sans-culottes wrote: »ZOS_JessicaFolsom wrote: »Hi everyone. We’ve had some conversations yesterday about this discussion, the Rush of Agony set, and the more recent community concerns and reports. This also included consideration for the overall feedback since we released the set.
To give a little background, all movement-type actions and skills, including pulls, have the potential to be impacted by variables including character movement speed and position, high ping, the amount of data being sent between the server and the client, and anything that negatively impacts server and client latency (including attacks by bad actors). What this can result in with any pull-type action or skill, not just the Rush of Agony set pull, is cases where the client thinks the target is in one spot and the server thinks it’s in another. One of the reasons this has been surfacing more with Rush of Agony is due to how popular the set is – more people using the set creates more opportunities for the pull to be impacted.
We have some work in progress that aims to reduce the overall amount of data being sent back and forth between the client and server, investigations into some known crashes related to player bonuses, and additional logging that will help us better identify crash and disconnect causes.
For the Rush of Agony set, specifically, we are looking at a few options to help reduce the chances of the current issue where some player characters are getting into a bad state after being a target of the pull. One possible solution we are considering is having the pull bring the target player back to a specific location instead of to the source player. This will decrease the amount of movement-related data the client needs to send to the server, though it could still happen. This is still in discussion as a potential option and not locked in. We're also discussing options to reduce the overall frequency at which a player could be pulled by this set.
These changes require some dev and engineering work to be done and tested, so realistically we are looking at Update 46 timing at the earliest. Thank you for all the input and suggestions related to this.
It’s great that this problematic set is being addressed—and so promptly. However, why aren’t other problematic areas—e.g., the many, many issues facing the Necromancer class—being ignored by the devs? Disappointing.
@ZOS_JessicaFolsom @ZOS_GinaBruno @ZOS_Kevin, the problems reported here received prompt, clear responses.
RealLoveBVB wrote: »Alchimiste1 wrote: ».RealLoveBVB wrote: »xylena_lazarow wrote: »Have you ever actually tried to X? Yeah you do often pick them off 1 by 1, and you can do things like adapt a DK dueling build to incorporate an AoE strat like Thrive in Chaos + Talons for breaking down groups, while still winning most 1v1s. Nobody was ever winning outnumbered fights against equal or better skilled opponents in the first place. However, you might still be able to clown them unaware if you had an overpowered proc that automates the hardest part...RealLoveBVB wrote: »Setting up your dueling build and fighting them 1 by 1, while all others are watching?
Here is a prime example why RoA is a good set against groups (its still the old version without the delay):https://youtu.be/zz-HMjs4_ao?si=D-I_WvG9UmjnyEQ0
If that wouldn't exist, you wouldn't be able to fight such outnumbered fights.
2 things
1) that is a group of players not a ball group which is what people have a problem with.
2) they were already so neatly stacked; you could have killed them with any other set and VD which is how people use to bomb in the past.
Edit: upon further look I actually don't even think you proc'd rush of agony lol. your tether stunned them before the ROA
1) why exactly should there be a ball group? Players here were complaining about ball groups, which are using RoA, where I fully agree. This topic was never about to kill ball groups.
2) +your edit: as mentioned above, it was still the old RoA with an instant pull. RoA procced, as soon as I jumped on them.
A deto bomber would have killed some on the flag too, but then I hadn't a chance to refrag or continue the fight, as deto bombers have only this single burst. Plus the chance of dying is incredibly higher.
I just wanted to show, how RoA is intended to use. Not "abused" by ball groups or dragging players through walls and doors.
How does rush of agony give you „a chance to refrag or continue the fight“ that a bomber without it would not have? You used rush of agony to stack a group of players that was already stacked. It didn’t add anything to your survivability and you killed the players upstairs at backdoor without even using rush of agony. How does replacing rush of agony with acuity, rallyngcry or any other set and ambush or other skill with deto make you squishier? How does not using deto at second bomb reduce your dmg more than when not even slotting it?
A bomber without rush of agony could have also bombed the players at flag (with or without deto), rolled upstairs to backdoor and bombed a second time without deto.
If rush of agony did not exist you would totally still be able to fight groups stacked like this group outnumbered. You have much more dmg with deto and acuity than with roa on stacked players. Would be harder to bomb unstacked players but that is not real bombing.
RealLoveBVB wrote: »Rogue_Coyote wrote: »Before this person released said video, this forum was full of complaints from pvp players about Plaguebreak killing them within NPC stacks at flags or on doors, which were completely ignored.
Not anymore. There were also many threads about nightblades invi cloak and they have changed that too due to that.
So it totally works right now, that a bunch of players do some complaining in the forums, instead of working with base mechanics, to make things changed.
So of course RoA will be nerfed and of course new threads will appear like "nerf nbs more, nerf coldfire, nerf oils, mimimi".RealLoveBVB wrote: »Rogue_Coyote wrote: »Before this person released said video, this forum was full of complaints from pvp players about Plaguebreak killing them within NPC stacks at flags or on doors, which were completely ignored.
Not anymore. There were also many threads about nightblades invi cloak and they have changed that too due to that.
So it totally works right now, that a bunch of players do some complaining in the forums, instead of working with base mechanics, to make things changed.
So of course RoA will be nerfed and of course new threads will appear like "nerf nbs more, nerf coldfire, nerf oils, mimimi".
If your AD PvDoor zerg got visit by a ballgroup like PvDoor zergs deserve you would probably not defend this set so much anymore but somehow ballgroups despite claiming to prevent zergs from PvDooring whole map almost never prevent AD from PvDooring Blackreach PC EU.
RealLoveBVB wrote: »I defend the set, because I like to play it myself and as seen in the videos, it allows me to fight groups and stay alive (unlike deto bombers). Also I am not in a ballgroup, where I use this set.
There shouldn't be a 2nd pull. No burst damage proc should be on such a short cooldown, especially not such an overloaded one. Dark Con is a weaker and more restricted version of the effect, has a functional and fair telegraph, has a much longer cooldown at 25 sec, and yet players do still successfully use it to bomb.RealLoveBVB wrote: »What I mean with refrag is the 2nd pull after the "main bomb"
ZOS_JessicaFolsom wrote: »Hi everyone. We’ve had some conversations yesterday about this discussion, the Rush of Agony set, and the more recent community concerns and reports. This also included consideration for the overall feedback since we released the set.
To give a little background, all movement-type actions and skills, including pulls, have the potential to be impacted by variables including character movement speed and position, high ping, the amount of data being sent between the server and the client, and anything that negatively impacts server and client latency (including attacks by bad actors). What this can result in with any pull-type action or skill, not just the Rush of Agony set pull, is cases where the client thinks the target is in one spot and the server thinks it’s in another. One of the reasons this has been surfacing more with Rush of Agony is due to how popular the set is – more people using the set creates more opportunities for the pull to be impacted.
We have some work in progress that aims to reduce the overall amount of data being sent back and forth between the client and server, investigations into some known crashes related to player bonuses, and additional logging that will help us better identify crash and disconnect causes.
For the Rush of Agony set, specifically, we are looking at a few options to help reduce the chances of the current issue where some player characters are getting into a bad state after being a target of the pull. One possible solution we are considering is having the pull bring the target player back to a specific location instead of to the source player. This will decrease the amount of movement-related data the client needs to send to the server, though it could still happen. This is still in discussion as a potential option and not locked in. We're also discussing options to reduce the overall frequency at which a player could be pulled by this set.
These changes require some dev and engineering work to be done and tested, so realistically we are looking at Update 46 timing at the earliest. Thank you for all the input and suggestions related to this.
ZOS_JessicaFolsom wrote: »Hey all, we wanted to provide some additional context and clarification. Firstly, intentionally pulling enemy player characters through solid objects in the game is not intended or desired behavior. The way the Rush of Agony item set currently works, there is a chance of the issue described in this thread happening on accident from normal use in PvP situations, especially where both the caster and target are very mobile. It's more likely that this happens on accident from normal use than deliberate exploit - and we have no way to prove one versus the other.
In situations like this where an issue is happening both on accident and intentionally, we cannot ban players for it. Too many "innocent" players will be caught in the cross fire. We are discussing options to fix the root problem, and will follow up tomorrow. Thank you all and have a good evening.
Just_Attivi wrote: »ZOS_JessicaFolsom wrote: »Hi everyone. We’ve had some conversations yesterday about this discussion, the Rush of Agony set, and the more recent community concerns and reports. This also included consideration for the overall feedback since we released the set.
To give a little background, all movement-type actions and skills, including pulls, have the potential to be impacted by variables including character movement speed and position, high ping, the amount of data being sent between the server and the client, and anything that negatively impacts server and client latency (including attacks by bad actors). What this can result in with any pull-type action or skill, not just the Rush of Agony set pull, is cases where the client thinks the target is in one spot and the server thinks it’s in another. One of the reasons this has been surfacing more with Rush of Agony is due to how popular the set is – more people using the set creates more opportunities for the pull to be impacted.
We have some work in progress that aims to reduce the overall amount of data being sent back and forth between the client and server, investigations into some known crashes related to player bonuses, and additional logging that will help us better identify crash and disconnect causes.
For the Rush of Agony set, specifically, we are looking at a few options to help reduce the chances of the current issue where some player characters are getting into a bad state after being a target of the pull. One possible solution we are considering is having the pull bring the target player back to a specific location instead of to the source player. This will decrease the amount of movement-related data the client needs to send to the server, though it could still happen. This is still in discussion as a potential option and not locked in. We're also discussing options to reduce the overall frequency at which a player could be pulled by this set.
These changes require some dev and engineering work to be done and tested, so realistically we are looking at Update 46 timing at the earliest. Thank you for all the input and suggestions related to this.
This very much reads like someone who never actually played against the set and just read the cliff notes. I do fully agree the locational desync is a big factor to look at, and agree that from a development standpoint pulling to a set point is more logical and helps avoid the described issues.
But while we are looking at the set, I hope we arent ignoring the part where it doesnt apply CC immunity when it pulls you.... because... like Every other form of crowd control, it should apply a crowd control immunity if it successfully controls you. "Frequency" is due to be looked at, damage component should also be looked at considering how stacked this set is. The set is also popular because it is so stacked. If you were given 2 choices with no consequences, to have a screwdriver with a broken tip or a drill with every standard bit included, youd take the drill. RoA is the drill in this scenario, very few other sets can stack up against its frequency, damage, and sheer power via a CC that doesnt apply CC immunity, letting you follow up with a hard CC and making players lose control for usual 2 full GCDs.
Thumbless_Bot wrote: »Make it pve only until you can fix it... or forever.... forever is good.
ZOS_JessicaFolsom wrote: »Hi everyone. We’ve had some conversations yesterday about this discussion, the Rush of Agony set, and the more recent community concerns and reports. This also included consideration for the overall feedback since we released the set.
To give a little background, all movement-type actions and skills, including pulls, have the potential to be impacted by variables including character movement speed and position, high ping, the amount of data being sent between the server and the client, and anything that negatively impacts server and client latency (including attacks by bad actors). What this can result in with any pull-type action or skill, not just the Rush of Agony set pull, is cases where the client thinks the target is in one spot and the server thinks it’s in another. One of the reasons this has been surfacing more with Rush of Agony is due to how popular the set is – more people using the set creates more opportunities for the pull to be impacted.
We have some work in progress that aims to reduce the overall amount of data being sent back and forth between the client and server, investigations into some known crashes related to player bonuses, and additional logging that will help us better identify crash and disconnect causes.
For the Rush of Agony set, specifically, we are looking at a few options to help reduce the chances of the current issue where some player characters are getting into a bad state after being a target of the pull. One possible solution we are considering is having the pull bring the target player back to a specific location instead of to the source player. This will decrease the amount of movement-related data the client needs to send to the server, though it could still happen. This is still in discussion as a potential option and not locked in. We're also discussing options to reduce the overall frequency at which a player could be pulled by this set.
These changes require some dev and engineering work to be done and tested, so realistically we are looking at Update 46 timing at the earliest. Thank you for all the input and suggestions related to this.
What is subclassing doing that you find painful?RealLoveBVB wrote: »Subclassing will be the #1 pain point, as they give the possibility to be even more tankier, even more powerful with healing and being able to create even more powerful damage combos. RoA is going to be a small shadow then.
ZOS_JessicaFolsom wrote: »Hi everyone. We’ve had some conversations yesterday about this discussion, the Rush of Agony set, and the more recent community concerns and reports. This also included consideration for the overall feedback since we released the set.
To give a little background, all movement-type actions and skills, including pulls, have the potential to be impacted by variables including character movement speed and position, high ping, the amount of data being sent between the server and the client, and anything that negatively impacts server and client latency (including attacks by bad actors). What this can result in with any pull-type action or skill, not just the Rush of Agony set pull, is cases where the client thinks the target is in one spot and the server thinks it’s in another. One of the reasons this has been surfacing more with Rush of Agony is due to how popular the set is – more people using the set creates more opportunities for the pull to be impacted.
We have some work in progress that aims to reduce the overall amount of data being sent back and forth between the client and server, investigations into some known crashes related to player bonuses, and additional logging that will help us better identify crash and disconnect causes.
For the Rush of Agony set, specifically, we are looking at a few options to help reduce the chances of the current issue where some player characters are getting into a bad state after being a target of the pull. One possible solution we are considering is having the pull bring the target player back to a specific location instead of to the source player. This will decrease the amount of movement-related data the client needs to send to the server, though it could still happen. This is still in discussion as a potential option and not locked in. We're also discussing options to reduce the overall frequency at which a player could be pulled by this set.
These changes require some dev and engineering work to be done and tested, so realistically we are looking at Update 46 timing at the earliest. Thank you for all the input and suggestions related to this.
Was there an update for this set? This was in February and I didn’t see any patch note for it
xylena_lazarow wrote: »What is subclassing doing that you find painful?RealLoveBVB wrote: »Subclassing will be the #1 pain point, as they give the possibility to be even more tankier, even more powerful with healing and being able to create even more powerful damage combos. RoA is going to be a small shadow then.
The only thing I would say it does bad is that it gives everyone access to the busted Assassin line with its insanely overpowered double spectral bows, but that's a problem with Assassin, not subclassing. Other than that it makes the existing toxic strats like Rushing Agony slightly more efficient, but they already have everything they need.
When randoms get obliterated by ball groups, they're still going to remember Rushing Agony, not the exact builds and comps that killed them. They don't even know what ball groups are running now other than "procs and heal stacking."
xylena_lazarow wrote: »What is subclassing doing that you find painful?RealLoveBVB wrote: »Subclassing will be the #1 pain point, as they give the possibility to be even more tankier, even more powerful with healing and being able to create even more powerful damage combos. RoA is going to be a small shadow then.
The only thing I would say it does bad is that it gives everyone access to the busted Assassin line with its insanely overpowered double spectral bows, but that's a problem with Assassin, not subclassing. Other than that it makes the existing toxic strats like Rushing Agony slightly more efficient, but they already have everything they need.
When randoms get obliterated by ball groups, they're still going to remember Rushing Agony, not the exact builds and comps that killed them. They don't even know what ball groups are running now other than "procs and heal stacking."
lol we know what sets theyre running, theres only a handful of sets that preform how they do in ball groups.
Izanagi.Xiiib16_ESO wrote: »xylena_lazarow wrote: »What is subclassing doing that you find painful?RealLoveBVB wrote: »Subclassing will be the #1 pain point, as they give the possibility to be even more tankier, even more powerful with healing and being able to create even more powerful damage combos. RoA is going to be a small shadow then.
The only thing I would say it does bad is that it gives everyone access to the busted Assassin line with its insanely overpowered double spectral bows, but that's a problem with Assassin, not subclassing. Other than that it makes the existing toxic strats like Rushing Agony slightly more efficient, but they already have everything they need.
When randoms get obliterated by ball groups, they're still going to remember Rushing Agony, not the exact builds and comps that killed them. They don't even know what ball groups are running now other than "procs and heal stacking."
lol we know what sets theyre running, theres only a handful of sets that preform how they do in ball groups.
I don't think you know based on the list you provided but lets not go off topic.
p.s. @ZOS_JessicaFolsom @ZOS_Kevin any update on what's happening with this one? you mentioned U46 for a fix but nothing so far.
Oh they understand just fine, and they know how much absolute crap it is. What do they have to do? Well, they can head to the forums, resign themselves to playing a broken game, or uninstall. You can perform perfectly on an individual level against Rushing Agony and still die because your teammates all exploded. Anti-skill, anti-teamwork, it's just heinous.cuddles_with_wroble wrote: »People don’t seem to understand that the set pulls you from where you were when it went off regardless of where you are now so that’s why you get pulled thru walls and streak. You HAVE to
Those guys keep dying but they also keep coming back and rolling the dice until they get the lucky chain reaction. I kill these guys over and over in BGs but having to play around Rushing Agony's rule breaking garbage all match is flat unfun, to the point where I just stop playing. This is not a victory for anyone. This is why PvP is dead.I use to think it should get nerfed but with how many new players that in brings into PvP that think they are “good” using it….i think they should keep it the way it is.
CameraBeardThePirate wrote: »It's wild to me that ZOS even needs to "consider their options" for this set.
How about you make it obey the rule that every other skill, set, and effect in the game obeys and have it apply CC immunity? How does deciding to make the set obey the rules of the game need "consideration" in the first place?
Izanagi.Xiiib16_ESO wrote: »xylena_lazarow wrote: »What is subclassing doing that you find painful?RealLoveBVB wrote: »Subclassing will be the #1 pain point, as they give the possibility to be even more tankier, even more powerful with healing and being able to create even more powerful damage combos. RoA is going to be a small shadow then.
The only thing I would say it does bad is that it gives everyone access to the busted Assassin line with its insanely overpowered double spectral bows, but that's a problem with Assassin, not subclassing. Other than that it makes the existing toxic strats like Rushing Agony slightly more efficient, but they already have everything they need.
When randoms get obliterated by ball groups, they're still going to remember Rushing Agony, not the exact builds and comps that killed them. They don't even know what ball groups are running now other than "procs and heal stacking."
lol we know what sets theyre running, theres only a handful of sets that preform how they do in ball groups.
I don't think you know based on the list you provided but lets not go off topic.
p.s. @ZOS_JessicaFolsom @ZOS_Kevin any update on what's happening with this one? you mentioned U46 for a fix but nothing so far.
if youre not running one of those sets, youre playing wrong.
xylena_lazarow wrote: »Those guys keep dying but they also keep coming back and rolling the dice until they get the lucky chain reaction. I kill these guys over and over in BGs but having to play around Rushing Agony's rule breaking garbage all match is flat unfun, to the point where I just stop playing. This is not a victory for anyone. This is why PvP is dead.I use to think it should get nerfed but with how many new players that in brings into PvP that think they are “good” using it….i think they should keep it the way it is.
Oh and I'm still trying to figure out how to block 200k worth of VD procs. Help would be appreciated. Thank you.
RealLoveBVB wrote: »RealLoveBVB wrote: »Rogue_Coyote wrote: »Before this person released said video, this forum was full of complaints from pvp players about Plaguebreak killing them within NPC stacks at flags or on doors, which were completely ignored.
Not anymore. There were also many threads about nightblades invi cloak and they have changed that too due to that.
So it totally works right now, that a bunch of players do some complaining in the forums, instead of working with base mechanics, to make things changed.
So of course RoA will be nerfed and of course new threads will appear like "nerf nbs more, nerf coldfire, nerf oils, mimimi".RealLoveBVB wrote: »Rogue_Coyote wrote: »Before this person released said video, this forum was full of complaints from pvp players about Plaguebreak killing them within NPC stacks at flags or on doors, which were completely ignored.
Not anymore. There were also many threads about nightblades invi cloak and they have changed that too due to that.
So it totally works right now, that a bunch of players do some complaining in the forums, instead of working with base mechanics, to make things changed.
So of course RoA will be nerfed and of course new threads will appear like "nerf nbs more, nerf coldfire, nerf oils, mimimi".
If your AD PvDoor zerg got visit by a ballgroup like PvDoor zergs deserve you would probably not defend this set so much anymore but somehow ballgroups despite claiming to prevent zergs from PvDooring whole map almost never prevent AD from PvDooring Blackreach PC EU.
As said in previous posts: I also died several times by RoA, but I don't blame the set, I blame myself for not reacting fast enough.
I defend the set, because I like to play it myself and as seen in the videos, it allows me to fight groups and stay alive (unlike deto bombers). Also I am not in a ballgroup, where I use this set.
CameraBeardThePirate wrote: »It's wild to me that ZOS even needs to "consider their options" for this set.
How about you make it obey the rule that every other skill, set, and effect in the game obeys and have it apply CC immunity? How does deciding to make the set obey the rules of the game need "consideration" in the first place?