like that.
    Imagine a set that stuns but doesnt give CC immunity. After being CCed we get immunity through out the game, except this one set.

    Not a good sign to start exceptions to rules like that.
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