What I find most interesting is the optics around the ZOS devs here.
A thread was started on nerfing Azureblight - a set which was detrimental to ball groups - and nearly instantly we see it nerfed in a PTS update.
However, THIS set is beneficial to ball groups, has been a topic of disgust for moths by the vast majority of people who don't run in ball groups ruining everyone else's game play, and has been a thread here for nearly a month but we see nothing about this set being nerfed in any PTS patch and we're already nearing the end of all the changes going into this patch.
This is exactly why notions that all devs suck at PvP and run only in ball groups in Cyrodiil flourish.
This is exactly why sentiment that the ZOS devs don't listen to the player community flourish.
This is exactly why long time PvPers have cancelled their ESO Plus subscriptions and/or left the game completely.
No one but a tiny minority in ESO PvP actually want RoA and DC sets in the game and the rest want them either nerfed to affect only monsters or taken out of the game completely.
Yet we hear nothing. Crickets.
Bad Optics ZOS. Bad Optics which only reinforce the skepticism that you care about the player base or PyP at all.
The literally ONLY thing you're doing regarding PvP is testing changes with the goal of making ball groups cause less lag, because we all know their play style is what causes the lag in Cyrodiil.
Go into a 3x pop locked campaign and there is little to no lag unless a bunch of zerglings are concentrated in one area spamming multi-effect AoEs just like ball groups do ALL THE TIME.
So the optics are that ZOS still only cares about enabling their ball group buddies and might as well just admit their only Cyrodiil experience is to act trolly and run in ball groups.
That ZOS is what you're saying to the PvP community by not even commenting on this thread in any meaningful way let alone doing what 99% of your PvP user base wants - which is to see a PTS release which at least has RoA affecting monsters only.
acastanza_ESO wrote: »StaticWave wrote: »What’s funny to me personally is seasoned 1vXers and small scalers in this thread like @MincMincMinc and @Alchimiste1 are being called “lacking situational awareness” because they think RoA is broken. Keep in mind, these guys are SEASONED and have A LOT more awareness than your average player and also deal with RoA A LOT more. If RoA is that problematic for seasoned players to deal with, then I can’t imagine your average player being yanked around into a full group bomb, not knowing how they died.
No offense intended, but there's a serious undercurrent of "anything that kills me is broken and should be nerfed" and "I should be table to solo tank any group" from the 1vX crowd. So pardon me if I think those category of complaints about RoA are more than a little bad-faith. It's the exact same category of illigitimate complaint as those made about Azureblight.
Dying to RoA is very much an issue with situational awareness, just like Azureblight.
For the record, I was also vocally against the Azureblight nerf as well.
Alchimiste1 wrote: »acastanza_ESO wrote: »StaticWave wrote: »What’s funny to me personally is seasoned 1vXers and small scalers in this thread like @MincMincMinc and @Alchimiste1 are being called “lacking situational awareness” because they think RoA is broken. Keep in mind, these guys are SEASONED and have A LOT more awareness than your average player and also deal with RoA A LOT more. If RoA is that problematic for seasoned players to deal with, then I can’t imagine your average player being yanked around into a full group bomb, not knowing how they died.
No offense intended, but there's a serious undercurrent of "anything that kills me is broken and should be nerfed" and "I should be table to solo tank any group" from the 1vX crowd. So pardon me if I think those category of complaints about RoA are more than a little bad-faith. It's the exact same category of illigitimate complaint as those made about Azureblight.
Dying to RoA is very much an issue with situational awareness, just like Azureblight.
For the record, I was also vocally against the Azureblight nerf as well.
No solo/1vX player has ever said that. You are just making things up. It just happens that a lot of the solo or small scale players have good game mechanics/ knowledge of the game and are able to easily point out over performing or unbalanced sets/skills. Honestly for a while plenty of people on the pts would point out such sets on pts on DAY ONE and the changes would still go through.
Crimson oath
Maras balm
DC( remember pelican posting 30k damage clip 1st day of pts and it still went live )
Rush
Etc
Etc
All these sets were labeled problematic on pts but they still got through. Was that because the testers had some bias from dying to them ? No, it’s simple because testers knew they would be unbalanced.
acastanza_ESO wrote: »StaticWave wrote: »What’s funny to me personally is seasoned 1vXers and small scalers in this thread like @MincMincMinc and @Alchimiste1 are being called “lacking situational awareness” because they think RoA is broken. Keep in mind, these guys are SEASONED and have A LOT more awareness than your average player and also deal with RoA A LOT more. If RoA is that problematic for seasoned players to deal with, then I can’t imagine your average player being yanked around into a full group bomb, not knowing how they died.
No offense intended, but there's a serious undercurrent of "anything that kills me is broken and should be nerfed" and "I should be table to solo tank any group" from the 1vX crowd. So pardon me if I think those category of complaints about RoA are more than a little bad-faith. It's the exact same category of illigitimate complaint as those made about Azureblight.
Dying to RoA is very much an issue with situational awareness, just like Azureblight.
For the record, I was also vocally against the Azureblight nerf as well.
Using RoA: zero additional awareness required, it automates what you're already doingJoy_Division wrote: »The sitatuonal awareness demanded by RoA
silky_soft wrote: »Still no set balance in this patch. Looks like we still going to be pulled up or down from ledges and through objects.
acastanza_ESO wrote: »
Dying to RoA is very much an issue with situational awareness, just like Azureblight.
xylena_lazarow wrote: »This is why Cyro is dead. Vengeance isn't gonna bring it back. Sure the HoT stacking is a complicated problem to solve, but deleting Rushing Agony is relatively not complicated, and would immediately bring players back.Joy_Division wrote: »RoA and HoT stacking have been so obvious bad mechanics for so long, it is absolutely mind-boggling they both have allowed to persist patch after patch, year after year. Anyone who cared about the game would have attempted to address these a long time ago.
acastanza_ESO wrote: »StaticWave wrote: »What’s funny to me personally is seasoned 1vXers and small scalers in this thread like @MincMincMinc and @Alchimiste1 are being called “lacking situational awareness” because they think RoA is broken. Keep in mind, these guys are SEASONED and have A LOT more awareness than your average player and also deal with RoA A LOT more. If RoA is that problematic for seasoned players to deal with, then I can’t imagine your average player being yanked around into a full group bomb, not knowing how they died.
No offense intended, but there's a serious undercurrent of "anything that kills me is broken and should be nerfed" and "I should be table to solo tank any group" from the 1vX crowd. So pardon me if I think those category of complaints about RoA are more than a little bad-faith. It's the exact same category of illigitimate complaint as those made about Azureblight.
Dying to RoA is very much an issue with situational awareness, just like Azureblight.
For the record, I was also vocally against the Azureblight nerf as well.
TechMaybeHic wrote: »silky_soft wrote: »Still no set balance in this patch. Looks like we still going to be pulled up or down from ledges and through objects.
All the more reason to be concerned by the Vengeance campaign. Less and less balancing each patch. I mean, why balance what you're going to discard anyway?
Had this argument with one of the comp group guys in zone chat. He did acknowledge that his group doesn't need Rushing Agony, but he thinks that players "should" have developed enough skill to counter it.SaffronCitrusflower wrote: »The only undercurrent and bad faith I see are people making excuses for a set that plays the game for them.
xylena_lazarow wrote: »Had this argument with one of the comp group guys in zone chat. He did acknowledge that his group doesn't need Rushing Agony, but he thinks that players "should" have developed enough skill to counter it.SaffronCitrusflower wrote: »The only undercurrent and bad faith I see are people making excuses for a set that plays the game for them.
So I told him that pugs find it unfun and it makes them quit PvP, and asked who he's gonna farm when all the pugs are gone. Doors? NPCs? Seeing as how we were in zone chat because the server was empty and no PvP was going on...
Argument over, we agreeably moved to new topics. Might as well chat until when/if players log on.
xylena_lazarow wrote: »Had this argument with one of the comp group guys in zone chat. He did acknowledge that his group doesn't need Rushing Agony, but he thinks that players "should" have developed enough skill to counter it.SaffronCitrusflower wrote: »The only undercurrent and bad faith I see are people making excuses for a set that plays the game for them.
So I told him that pugs find it unfun and it makes them quit PvP, and asked who he's gonna farm when all the pugs are gone. Doors? NPCs? Seeing as how we were in zone chat because the server was empty and no PvP was going on...
Argument over, we agreeably moved to new topics. Might as well chat until when/if players log on.
I look at it like if they don’t need it then why use it and stack it on 1-3 people in those groups? They absolutely do need it because it’s broken, the counter to it is broken and it’s so much harder to counter than dark con.
StaticWave wrote: »They technically don’t need it, but RoA reduces the work required to set up a proper ult bomb so much that not using it would be throwing.
To set up a proper bomb, a non-RoA group would have to bait the zerg, lure them towards a choke point, then hope that they’re all stacked up for the bomb to be efficient. During that same window, a RoA group would’ve dunked on that zerg 3-4 times lol.
The fact that RoA can create a pseudo “choke point” and force the zerg to stack up (by pulling them) without giving CC immunity, AND also deal AoE damage is huge. Nothing in the game does that rn imo. RoA is in a league of its own.
xylena_lazarow wrote: »Had this argument with one of the comp group guys in zone chat. He did acknowledge that his group doesn't need Rushing Agony, but he thinks that players "should" have developed enough skill to counter it.SaffronCitrusflower wrote: »The only undercurrent and bad faith I see are people making excuses for a set that plays the game for them.
So I told him that pugs find it unfun and it makes them quit PvP, and asked who he's gonna farm when all the pugs are gone. Doors? NPCs? Seeing as how we were in zone chat because the server was empty and no PvP was going on...
Argument over, we agreeably moved to new topics. Might as well chat until when/if players log on.
StaticWave wrote: »Look at this clip for example:https://youtu.be/9fdzoRCqowk
That NB literally APPEARED OUT OF THIN AIR. I never saw it coming because there was no visible animation of a gap closer from him so nobody would have expected him to be using RoA. At first I thought he was just gonna Incap the teammate behind me so I didn’t hold block, but a short moment later RoA procced and pulled me into a Soul Tether burst and I died from the Vicious Death proc (the other teammate died proccing it).
Not only that, the chain animation from RoA was way too quick and not visible enough for me to have noticed it, especially during that fight when I was focusing on the dude in the corner. It's not like DC or Meteor where there's a huge circle on the ground or under your feet and the delay timer ticks while the animation plays out. With RoA, the delay timer ticks FIRST, then the animation plays out. This basically means by the time you do notice the chains shooting towards you, it’s already too late to block. Most of the time you don’t even know whether the opponent has RoA or not either lol. Even if you assumed he did have RoA, then he could just as easily hide his Ambush animation by Cloaking and appear out of thin air like in the video lol.
acastanza_ESO wrote: »StaticWave wrote: »Look at this clip for example:https://youtu.be/9fdzoRCqowk
That NB literally APPEARED OUT OF THIN AIR. I never saw it coming because there was no visible animation of a gap closer from him so nobody would have expected him to be using RoA. At first I thought he was just gonna Incap the teammate behind me so I didn’t hold block, but a short moment later RoA procced and pulled me into a Soul Tether burst and I died from the Vicious Death proc (the other teammate died proccing it).
Not only that, the chain animation from RoA was way too quick and not visible enough for me to have noticed it, especially during that fight when I was focusing on the dude in the corner. It's not like DC or Meteor where there's a huge circle on the ground or under your feet and the delay timer ticks while the animation plays out. With RoA, the delay timer ticks FIRST, then the animation plays out. This basically means by the time you do notice the chains shooting towards you, it’s already too late to block. Most of the time you don’t even know whether the opponent has RoA or not either lol. Even if you assumed he did have RoA, then he could just as easily hide his Ambush animation by Cloaking and appear out of thin air like in the video lol.
That clip isn't quite as compelling as you think, yes you got pulled but you're tunnelvisioning on a single low health opponent while fighting near an ally that doesn't seem to know how to heal themself or properly react to a NB (before the pull at all). If that teammate had reacted properly to being gap closed to and having their health chunked (way more than it should've been if they were built or buffed properly) then they wouldn't have died and they wouldn't have killed you. Yes RoA pulled you into the VD, but any other pull would've done the same, it isn't a RoA issue. Poor positioning, tunnel vision, and a poor ally VDing you is what cased this, not RoA. Mistkes were made, no one should have died in this clip.
Edit: also you absolutely can see the NB appear at the end of their gap closer right at the bottom of the frame (right before you charge your camera headfirst into a wall)
MincMincMinc wrote: »acastanza_ESO wrote: »StaticWave wrote: »Look at this clip for example:https://youtu.be/9fdzoRCqowk
That NB literally APPEARED OUT OF THIN AIR. I never saw it coming because there was no visible animation of a gap closer from him so nobody would have expected him to be using RoA. At first I thought he was just gonna Incap the teammate behind me so I didn’t hold block, but a short moment later RoA procced and pulled me into a Soul Tether burst and I died from the Vicious Death proc (the other teammate died proccing it).
Not only that, the chain animation from RoA was way too quick and not visible enough for me to have noticed it, especially during that fight when I was focusing on the dude in the corner. It's not like DC or Meteor where there's a huge circle on the ground or under your feet and the delay timer ticks while the animation plays out. With RoA, the delay timer ticks FIRST, then the animation plays out. This basically means by the time you do notice the chains shooting towards you, it’s already too late to block. Most of the time you don’t even know whether the opponent has RoA or not either lol. Even if you assumed he did have RoA, then he could just as easily hide his Ambush animation by Cloaking and appear out of thin air like in the video lol.
That clip isn't quite as compelling as you think, yes you got pulled but you're tunnelvisioning on a single low health opponent while fighting near an ally that doesn't seem to know how to heal themself or properly react to a NB (before the pull at all). If that teammate had reacted properly to being gap closed to and having their health chunked (way more than it should've been if they were built or buffed properly) then they wouldn't have died and they wouldn't have killed you. Yes RoA pulled you into the VD, but any other pull would've done the same, it isn't a RoA issue. Poor positioning, tunnel vision, and a poor ally VDing you is what cased this, not RoA. Mistkes were made, no one should have died in this clip.
Edit: also you absolutely can see the NB appear at the end of their gap closer right at the bottom of the frame (right before you charge your camera headfirst into a wall)
You can say that, but if RoA had a proper telegraph he could have blocked there and not been pulled.
MincMincMinc wrote: »acastanza_ESO wrote: »StaticWave wrote: »Look at this clip for example:https://youtu.be/9fdzoRCqowk
That NB literally APPEARED OUT OF THIN AIR. I never saw it coming because there was no visible animation of a gap closer from him so nobody would have expected him to be using RoA. At first I thought he was just gonna Incap the teammate behind me so I didn’t hold block, but a short moment later RoA procced and pulled me into a Soul Tether burst and I died from the Vicious Death proc (the other teammate died proccing it).
Not only that, the chain animation from RoA was way too quick and not visible enough for me to have noticed it, especially during that fight when I was focusing on the dude in the corner. It's not like DC or Meteor where there's a huge circle on the ground or under your feet and the delay timer ticks while the animation plays out. With RoA, the delay timer ticks FIRST, then the animation plays out. This basically means by the time you do notice the chains shooting towards you, it’s already too late to block. Most of the time you don’t even know whether the opponent has RoA or not either lol. Even if you assumed he did have RoA, then he could just as easily hide his Ambush animation by Cloaking and appear out of thin air like in the video lol.
That clip isn't quite as compelling as you think, yes you got pulled but you're tunnelvisioning on a single low health opponent while fighting near an ally that doesn't seem to know how to heal themself or properly react to a NB (before the pull at all). If that teammate had reacted properly to being gap closed to and having their health chunked (way more than it should've been if they were built or buffed properly) then they wouldn't have died and they wouldn't have killed you. Yes RoA pulled you into the VD, but any other pull would've done the same, it isn't a RoA issue. Poor positioning, tunnel vision, and a poor ally VDing you is what cased this, not RoA. Mistkes were made, no one should have died in this clip.
Edit: also you absolutely can see the NB appear at the end of their gap closer right at the bottom of the frame (right before you charge your camera headfirst into a wall)
You can say that, but if RoA had a proper telegraph he could have blocked there and not been pulled.
The fact a NB can use this set while in stealth making it all the harder to counter should be considered a problem in itself. As I’ve stated before, the fact that we all hear the proc first but not see it until moments later should be considered a problem. It has a 8s cooldown but you’re able to be yanked over and over again by someone else using the set so the cooldown seems kinda irrelevant. Yes I get why BG’s and pugs use it, I’ve ran it myself and been in groups that run it and I can fully admit the set is broke and it’s only making the solo players logout so all that’s left are BG’s and pugs
MincMincMinc wrote: »MincMincMinc wrote: »acastanza_ESO wrote: »StaticWave wrote: »Look at this clip for example:https://youtu.be/9fdzoRCqowk
That NB literally APPEARED OUT OF THIN AIR. I never saw it coming because there was no visible animation of a gap closer from him so nobody would have expected him to be using RoA. At first I thought he was just gonna Incap the teammate behind me so I didn’t hold block, but a short moment later RoA procced and pulled me into a Soul Tether burst and I died from the Vicious Death proc (the other teammate died proccing it).
Not only that, the chain animation from RoA was way too quick and not visible enough for me to have noticed it, especially during that fight when I was focusing on the dude in the corner. It's not like DC or Meteor where there's a huge circle on the ground or under your feet and the delay timer ticks while the animation plays out. With RoA, the delay timer ticks FIRST, then the animation plays out. This basically means by the time you do notice the chains shooting towards you, it’s already too late to block. Most of the time you don’t even know whether the opponent has RoA or not either lol. Even if you assumed he did have RoA, then he could just as easily hide his Ambush animation by Cloaking and appear out of thin air like in the video lol.
That clip isn't quite as compelling as you think, yes you got pulled but you're tunnelvisioning on a single low health opponent while fighting near an ally that doesn't seem to know how to heal themself or properly react to a NB (before the pull at all). If that teammate had reacted properly to being gap closed to and having their health chunked (way more than it should've been if they were built or buffed properly) then they wouldn't have died and they wouldn't have killed you. Yes RoA pulled you into the VD, but any other pull would've done the same, it isn't a RoA issue. Poor positioning, tunnel vision, and a poor ally VDing you is what cased this, not RoA. Mistkes were made, no one should have died in this clip.
Edit: also you absolutely can see the NB appear at the end of their gap closer right at the bottom of the frame (right before you charge your camera headfirst into a wall)
You can say that, but if RoA had a proper telegraph he could have blocked there and not been pulled.
The fact a NB can use this set while in stealth making it all the harder to counter should be considered a problem in itself. As I’ve stated before, the fact that we all hear the proc first but not see it until moments later should be considered a problem. It has a 8s cooldown but you’re able to be yanked over and over again by someone else using the set so the cooldown seems kinda irrelevant. Yes I get why BG’s and pugs use it, I’ve ran it myself and been in groups that run it and I can fully admit the set is broke and it’s only making the solo players logout so all that’s left are BG’s and pugs
Strange I dont get notifications when I get quoted, kinda annoying. Well look at that clip of static's. You can't/shouldn't assume all gap closers are going to insta kill you. Granted gap closers are so useless outside of RoA, but thats another issue on its own.
However the rush telegraph is like 0.8s and half of that time is the small chain forming in the air. Realistically you get 200-400ms to block which is barely 2 average reaction times. This is tight enough that if you are already in the process of weapon swapping you are guaranteed to be pulled.
Start by making a clear telegraph.
- After the gap closer chains shoot out (0.4s)
- Then the chain is tethered to the enemy (0.6s)
- Then a sound effect of chains pulling plays (0.4s)
- Then the pull happens (stun happens and is CC breakable)
Then update the cooldown to atleast 30s or 45s to prevent groups from abusing vs solo players.
Then tweak or remove the damage aspect because it is unnecessary bloat on the servers. We dont need 5 proc sets in one....
YandereGirlfriend wrote: »xylena_lazarow wrote: »Had this argument with one of the comp group guys in zone chat. He did acknowledge that his group doesn't need Rushing Agony, but he thinks that players "should" have developed enough skill to counter it.SaffronCitrusflower wrote: »The only undercurrent and bad faith I see are people making excuses for a set that plays the game for them.
So I told him that pugs find it unfun and it makes them quit PvP, and asked who he's gonna farm when all the pugs are gone. Doors? NPCs? Seeing as how we were in zone chat because the server was empty and no PvP was going on...
Argument over, we agreeably moved to new topics. Might as well chat until when/if players log on.
Most pugs just want to low-effort Xv1 and win with numbers. Which is not a playstyle that we should be overly concerned with catering to.
There are some pretty reasonable takes in this thread but also a fair bit of ill-informed histrionics.
The broadly satisfactory middle ground for this is likely something on the order of:
1. Greatly improve visual/audio telegraph
2. Fix LOS/height behavior (though this is likely just a symptom of positional desync and overall bad game performance)
3. Strip the damage proc
And then simply clone the Dark Convergence mechanic of:
If successfully blocked -> pull does nothing
Else -> pull and automatically stun (which then invokes traditional CC immunity -> meaning no repeat pulls from multiple wearers)
Viola.
The set now has better counterplay opportunity, deals zero damage, and no longer allows the annoying behavior of repeated "ping-pong" pulls (as well as being pulled from ledges, corners, etc.) from multiple wearers. It also preserves a clearly differentiated use case vs. Dark Convergence, where each set has distinct relative strengths and weaknesses. And is much more balanced vs. other potential options like Void Bash and the Scribing pull.