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Rush of Agony Z-Axis?

Defatank
Defatank
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Pretty sure most of us have noticed RoA randomly pulling us from absurd distances much farther than the "12 meters" in its description. Just wondering if perhaps the Z-Axis of this set is not behaving like it should be? I know in the past abilities have had issues with Z-Axis that ZOS had to fix.
  • LadyGP
    LadyGP
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    Defatank wrote: »
    Pretty sure most of us have noticed RoA randomly pulling us from absurd distances much farther than the "12 meters" in its description. Just wondering if perhaps the Z-Axis of this set is not behaving like it should be? I know in the past abilities have had issues with Z-Axis that ZOS had to fix.

    I brought up ages ago that something was off with Rush and got hammered on the forums about how it's "working as intended".

    There is something about how if you're passing through a path or... something... and with the lag... you end up moving super far away and then it feels like the server "catches up" and then yoink.
    Will the real LadyGP please stand up.
  • Defatank
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    Yea, agreed. I also would agree that for the most part RoA is truly "working as intended" but there are definitely instances where I'm clearly way more than 12m away and get yanked. From what I've seen its been height related, not just a small hill type height but like if I jump down off a rock to a lower level thats say 5m below the level I came from and start moving away then I'll get yanked from 30m+
  • Orbital78
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    Can't they just give it a monster only flag? 🧐
  • Erickson9610
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    Orbital78 wrote: »
    Can't they just give it a monster only flag? 🧐

    I wouldn't be a fan of that change because I farmed that set specifically for PvP use.
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Jaraal
    Jaraal
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    LadyGP wrote: »
    There is something about how if you're passing through a path or... something... and with the lag... you end up moving super far away and then it feels like the server "catches up" and then yoink.

    That is exactly what it is. Either you, the enemy player, or the entire server are lagging, and then everything catches up in a "snap," which can appear to be an out of range pull/push. Or several different delayed effects registering at once in a "one shot" effect.

    This isn't exclusive to the RoA set.
  • YandereGirlfriend
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    Jaraal wrote: »
    LadyGP wrote: »
    There is something about how if you're passing through a path or... something... and with the lag... you end up moving super far away and then it feels like the server "catches up" and then yoink.

    That is exactly what it is. Either you, the enemy player, or the entire server are lagging, and then everything catches up in a "snap," which can appear to be an out of range pull/push. Or several different delayed effects registering at once in a "one shot" effect.

    This isn't exclusive to the RoA set.

    This is the answer to this thread.
  • Rogue_Coyote
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    Would be nice if the pull respected LoS like every other attack is supposed to do, but it does not. Pulls from around corners, from low level (like a hill) and sometimes through solid objects like keep doors.
    The pull radius is borked. You can be pulled from Blackreach into Greyhost just about. Need to adjust this set.
    Edited by Rogue_Coyote on December 9, 2024 8:38PM
  • Vulkunne
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    It doesn't just happen with RoA. Sometimes certain banners in IC will pull you off the map, your character floats unable to move until hitting the map's edge and die.
    Edited by Vulkunne on December 10, 2024 12:28AM
    Today Victory is mine. Long Live the Empire.
  • Solariken
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    It just needs to activate CC immunity (like all pull skills). The truly absurd thing about this set is that it allows double CC griefing players.
  • Izanagi.Xiiib16_ESO
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    @ZOS_JessicaFolsom is the team considering any changes to this set in PVP environments similar to how Azureblight was changed to have certain effects only in PVE? Perhaps in PVP this set should apply a CC immunity?
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Roleplay Circle (AOE Rats/ Zerg Squad / Banana Squad)
  • Desiato
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    Considering ZOS has said they want players to spread out more, maybe just eliminate pull sets in Cyrodiil entirely!

    It's so frustrating to be a melee combatant in Cyrodiil right now.
    spending a year dead for tax reasons
  • MincMincMinc
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    Solariken wrote: »
    It just needs to activate CC immunity (like all pull skills). The truly absurd thing about this set is that it allows double CC griefing players.

    Telegraphs and counterplay? You have to go to the upgrades section of the crown store for that.
  • Jaraal
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    Desiato wrote: »
    Considering ZOS has said they want players to spread out more

    And then they go and modify the Emperor buffs to reward huddling up in your home keeps.

    Go figure!

  • Theignson
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    This is a terrible set in PvP in particular.

    There is no warning, if someone within 15m of you (Yes! 15m !!!) is targeted by a teleport, then with no warning what so ever you are pulled to the circle of death.
    1) The "12m" pull radius is absurd, to begin with. How many sets have 12m effects?
    2) The lack of any warning whatsoever of the limits of the pull radius (unlike, for example DC: you can see the ground effect and block) is absurd.
    3) No CC immunity, so they pull you from crazy distances and then stun/fear you then ulti dump.

    EVERY ball group uses this and no wonder. When EVERY group is using something, "usually" ZOS eventually realizes it is over powered. Not so far with RoA.

    EVERY ball group uses it and they do it OVER AND OVER AND OVER all night, and this has been happening for at least 2 years.

    Since I am almost never grouped I just avoid the ball groups (since a solo can't make any impact whatsoever anyway) but... this is not how the game is meant to be played. AND, every so often (IF I HAPPEN TO BE FIGHTING WITHIN 15M) I get pulled/stunned/feared /ulti dumped and once again ponder how ZOS has ignored the PvP community for 2 years about how broken this set is.

    The "final straw" was a ZOS hosted stream where their guest asks "what keeps pulling us from everywhere" and the team can't instantly say (as any PvPer would) "Oh, thats just RoA, its broken and OP and there isnt much you can do about it except not fight ball groups."
    2 GOs, an overlord and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • Jaraal
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    Theignson wrote: »
    1) The "12m" pull radius is absurd, to begin with. How many sets have 12m effects?
    2) The lack of any warning whatsoever of the limits of the pull radius (unlike, for example DC: you can see the ground effect and block) is absurd.

    They just recently modified this set. They increased the pull radius from 10m to 12m, and added an 0.8 second delay "to increase the amount of reaction time enemies have before they are yanked." They literally told the folks who are complaining that they better not "neglect the agony it can inflict."
    We're cleaning up a lot of negative experiences with this set regarding how it feels to both use and have used against you by adding a delay time to the pull, as well as cleaning up a bunch of inconsistencies about how the pull applies and appears. While the pull should be easier to both position and react to now, the damage itself should present slightly more of a threat, since the delay between the pull affecting you and the damage going out has been reduced to 1 second. This should help the set feel more impactful against those who neglect the agony it can inflict, while simultaneously ensuring there are more opportunities to recognize and react to its threats. The radius increase should also help the pull become more of a selling point of the set for those who desire such control over their foes.

    So I guess it's time to 'git gud!' :)


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