So, we get one great heal with Ulfsild's Contingency, and ESO nerfs it in 2 weeks (not exaggerating). But Rush of Agony has been OP for months, and ESO has done nothing. I'm tired of your obvious bias against healers, ESO.
So, we get one great heal with Ulfsild's Contingency, and ESO nerfs it in 2 weeks (not exaggerating). But Rush of Agony has been OP for months, and ESO has done nothing. I'm tired of your obvious bias against healers, ESO.
So, we get one great heal with Ulfsild's Contingency, and ESO nerfs it in 2 weeks (not exaggerating). But Rush of Agony has been OP for months, and ESO has done nothing. I'm tired of your obvious bias against healers, ESO.
ZOS refuses to touch any sets that Ballgroups uses because some of them are streamers.. Gotta make sure that they're happy with lots of viewers on their Twitch channels so they encourage these ballgroup streamers to continue farming causal PVP players with broken sets like Rush of Agony.
When it comes to ball groups, RoA is the least of my worries for sure.
It's obviously not a set that is OP on its own, but rather in terms of how it synergizes with other sets, abilities and lag.
But a set doesn't have to be OP to be a problem. It only needs to contribute to bad gameplay, which I think it does.
It has ruined open field lane fights in Cyro for me because my squishy teammates I'm not stacked with can get me killed with a vd proc, even if I am more than 20m from them (with the gap closer target between us). In each case, I react on time, but the game is so lagged that my reaction is not registered in time. It's not ball groups that get me here, it's small gank teams.
It's overpowered in that it literally overpowers the game system's typical counterplay tactics by being a stun that ignores cc immunity, it's like the 8yo designing an unstoppable character by giving him "anti-anti-invincibiliy."Can you explain how exactly Rush of Agony is OP (stands for "overpowered")?
Can you explain how exactly Rush of Agony is OP (stands for "overpowered")? I see this sentiment expressed a lot on the forums, but no one seems to have anything to say except that they think it's "OP".
If it was overpowered, wouldn't this set be run by everyone out there? Yet, if you try it on many builds (like let's say stamina templar), you'll find sets like Unleashed Terror getting you much better results.
This kind of goes against the whole "overpowered" argument.
The set does have some design issues due to how positional desync works in this game, but luckily ZOS is aware of that as pointed out by a recent post (https://forums.elderscrollsonline.com/en/discussion/comment/8270942#Comment_8270942).
Beyond that however, I think people are confusing the issue due to the set typically being the only visible thing on your death recap when fighting ball groups. What is not visible are the following sets:
Saxhleel
Lucent Echoes
Transmutation
Spell Power Cure/Olorime
Powerful Assault
Phoenix Moth
Drake's Rush
Critical Riposte
Meritorious Service
Ozezan
Rallying Cry (depending on group size)
...just to name some of the most common ones. Now why does this matter? Because this gives literally everyone in the ball group:
41% Critical Damage (Minor Force+Major Force+11% Lucent Echoes)
40%~ Critical Resistance (depending on the group size & if Rallying Cry is used)
952 Weapon/Spell Damage (before % modifiers)
7812 Armor
Major Heroism
etc
You are pretty much doubling the damage done by not just the Rush of Agony run by one person (weird, if it was "overpowered" you'd think everyone would run the set), but every source of damage, while also making these 40k health people basically take 0 critical damage & sit at armor cap.
This is the real issue behind the scenes, and it doesn't matter what proc set is being run by one person - if ball groups want to be even more toxic and ruin gameplay even more than they already do, they could just run a DK with undodgeable chain pull and pull you from 20m away... why not throw in the new Farstrider set as well and immediately make that person take another 8-22% (based on your crit resistance) more critical damage from everyone you pulled to.
My point is... Rush of Agony is just a nice little target dummy that draws in all the aggro and if it wasn't there, nothing would change as long as the real issue remains unchanged... except you'd make plenty of normal solo builds utilizing the set for bombing unplayable.
xylena_lazarow wrote: »It's overpowered in that it literally overpowers the game system's typical counterplay tactics by being a stun that ignores cc immunity, it's like the 8yo designing an unstoppable character by giving him "anti-anti-invincibiliy."Can you explain how exactly Rush of Agony is OP (stands for "overpowered")?
It's also overpowered in that it's overloaded, being a unusually wide radius AoE proc pull that happens off-gcd, violates normal cc mechanics for the sake of automating bombing strats, does heavy AoE burst damage on top of that, and even works as a single bar 5pc activation enabling ultra efficient minmax build layouts, unlike double body sets. I can't even think of any other damage proc sets remotely as overloaded as Rushing Agony.
It's uncompetitive in that it punishes skill while rewarding automation. Whatever tactics you've learned for surviving comp group bombs without RoA in the picture now go out the window. They're getting all this value for free doing their normal (already overpowered) strat, no extra buttons or gcds, reduced awareness required. Meanwhile, countering RoA takes unusually more awareness, reflexes, and tactics to counter than any other single proc or skill in the game.
Why doesn't everyone run it? Barrier of entry. It needs enablers, it requires a specific build layout, learning a specific playstyle, specific tactics, and ideally a comp group (highest barrier) to truly abuse its potential. But once you reach beyond that barrier, it vastly increases the power of your bomb strat, vastly reducing the amount of skill and awareness required to bomb a mass of enemy players, and vastly increasing the skill barrier for said enemies to counter your bomb.
silky_soft wrote: »Farstrider applys to 1 target. It's poo like bulwark, knight slayer, cost increase poisons and defile.
ROA doesn't care about los or height or target limits. It doesn't give you cc immunity. When you are chain pulled you lose control of gcd. So your effectively interupt and cc for that time.
DeadlySerious wrote: »Can you explain how exactly Rush of Agony is OP (stands for "overpowered")? I see this sentiment expressed a lot on the forums, but no one seems to have anything to say except that they think it's "OP".
If it was overpowered, wouldn't this set be run by everyone out there? Yet, if you try it on many builds (like let's say stamina templar), you'll find sets like Unleashed Terror getting you much better results.
This kind of goes against the whole "overpowered" argument.
The set does have some design issues due to how positional desync works in this game, but luckily ZOS is aware of that as pointed out by a recent post (https://forums.elderscrollsonline.com/en/discussion/comment/8270942#Comment_8270942).
Beyond that however, I think people are confusing the issue due to the set typically being the only visible thing on your death recap when fighting ball groups. What is not visible are the following sets:
Saxhleel
Lucent Echoes
Transmutation
Spell Power Cure/Olorime
Powerful Assault
Phoenix Moth
Drake's Rush
Critical Riposte
Meritorious Service
Ozezan
Rallying Cry (depending on group size)
...just to name some of the most common ones. Now why does this matter? Because this gives literally everyone in the ball group:
41% Critical Damage (Minor Force+Major Force+11% Lucent Echoes)
40%~ Critical Resistance (depending on the group size & if Rallying Cry is used)
952 Weapon/Spell Damage (before % modifiers)
7812 Armor
Major Heroism
etc
You are pretty much doubling the damage done by not just the Rush of Agony run by one person (weird, if it was "overpowered" you'd think everyone would run the set), but every source of damage, while also making these 40k health people basically take 0 critical damage & sit at armor cap.
This is the real issue behind the scenes, and it doesn't matter what proc set is being run by one person - if ball groups want to be even more toxic and ruin gameplay even more than they already do, they could just run a DK with undodgeable chain pull and pull you from 20m away... why not throw in the new Farstrider set as well and immediately make that person take another 8-22% (based on your crit resistance) more critical damage from everyone you pulled to.
My point is... Rush of Agony is just a nice little target dummy that draws in all the aggro and if it wasn't there, nothing would change as long as the real issue remains unchanged... except you'd make plenty of normal solo builds utilizing the set for bombing unplayable.
Except RoA IS being run by more people than any other set in Cyrodiil now days. What was your point again?
Yeah. Is there anything special about that build? No, just a matter of having access to the knowledge. Does using RoA require good awareness and reflexes? No. Everything takes skill, but no. It's a 2-3 button combo into spam that explicitly removes most of the awareness, positioning, and timing skill went into Proxy Det bombing before it got nerfed. I would imagine they were attempting to make bombing easier for casual players with the design of RoA, but it backfired spectacularly.So you're saying it requires a very specific build to utilize and it has counterplay when you have good awareness & reflexes?
Can you explain how exactly Rush of Agony is OP (stands for "overpowered")? I see this sentiment expressed a lot on the forums, but no one seems to have anything to say except that they think it's "OP".
<snipped for brevity.
But a set doesn't have to be OP to be a problem. It only needs to contribute to bad gameplay, which I think it does.
alternatelder wrote: »Just roll out of it[/i], they said. Why aren't you blocking, they ask. You can literally walk out, they keep telling us.
dark_hunterxmg wrote: »They can't nerf Rush of Agony or they have to nerf Dragon Leap for the same reason. Both break the rules for cc immunity. One doesn't apply it, the other ignores it.
YandereGirlfriend wrote: »
I quite like this.
Knock-up abilities are also THE most likely abilities in the game to cause de-sync and they glitch you into things like ceilings (which players 100% do intentionally).
Turtle_Bot wrote: »Can you explain how exactly Rush of Agony is OP (stands for "overpowered")? I see this sentiment expressed a lot on the forums, but no one seems to have anything to say except that they think it's "OP".
<snipped for brevity.
This set is a huge problem in PvP because it breaks the fundamental principles of good game design and balance.
1. Maintaining player agency over their characters as much as possible with reliable inherent counter play options to things that remove this.
2. Ensuring that highly impactful effects (typically effects that remove player agency on a mass scale) have obvious and distinct telegraphs to allow for reliable counter play
3. Ensuring that Impactful effects are not paired with high, unconditional damage values
4. Ensuring that impactful effects have a long enough cooldown to encourage skilled use and counterplay
Rush simply ignores all of these.
Turtle_Bot wrote: »spoiler to save spaceTake Dark Convergence as a comparison.
Both sets have a massive AoE pull with potential for high damage.
What keeps DC somewhat balanced (or at least, less complained about) is that it respects the fundamental design and balance principles I explained above:
1. It grants anyone it pulls full CC immunity, allowing actual counter play and respecting player agency over their characters
2. It has a very obvious and distinct (both audio and visual) telegraph
3. It has the potential for high damage but that potential is dependent on hitting many targets, not just unconditional damage
4. It has a long cooldown
Turtle_Bot wrote: »Yes, ball groups stacking that many buff sets is an issue as well and they are something that needs addressing (as per the many threads on those), but that doesn't detract from the issue that is this set.
Turtle_Bot wrote: »As @Desiato pointed out:But a set doesn't have to be OP to be a problem. It only needs to contribute to bad gameplay, which I think it does.
The thing is "Overpowered" can be as a result of being badly designed. Badly designed would be the more accurate way to describe it, but that doesn't mean that OP is an incorrect description either. A badly designed set that results in it's effect breaking such fundamental aspects of design and balance makes that set overpowered by default, especially when appropriate conditions/requirements are not applied to the set.
The only reason it's not ran more, is because much of ESO's current player base is very casual. They don't want to go farm dungeons for a set that they'll only (maybe) get use out of once or twice a year during the PvP events, and that's if they even know about the set in the first place. Most players would rather just jump in with whatever build they currently have on/enjoy playing, collect their daily rewards, then go back to their preferred part of the game.
dark_hunterxmg wrote: »YandereGirlfriend wrote: »
I quite like this.
Knock-up abilities are also THE most likely abilities in the game to cause de-sync and they glitch you into things like ceilings (which players 100% do intentionally).
Yep. Knock up/back, slow pulls, etc. Almost always cause desync. DK essentially gets 3x CC abilities. Now fight a bunch of them and you'll never move again. Break free is bugged still and it always favors the cc animation completing before the player gets free.
If it was overpowered, wouldn't this set be run by everyone out there?
[snip]
(weird, if it was "overpowered" you'd think everyone would run the set),
MasterSpatula wrote: »
If it was overpowered, wouldn't this set be run by everyone out there?
[snip]
(weird, if it was "overpowered" you'd think everyone would run the set),
People asking questions like this perplex me. Like, the idea of someone outright refusing to have anything to do with a set specifically because they see it as overpowered is beyond some folks' comprehension. Regardless of how you feel about Rushing Agony, "overpoweredness" does not mean everyone is going to use the overpowered thing. I promise you, though it seems hard to see at times, there are lots of ethical people playing this game.
Just_Attivi wrote: »I think the biggest and most obvious reason people claim its OP is because it CC's without causing CC immunity. on an 8 second cooldown. on any class. with a burst damage component added to boot that has a respectable tooltip especially for its short cooldown.
Yes, other sets may be overperforming too, and im in the camp that Id rather bring more sets up rather than down, but this one literally breaks the games own rules. can we please stop pretending it doesnt so we dont feel bad crutching on it. It needs to apply a CC immunity if it pulls, it needs its telegraph to be more pronounced. It needs to pull to location of initiation, not to player. with those 3 things no one would complain about this set, or at least not as loudly (maybe it still needs numbers tweaked, but thats small fries compared to the game breaking lack of CC immunity).
and yes, DK leap causes a 99% snare to ensure it lands, which could be reworked/re coded to be more functional without breaking CC rules, I agree, but at the very least that is an ultimate, a tool thats meant to be powerful after building ult, specific to a class designed around melee damage/short range skills. not a set to spam every 8 seconds in a 12m radius.