i11ionward wrote: »I believe that RoA should receive some changes, such as:
- Fixing the desynchronization and positioning bug
- Increasing the cooldown duration (in my opinion, 12-15 seconds would be sufficient)
- A clear and obvious telegraph (similar to Dark Convergence)
Other than that, I agree with @Decimus that nerfing RoA will have little impact on ball groups. If a ball group is currently 100% annoying, then with the RoA nerf, it will still be around 95%. Buff stacking, shield stacking, heal stacking, and Snow Treaders won't go anywhere with the RoA nerf, and these issues are far more significant than RoA. The only difference is that RoA is just the most visible problem—it's essentially a smoke screen.
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.
Without RoA, I can run around and through ball groups as long as I get out when they're about to bomb. Even if I get chunked, I can still get away, I'm not going to die instantly unless I stand there like a deer in headlights.i11ionward wrote: »If a ball group is currently 100% annoying, then with the RoA nerf, it will still be around 95%
xylena_lazarow wrote: »Without RoA, I can run around and through ball groups as long as I get out when they're about to bomb. Even if I get chunked, I can still get away, I'm not going to die instantly unless I stand there like a deer in headlights.i11ionward wrote: »If a ball group is currently 100% annoying, then with the RoA nerf, it will still be around 95%
Why does this matter? Because there are occasionally opportunities to get in their face and separate one of them from the ball, stun them and zerg them down. Few ball groups play perfectly 100% of the time.
With RoA, I need to stay sweaty focused on being 41m away at all times, one positioning mistake and I'm dead instantly. Attempting to get up close to the ball is suicidal. Counterplay is extremely restricted. The ball group certainly won't die instantly if they make a mistake, but I will if that pull touches me. Who wants to play like this? Nobody.
In the before-times, individual players could actually threaten ball groups with siege rotation, bombs, or by leading zergers. Ball groups would even put certain individuals on KOS lists, not for salt, but for threat. With RoA they're not just nigh unkillable, but now every player within a 41m radius is just an npc trash mob to them, regardless of skill.
If it makes no difference to you, then it's sad you never got to see when it would've.
Are noobs blaming Rallying Cry? No. They're not even blaming MDW anymore.RealLoveBVB wrote: »If he is a noob, then it doesn't really matter what killed him, hu? He would have died to everything and rage quit too.
xylena_lazarow wrote: »Are noobs blaming Rallying Cry? No. They're not even blaming MDW anymore.RealLoveBVB wrote: »If he is a noob, then it doesn't really matter what killed him, hu? He would have died to everything and rage quit too.
The skill barrier for countering RoA is artificially high compared to normal combat, because it breaks normal cc rules (on top of being demanding on your reflexes and timing). So yes, there are *many* situations where a noob would survive if not for Rushing Agony violating normal rules. To add insult to injury, it's not even a skill, it's an off-gcd gear proc, that is also very much the opposite of being skill demanding to pilot.
Alchimiste1 wrote: »Respectfully decimus, rush of agony is over performing.
There is no other set that has such a big impact on the battlefield. I don’t know about bgs nor do I care about them but in cyro that set is problematic.
1) Yes you can block it, but there are problems with that. If a ROA user gap closes into someone that is not you and that is not in your peripherals there is no way to tell you are going to get ROA.
2) it’s an aoe pull with a huge radius. Bigger than any other aoe set. Sometimes it feels like you get yoinked from narnia because of the way the game calculates who is actually in range.
3) Why on earth does it not apply CC immunity ? You can literally chain pulls and stun lock people.
At the very least the visual indicator (the chains) should appear right as someone gap closes not 1.2 seconds after. AND it should apply cc immunity. Being pulled into a fear is not good gameplay. I just personally think the game would be more enjoyable without that set.
silky_soft wrote: »
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.
The threat of instant death in a wide radius is functional wide radius area denial, which denies even more avenues of already limited counterplay, indirectly making them much harder to kill, yes.RealLoveBVB wrote: »Did you just say, that RoA is the reason why ball groups are unkillable? ... Even if RoA would follow cc rules, how exactly would have the noob survived? He would have been still pulled and killed.
xylena_lazarow wrote: »RealLoveBVB wrote: »Did you just say, that RoA is the reason why ball groups are unkillable? ... Even if RoA would follow cc rules, how exactly would have the noob survived? He would have been still pulled and killed.
Under normal rules, the noob would break free from the pull, then at least have a chance to do something they're familiar with, probably roll spamming or block healing, or be able to learn those base tactics after a few deaths against a gear proc that's annoying but at least in line with the rest of the game.
The pull itself is functionally a stun. It denies control of your character for at least a full gcd.RealLoveBVB wrote: »additional stun
Behold. This is the skill required to pilot Rush of Agony. This is not in line for the skill required to counter it.RealLoveBVB wrote: »just a ulti and spammable after the pull
Thumbless_Bot wrote: »Zos has stated they are taking a look at this set for adjustments. I am paraphrasing, but they have more or less acknowledged that there are issues with this set. They are looking at position adjustments and reducing the frequency that this set can pull you.
https://forums.elderscrollsonline.com/en/discussion/673444/is-it-fair-gameplay-to-use-use-rush-of-agony-to-pull-players-long-distances-and-through-objects#latest
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.
lots of viewers? even goldeneye n64 game has more twitch viewers than this game
Dunno how I just saw this now but yes that's exactly what they should have to do. Wanna cheese solo kills? Waste bar slots on inefficient single target pulls and a comp slot on a suboptimal niche set.If these groups were to lose their AoE pull they'd just run a DK with undodgeable spammable chain pull and Farstrider - anyone getting yoinked just gets nuked instantly.
aetherial_heavenn wrote: »Thumbless_Bot wrote: »Zos has stated they are taking a look at this set for adjustments. I am paraphrasing, but they have more or less acknowledged that there are issues with this set. They are looking at position adjustments and reducing the frequency that this set can pull you.
https://forums.elderscrollsonline.com/en/discussion/673444/is-it-fair-gameplay-to-use-use-rush-of-agony-to-pull-players-long-distances-and-through-objects#latest
The lack of animation indicators, particularly for those of us with high latency, the ignoring of cc immunity and the fact it pulls you thru structures are my issues in Cyro. Positional desync is also a huge problem. These are unavoidable by even experienced players.
The coordinated use by groups could be countered if the set 'played' by ZoS own rules.
xylena_lazarow wrote: »When a combo strat like that overpowers the meta in other more serious competitive games like Magic, they tend to ban one of the halves of the combo, usually targeting the one that sees no play outside the combo, like the creature that would repeatedly steal an opponent's stuff, or the spell that could very randomly end the game on Turn 2.WaywardArgonian wrote: »RoA can be annoying for the specific pull + Fear combo, and it can be doubly annoying in lag, but if more people learned how to have situational awareness and hold block when it matters, the set would already be much less of a problem. I rarely get pulled by this set and when I do I can usually identify my mistake that led to it.
Fear stuns are seriously not an issue on their own, they're healthy counterplay to a variety of annoyances. That leaves the other half of the combo, Rushing Agony, which sees no play outside this specific build and strat, yet dominates the open world meta when it appears, choking out any other offensive strat for optimized comp groups.
The barrier is system knowledge, logistics, and access to comp groups, not combat skill. There is an unusually high combat skill barrier to countering Rushing Agony. The combat skill barrier for piloting Rushing Agony is unusually lower than every other form of bombing, you enjoy a simple short rotation with automation replacing awareness and timing.
So if it makes piloting comp groups easier, and countering them harder, the battlefield is now artificially tilted in favor of comp group tryhards, who get to enjoy reduced combat skill demands and abuse of rule-breaking mechanics, while casuals have to work twice as hard in an already hard matchup, need to learn entirely new counterplay tactics beyond "just block bro" and leave the fight feeling like they got cheesed by rule-breaking mechanics, not outplayed.
You now have 12 guys gloating, and 60 guys considering quitting PvP. Look at this place outside Mayhem. Dead empty 20 hours a day. Where did all the zergs go? They quit because garbage like Rushing Agony makes large scale PvP unfun for the players who make large scale PvP happen in the first place. Who do the 12 farm now? Npcs and doors?
The reason really isn't Rush of Agony though... Ball groups have been ruining PvP long before RoA even existed.
Again, I outlined on my first post what the actual issue is and why it can feel the set requires no skill to utilize etc (spoiler: nothing these people do requires skill at that point) - you're fighting people with literally twice the damage and tankiness that they should have.
The set can be used on a solo player as well, but the difference is that you've got to actually understand timings and what buttons to press.
It actually rewards good understanding of the game and mechanics when utilized to it's full effect - few people know for example that you can guaranteed land a bow proc since the pull is undodgeable (but if you bow proc too early it gets dodged while pull doesn't so timing matters), or that you can run it on back bar, weapon swap wait 100ms instead of spamming tether directly after swap & ulti stun people who get pulled rather than just whomever you gap closed.
Most solo players don't really get that out of the ordinary results with it... another reason I feel like pointing out that it is pretty much just a smoke screen for the underlying issues that have been making ball groups gradually more and more problematic, long before RoA was ever a thing even.
I also saw immovable pots brought up earlier in this thread as something RoA would counter - these actually prevent RoA pull as well, just as any other source of CC immunity... i.e. RoA itself doesn't proc CC immunity, but still respects it if someone has it.
i11ionward wrote: »I believe that RoA should receive some changes, such as:
- Fixing the desynchronization and positioning bug
- Increasing the cooldown duration (in my opinion, 12-15 seconds would be sufficient)
- A clear and obvious telegraph (similar to Dark Convergence)
Other than that, I agree with @Decimus that nerfing RoA will have little impact on ball groups. If a ball group is currently 100% annoying, then with the RoA nerf, it will still be around 95%. Buff stacking, shield stacking, heal stacking, and Snow Treaders won't go anywhere with the RoA nerf, and these issues are far more significant than RoA. The only difference is that RoA is just the most visible problem—it's essentially a smoke screen.
I'm very tired of RoA. So very, very tired.
I've tried blocking, I've tried rolling out of the area, I've tried potions and teleports and all sorts of things. Nothing helps. Once the pull from RoA starts, it's death. I did manage to escape once, barely, by triggering a health+HOT potion and popping the Reviving Barrier ult, which I was lucky to have up at the time. I managed to survive the first Tether, and I guess the second guy with Tether lagged or something, because there was a small window of time between the ults that allowed me to sprint away with a 30% health.
Given the number of times I've died to RoA, in spite of all my attempts at counterplay (other than "stay away" and "don't repair doors ever"), that one success is kind of like the Milwaukee Protocol for treating rabies. It worked once, ever, so it's better than literally anything else we've tried, but it was probably a weird accident of luck because we can't get it to work twice.
Bombers/VD is easy to prevent. Someone has to get close to do it. Ground AoEs, see invis potions, revealing flare, etc., usually give enough warning that we can do something to help increase our chances of survival. RoA triggering from teleports, from stupid-far away, negates all that. There's literally no counterplay except "get more health/res, brah."
Which is why I'm building another character into an extra-chonky brawler, to see if that works. Because making the current slogfest tank meta even more extreme is absolutely what will make AvA more fun, right?
Ideally a superior ball group of your own (yes this makes it broken).If there is counterplay to all this from the Devs or from other players please enlighten me.
xylena_lazarow wrote: »Ideally a superior ball group of your own (yes this makes it broken).If there is counterplay to all this from the Devs or from other players please enlighten me.
If you're a random, stay at your 41m max range to account for the 22m gap closer, 12m pull radius, and a few extra for lag. Left click a siege and occasionally drop a meteor or negate or whatever. Stay focused on them or die.
If you're a sweatlord random, you can maybe do some fancy blocking with perfect positioning like Decimus talks about, but there's only payoff if the ball is bad, not worth risking instant death being that close to any ball that's good.
The RoA user clicks 2-3 skills then spams. Solo bombers usually die, but comp group bombers have a million heals on them, minimal awareness and timing required at that point to blow up multiple randoms with ease.
This is godawful PvP. Who the hell wants this? Not zergs, not balls. Empty Cyro outside Mayhem.
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.
Wait really? When I've watched announcements videos from them in the past, they say how they're introducing a new set to try and combat the ball groups. Although, the sets usually make the ball groups worse... Am I being a downer in now thinking that they're doing the exact opposite of what they're saying, then?