Tevalicious wrote: »Our group has already stopped using dark con, and likely wont go back to it after the 25s cooldown. It doesn't preform well in GvGs, and there are better sets to use for pulls. Dark con really is not that big of a deal anymore. In GH NA its mainly used by zerg/pug guilds and bombers and it is quite east to counter. The 25s cooldown nerf is a balanced change that keeps it more geared toward solo or small group bombing.
Yeah rush of agony is literally better and you don't see it coming no counterplay to a pull you can't see coming
Yeah rush of agony is literally better and you don't see it coming no counterplay to a pull you can't see coming
Ironically, Rush of Agony doesn't feel that great in PvE because the range is too small for a lot of trash pulls, missing most ranged enemies like archers and mages.
Doesn't make sense that a dungeon set is better in PvP and vice versa.
Yeah rush of agony is literally better and you don't see it coming no counterplay to a pull you can't see coming
Ironically, Rush of Agony doesn't feel that great in PvE because the range is too small for a lot of trash pulls, missing most ranged enemies like archers and mages.
Doesn't make sense that a dungeon set is better in PvP and vice versa.
Twohothardware wrote: »It doesn’t need a cooldown nerf, it needs a huge range pull nerf. It’s stupid how far it pulls you even when your smart and avoid it and the lag makes it way worse.
CameraBeardThePirate wrote: »Yeah rush of agony is literally better and you don't see it coming no counterplay to a pull you can't see coming
Ironically, Rush of Agony doesn't feel that great in PvE because the range is too small for a lot of trash pulls, missing most ranged enemies like archers and mages.
Doesn't make sense that a dungeon set is better in PvP and vice versa.
The range on Rush is the same as DC tho...
having used both dark conv and rushing agony for fun PVE dungeon runs, dark conv feels like it has better range and utility in that content. i am bummed that PVP is yet again the reason that ZOS is nerfing something fun in PVE, again... i truly don't understand why ZOS cannot just tweak stats when in BG/Cyro, instead of raining on the parade for everyone else.
Cuddlypuff wrote: »Twohothardware wrote: »It doesn’t need a cooldown nerf, it needs a huge range pull nerf. It’s stupid how far it pulls you even when your smart and avoid it and the lag makes it way worse.
That is a position desync and it affects far more than just dark con. The key thing people don't realize is that the pull is not what kills them. In the case of a harmony necro, their boneyard synergy hits a 28M diameter whereas dark con is only 20m. You would have died anyway, and in fact the "sweatier" necro builds don't even use any pulls since it would be useless on other good players.
So naturally you might ask "What is the pull for?" Occult range is 4m and VD range is 5m. Dark convergence / Rush of Agony is purely a pug zerg bomber that brings everything together to proc on-death effects.
Twohothardware wrote: »Cuddlypuff wrote: »Twohothardware wrote: »It doesn’t need a cooldown nerf, it needs a huge range pull nerf. It’s stupid how far it pulls you even when your smart and avoid it and the lag makes it way worse.
That is a position desync and it affects far more than just dark con. The key thing people don't realize is that the pull is not what kills them. In the case of a harmony necro, their boneyard synergy hits a 28M diameter whereas dark con is only 20m. You would have died anyway, and in fact the "sweatier" necro builds don't even use any pulls since it would be useless on other good players.
So naturally you might ask "What is the pull for?" Occult range is 4m and VD range is 5m. Dark convergence / Rush of Agony is purely a pug zerg bomber that brings everything together to proc on-death effects.
I’ve not died a single time to just boneyard. It is always getting pulled into the middle of a pestilence colossus and bone yard combo that instantly one shots. You can’t react to it when there is lag because the pull desyncs you. And I have over 30k health with high resistances.
Some part of that *** needs to be nerfed.
Cuddlypuff wrote: »Rush of agony is already far better and has less counterplay than dark con, it is just gated behind a lot of sticker farming so less people run it.
This patch has a lot of problems, but certainly not this set.
Sandman929 wrote: »This patch has a lot of problems, but certainly not this set.
Convergence isn't a problem with this patch, it's an ongoing problem from previous patches. Any engagement larger than a few players has been made significantly less fun by constantly being pulled into someone's ambition for creating a bomb clip.
It's past time to do away with this blight on PvP.
Cuddlypuff wrote: »Sandman929 wrote: »This patch has a lot of problems, but certainly not this set.
Convergence isn't a problem with this patch, it's an ongoing problem from previous patches. Any engagement larger than a few players has been made significantly less fun by constantly being pulled into someone's ambition for creating a bomb clip.
It's past time to do away with this blight on PvP.
No it just punishes faction stacking and PvDooring. The clips are just a bonus.
Sandman929 wrote: »Cuddlypuff wrote: »Sandman929 wrote: »This patch has a lot of problems, but certainly not this set.
Convergence isn't a problem with this patch, it's an ongoing problem from previous patches. Any engagement larger than a few players has been made significantly less fun by constantly being pulled into someone's ambition for creating a bomb clip.
It's past time to do away with this blight on PvP.
No it just punishes faction stacking and PvDooring. The clips are just a bonus.
It's a zerg set being used by zergs for zergs. Anyone who's spent any time in Cyrodiil knows it. The idea that's is some hand of justice against zergs is laughable when it makes up 90% of the zerg.
Cuddlypuff wrote: »Sandman929 wrote: »Cuddlypuff wrote: »Sandman929 wrote: »This patch has a lot of problems, but certainly not this set.
Convergence isn't a problem with this patch, it's an ongoing problem from previous patches. Any engagement larger than a few players has been made significantly less fun by constantly being pulled into someone's ambition for creating a bomb clip.
It's past time to do away with this blight on PvP.
No it just punishes faction stacking and PvDooring. The clips are just a bonus.
It's a zerg set being used by zergs for zergs. Anyone who's spent any time in Cyrodiil knows it. The idea that's is some hand of justice against zergs is laughable when it makes up 90% of the zerg.
Who cares if they can't use it or defend against it
This set was not nerfed in the right way. This set is still going to be the go to set in PVP. Every ball group will run it, every small effective group will run it. Its just to good still. On paper it still provides tons of utility. The new 25 sec cool down its sounds pretty bad but its really nothing. This set is part of the current meta, this nerf does nothing to that.
People are going to say its easy to avoid, its crap! Guess what if it is so bad how come every ball group runs it. Every serious 4-8 man runs it. Its a a easy AP curb stomp.
Multiple people in ball groups run this set 25 secs is not enough and not the right way to nerf the set. (Radius change would be best or take away some of the utility of the set) 25 secs will actually hurt the smaller groups not the ball or multi-ball groups.
This set is not competive and it actually hurts the fun in running organized grouping. I so tired of fighting on pulls! If you attack another ball group and lets say both use it who every pulls in a stealth archer with 20k health wins lol.. This is not a good way to win.
JustAGoodPlayer wrote: »This set was not nerfed in the right way. This set is still going to be the go to set in PVP. Every ball group will run it, every small effective group will run it. Its just to good still. On paper it still provides tons of utility. The new 25 sec cool down its sounds pretty bad but its really nothing. This set is part of the current meta, this nerf does nothing to that.
People are going to say its easy to avoid, its crap! Guess what if it is so bad how come every ball group runs it. Every serious 4-8 man runs it. Its a a easy AP curb stomp.
Multiple people in ball groups run this set 25 secs is not enough and not the right way to nerf the set. (Radius change would be best or take away some of the utility of the set) 25 secs will actually hurt the smaller groups not the ball or multi-ball groups.
This set is not competive and it actually hurts the fun in running organized grouping. I so tired of fighting on pulls! If you attack another ball group and lets say both use it who every pulls in a stealth archer with 20k health wins lol.. This is not a good way to win.
This set is not even a problem if you can press block in 2 seconds you can see the animation )
So player who can not press a block and have 2 seconds for that ask to nerf set ?
OK ! Lags are problem, some times you even do not see animation.
True - it is a problem !
But fix lag problem than, what set did to you ?
Cuddlypuff wrote: »Rush of agony is already far better and has less counterplay than dark con, it is just gated behind a lot of sticker farming so less people run it.
The ability to target the placement of DC is a big mechanical advantage. The ability to do this from range is another big advantage.
With RoA, you only pull to where you land, which puts you in the middle of the fighting. You can't pull people into lava for instant wipe like you can with DC.
This is why glass cannon builds with DC are able to use the set and live. Whereas with RoA you are going to eat damage in many situations.
I run RoA and love the set, but to say it's 'far better' than DC is misinformed. You rarely see people bitching about RoA like they do about DC.