Thumbless_Bot wrote: »Its ~452m squared... 12m radius, not 6. I made the same mistake originally. That's why the circle is SOOOO big.
It's an entire battlefield. It shouldn't exist at all. Much less every 8 seconds. Much less with that radius, much less with the rule breaking mechanic.
It's just downright bad.
MincMincMinc wrote: »Thumbless_Bot wrote: »Its ~452m squared... 12m radius, not 6. I made the same mistake originally. That's why the circle is SOOOO big.
It's an entire battlefield. It shouldn't exist at all. Much less every 8 seconds. Much less with that radius, much less with the rule breaking mechanic.
It's just downright bad.
Its almost like 5 piece sets shouldnt have proc effects......let alone proc effects that are larger or more grandiose than most ultimates in the game.
We wonder why new players can't understand combat and never learn pvp. It was much easier back in the day when players just had to learn maybe the 60 or so skills. Now we have maybe 10x the animations on characters to the point where you cant see anything going on.
Ideally only important animations like CC or ultimates would be prominent. This is why originally skills you unlock early on were simple animations designed for spam without bloating the game. The final skills like streak were the more costly big animation skills that were hard to spam.
Thumbless_Bot wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »Its ~452m squared... 12m radius, not 6. I made the same mistake originally. That's why the circle is SOOOO big.
It's an entire battlefield. It shouldn't exist at all. Much less every 8 seconds. Much less with that radius, much less with the rule breaking mechanic.
It's just downright bad.
Its almost like 5 piece sets shouldnt have proc effects......let alone proc effects that are larger or more grandiose than most ultimates in the game.
We wonder why new players can't understand combat and never learn pvp. It was much easier back in the day when players just had to learn maybe the 60 or so skills. Now we have maybe 10x the animations on characters to the point where you cant see anything going on.
Ideally only important animations like CC or ultimates would be prominent. This is why originally skills you unlock early on were simple animations designed for spam without bloating the game. The final skills like streak were the more costly big animation skills that were hard to spam.
A bit of a rant. But here it goes.
Zos implements things like this to make, in their words, pvp 'less intense' for Timmy and Tammy Tamriel who are pve focused non-sweats who want to have the feeling of accomplishment in pvp without putting in the time to get gud.
Dark Convergence was their first foray. This wasn't enough so they made an even worse version called ROA.
They did this with 2 team bgs as well. Suffice it to say that Timmy and Tammy have a harder time in this new format. It's less intense though, but only because they cant leave spawn and actually compete.
It needs to stop and the changes made to this end, like roa, DC and 2 team battlegrounds, all need to be removed so pvp can be fun and COMPETITVE again.
.
MincMincMinc wrote: »PvP is in a good position where they could Isolate it away from pve and make PvP specific sets..
MincMincMinc wrote: »Thumbless_Bot wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »Its ~452m squared... 12m radius, not 6. I made the same mistake originally. That's why the circle is SOOOO big.
It's an entire battlefield. It shouldn't exist at all. Much less every 8 seconds. Much less with that radius, much less with the rule breaking mechanic.
It's just downright bad.
Its almost like 5 piece sets shouldnt have proc effects......let alone proc effects that are larger or more grandiose than most ultimates in the game.
We wonder why new players can't understand combat and never learn pvp. It was much easier back in the day when players just had to learn maybe the 60 or so skills. Now we have maybe 10x the animations on characters to the point where you cant see anything going on.
Ideally only important animations like CC or ultimates would be prominent. This is why originally skills you unlock early on were simple animations designed for spam without bloating the game. The final skills like streak were the more costly big animation skills that were hard to spam.
A bit of a rant. But here it goes.
Zos implements things like this to make, in their words, pvp 'less intense' for Timmy and Tammy Tamriel who are pve focused non-sweats who want to have the feeling of accomplishment in pvp without putting in the time to get gud.
Dark Convergence was their first foray. This wasn't enough so they made an even worse version called ROA.
They did this with 2 team bgs as well. Suffice it to say that Timmy and Tammy have a harder time in this new format. It's less intense though, but only because they cant leave spawn and actually compete.
It needs to stop and the changes made to this end, like roa, DC and 2 team battlegrounds, all need to be removed so pvp can be fun and COMPETITVE again.
.
Honestly my only hope is they continue with vengeance testing and adding as they go. PvP is in a good position where they could Isolate it away from pve and make PvP specific sets. Effectively removing the pokemon or yugioh quarterly releases bloating the game.
I already imagine vengeance will progress in this general order
- Simple stat changes like mundus, race, passives
- Skills scale with stats again
- Skills have flavor morphs
- basic gear no sets
- simple sets like hundings
- proc stat sets like clever alch
- proc effect sets like RoA
Ideally they would stop at the hundings or clever alch stage and keep pvp clear and actually inviting. You could make more interesting unique skills at that point too. Basically shifting the player input to be more interesting all around. Where you got oldschool playstyles that were more complex like bash weaving s&b or the longer cast dizzy knockup weaving. There are a ton of possibilities for skills to be more interesting than the generic live template where people run 8 utility skills and then one of two timed skills and a generic instant cast spammable skill.
MISTFORMBZZZ wrote: »The set is now super easy to block and avoid.
Still dying to it, is a you issue ngl. Good nerf
Thumbless_Bot wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »Its ~452m squared... 12m radius, not 6. I made the same mistake originally. That's why the circle is SOOOO big.
It's an entire battlefield. It shouldn't exist at all. Much less every 8 seconds. Much less with that radius, much less with the rule breaking mechanic.
It's just downright bad.
Its almost like 5 piece sets shouldnt have proc effects......let alone proc effects that are larger or more grandiose than most ultimates in the game.
We wonder why new players can't understand combat and never learn pvp. It was much easier back in the day when players just had to learn maybe the 60 or so skills. Now we have maybe 10x the animations on characters to the point where you cant see anything going on.
Ideally only important animations like CC or ultimates would be prominent. This is why originally skills you unlock early on were simple animations designed for spam without bloating the game. The final skills like streak were the more costly big animation skills that were hard to spam.
A bit of a rant. But here it goes.
Zos implements things like this to make, in their words, pvp 'less intense' for Timmy and Tammy Tamriel who are pve focused non-sweats who want to have the feeling of accomplishment in pvp without putting in the time to get gud.
Dark Convergence was their first foray. This wasn't enough so they made an even worse version called ROA.
They did this with 2 team bgs as well. Suffice it to say that Timmy and Tammy have a harder time in this new format. It's less intense though, but only because they cant leave spawn and actually compete.
This philosophy failed.
THIS
PHILOSOPHY
FAILED
In fact this philosophy is insidious. It has caused a downfall of eso pvp and why I often refer to it as a circus sideshow now... because that's what zos has turned pvp into in their efforts to make pvp 'less intense'.
It needs to stop and the changes made to this end, like roa, DC and 2 team battlegrounds, all need to be removed so pvp can be fun and COMPETITVE again.
.
Pvp should be intense. It is competitive.
Thumbless_Bot wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »Its ~452m squared... 12m radius, not 6. I made the same mistake originally. That's why the circle is SOOOO big.
It's an entire battlefield. It shouldn't exist at all. Much less every 8 seconds. Much less with that radius, much less with the rule breaking mechanic.
It's just downright bad.
Its almost like 5 piece sets shouldnt have proc effects......let alone proc effects that are larger or more grandiose than most ultimates in the game.
We wonder why new players can't understand combat and never learn pvp. It was much easier back in the day when players just had to learn maybe the 60 or so skills. Now we have maybe 10x the animations on characters to the point where you cant see anything going on.
Ideally only important animations like CC or ultimates would be prominent. This is why originally skills you unlock early on were simple animations designed for spam without bloating the game. The final skills like streak were the more costly big animation skills that were hard to spam.
A bit of a rant. But here it goes.
Zos implements things like this to make, in their words, pvp 'less intense' for Timmy and Tammy Tamriel who are pve focused non-sweats who want to have the feeling of accomplishment in pvp without putting in the time to get gud.
Dark Convergence was their first foray. This wasn't enough so they made an even worse version called ROA.
They did this with 2 team bgs as well. Suffice it to say that Timmy and Tammy have a harder time in this new format. It's less intense though, but only because they cant leave spawn and actually compete.
This philosophy failed.
THIS
PHILOSOPHY
FAILED
In fact this philosophy is insidious. It has caused a downfall of eso pvp and why I often refer to it as a circus sideshow now... because that's what zos has turned pvp into in their efforts to make pvp 'less intense'.
It needs to stop and the changes made to this end, like roa, DC and 2 team battlegrounds, all need to be removed so pvp can be fun and COMPETITVE again.
.
Pvp should be intense. It is competitive.
MincMincMinc wrote: »PvP is in a good position where they could Isolate it away from pve and make PvP specific sets..
There in lies my bugbear with ESO PvP. A lot of MMOs don't like to break the 4th wall - they don't distinguish between players and monsters. ESO does.
There are skills that only work on players. There are sets that only work on players or monsters. ESO has already broken that taboo and yet they have decided not to go the whole hog and expand it.
AngryPenguin wrote: »MISTFORMBZZZ wrote: »The set is now super easy to block and avoid.
Still dying to it, is a you issue ngl. Good nerf
Not true. RoA still breaks the rules of CC immunity and pulls from a crazy big area, far more than any other set. RoA can still pull through wall, down from the balcony etc.
Free pull sets simply shouldn't exist in a PvP environment. It's bad game design.
Avran_Sylt wrote: »Thumbless_Bot wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »Its ~452m squared... 12m radius, not 6. I made the same mistake originally. That's why the circle is SOOOO big.
It's an entire battlefield. It shouldn't exist at all. Much less every 8 seconds. Much less with that radius, much less with the rule breaking mechanic.
It's just downright bad.
Its almost like 5 piece sets shouldnt have proc effects......let alone proc effects that are larger or more grandiose than most ultimates in the game.
We wonder why new players can't understand combat and never learn pvp. It was much easier back in the day when players just had to learn maybe the 60 or so skills. Now we have maybe 10x the animations on characters to the point where you cant see anything going on.
Ideally only important animations like CC or ultimates would be prominent. This is why originally skills you unlock early on were simple animations designed for spam without bloating the game. The final skills like streak were the more costly big animation skills that were hard to spam.
A bit of a rant. But here it goes.
Zos implements things like this to make, in their words, pvp 'less intense' for Timmy and Tammy Tamriel who are pve focused non-sweats who want to have the feeling of accomplishment in pvp without putting in the time to get gud.
Dark Convergence was their first foray. This wasn't enough so they made an even worse version called ROA.
They did this with 2 team bgs as well. Suffice it to say that Timmy and Tammy have a harder time in this new format. It's less intense though, but only because they cant leave spawn and actually compete.
This philosophy failed.
THIS
PHILOSOPHY
FAILED
In fact this philosophy is insidious. It has caused a downfall of eso pvp and why I often refer to it as a circus sideshow now... because that's what zos has turned pvp into in their efforts to make pvp 'less intense'.
It needs to stop and the changes made to this end, like roa, DC and 2 team battlegrounds, all need to be removed so pvp can be fun and COMPETITVE again.
.
Pvp should be intense. It is competitive.
Outside of Vengeance, I don't really recall them having such a philosophy. I've only ever seen PvP changes that favor small-scale coordinated groups and feeding into the turtling down/can't kill me playstyle/*** people off you can't die playstyle. (Like how they removed resource keep destruction to give 1vX'ers an easy place to LoS)
Subclassing is the only change I've seen in this philosophy, yet mainly due to free access to various unblockable stuns and ever increasing sources of layered burst and crit. Which, once again, isn't in favor of Timmy and Tammy due to the theory crafting and mechanical setup.
YandereGirlfriend wrote: »If someone gets pulled by the new Rush it's a skill issue, full stop. Animation is huge and highly telegraphed. I have still been pulled and in those times I know that I was the one who messed up.AngryPenguin wrote: »MISTFORMBZZZ wrote: »The set is now super easy to block and avoid.
Still dying to it, is a you issue ngl. Good nerf
Not true. RoA still breaks the rules of CC immunity and pulls from a crazy big area, far more than any other set. RoA can still pull through wall, down from the balcony etc.
Free pull sets simply shouldn't exist in a PvP environment. It's bad game design.
I would take this one step farther and call to eliminate all pulls/knockbacks/knockups/etc. from the game. The entire class of skills are the most buggy and exploit-friendly in the game. I can't even count the number of times that I have been Meteor'd into a wall and have had to lose my GH slot to port to Imperial City just to get out of said wall.
MincMincMinc wrote: »Avran_Sylt wrote: »Thumbless_Bot wrote: »MincMincMinc wrote: »Thumbless_Bot wrote: »Its ~452m squared... 12m radius, not 6. I made the same mistake originally. That's why the circle is SOOOO big.
It's an entire battlefield. It shouldn't exist at all. Much less every 8 seconds. Much less with that radius, much less with the rule breaking mechanic.
It's just downright bad.
Its almost like 5 piece sets shouldnt have proc effects......let alone proc effects that are larger or more grandiose than most ultimates in the game.
We wonder why new players can't understand combat and never learn pvp. It was much easier back in the day when players just had to learn maybe the 60 or so skills. Now we have maybe 10x the animations on characters to the point where you cant see anything going on.
Ideally only important animations like CC or ultimates would be prominent. This is why originally skills you unlock early on were simple animations designed for spam without bloating the game. The final skills like streak were the more costly big animation skills that were hard to spam.
A bit of a rant. But here it goes.
Zos implements things like this to make, in their words, pvp 'less intense' for Timmy and Tammy Tamriel who are pve focused non-sweats who want to have the feeling of accomplishment in pvp without putting in the time to get gud.
Dark Convergence was their first foray. This wasn't enough so they made an even worse version called ROA.
They did this with 2 team bgs as well. Suffice it to say that Timmy and Tammy have a harder time in this new format. It's less intense though, but only because they cant leave spawn and actually compete.
This philosophy failed.
THIS
PHILOSOPHY
FAILED
In fact this philosophy is insidious. It has caused a downfall of eso pvp and why I often refer to it as a circus sideshow now... because that's what zos has turned pvp into in their efforts to make pvp 'less intense'.
It needs to stop and the changes made to this end, like roa, DC and 2 team battlegrounds, all need to be removed so pvp can be fun and COMPETITVE again.
.
Pvp should be intense. It is competitive.
Outside of Vengeance, I don't really recall them having such a philosophy. I've only ever seen PvP changes that favor small-scale coordinated groups and feeding into the turtling down/can't kill me playstyle/*** people off you can't die playstyle. (Like how they removed resource keep destruction to give 1vX'ers an easy place to LoS)
Subclassing is the only change I've seen in this philosophy, yet mainly due to free access to various unblockable stuns and ever increasing sources of layered burst and crit. Which, once again, isn't in favor of Timmy and Tammy due to the theory crafting and mechanical setup.
Never understood why resource towers couldn't be destroyed even as a small scaler I enjoyed it when they broke. Granted there arent many pug zergs anymore that would ever stick around. The ball groups and coordinated guild groups just ignore smallscalers now.
Lots of changes were for zergs though like wd sets becoming useless in favor of proc sets and group stacking sets. Why can't I have the old fury set that builds up to 750wd when I take 20 crit damage hits? Meanwhile a zerg can slot a set that gives 300wd to 12 people for essentially a 5 piece that gives 3600wd at all times
Or how about how live skills have become more boring, and now they are just having bonus bloat effects attached to them? Old skills like wings reflect used to be unique and helped level the playingfield.....instead it got gutted and is just having extra bland power creep effects thrown on it instead. Or harness magicka. Or siphon strikes. Or Ball of Lightning. People complain about vengeance template pvp, but dont see they are already playing a template pvp. Skills became so boring and copy paste over the years. The only difference in most skills now adays are what major/minor buff zos stapled onto a generic skill.
MISTFORMBZZZ wrote: »The set is now super easy to block and avoid.
Still dying to it, is a you issue ngl. Good nerf
I assume this was supposed to be the Ball Group Buster set.
But then ZOS didn't anticipate the Ball Groups would use this against everyone else.
MincMincMinc wrote: »Thumbless_Bot wrote: »Its ~452m squared... 12m radius, not 6. I made the same mistake originally. That's why the circle is SOOOO big.
It's an entire battlefield. It shouldn't exist at all. Much less every 8 seconds. Much less with that radius, much less with the rule breaking mechanic.
It's just downright bad.
Its almost like 5 piece sets shouldnt have proc effects......let alone proc effects that are larger or more grandiose than most ultimates in the game.
We wonder why new players can't understand combat and never learn pvp. It was much easier back in the day when players just had to learn maybe the 60 or so skills. Now we have maybe 10x the animations on characters to the point where you cant see anything going on.
Ideally only important animations like CC or ultimates would be prominent. This is why originally skills you unlock early on were simple animations designed for spam without bloating the game. The final skills like streak were the more costly big animation skills that were hard to spam.
Thumbless_Bot wrote: »Its ~452m squared... 12m radius, not 6. I made the same mistake originally. That's why the circle is SOOOO big.
Dealing direct damage with a Blink, Charge, Leap, Teleport, or Pull ability creates an area under the enemy that pulls enemies within 12 meters after 0.8 seconds
area = 3.14 * r^2 or
3.14 * 12^2 or
3.14 x 144 or
~452m^2
It's an entire battlefield. It shouldn't exist at all. Much less every 8 seconds. Much less with that radius, much less with the rule breaking mechanic.
It's just downright bad.
Thumbless_Bot wrote: »
YandereGirlfriend wrote: »If someone gets pulled by the new Rush it's a skill issue, full stop.