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That huge, huge, HUGE area effect

Theignson
Theignson
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Since the patch, in PvP, you can see a HUGE new area effect on the ground. That is Rush of Agony, and now we can see how ridiculously over powered this proc set is compared to almost every ability or other set in the game in the game.

Even ignoring that it breaks the CC rules:

VD: radius 2.5 meters = hits players in an area of 19 meters squared.
Blastbones: radius = 3 meters: hits players in an area of 28 meters squared

Rush of Agony: 6 meters: hits players in an area of 113 meters squared.

No other skill comes close, except one of the most powerful ultimates in the game, Ruinous cyclone, which requires you to hold Volundrung and costs 250 ultimate.

But RoA: you get it for free !

This proc set should never have made it to live. The current patch does not fix it. Worst set ever and only serves to make the game easier for almost invincible ball groups
3 GOs, a Warlord, and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • Thumbless_Bot
    Thumbless_Bot
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    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.
    Edited by Thumbless_Bot on August 21, 2025 11:59AM
  • MincMincMinc
    MincMincMinc
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    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.
    We should use the insightful and awesome buttons more
  • Thumbless_Bot
    Thumbless_Bot
    ✭✭✭✭✭
    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.
    Edited by Thumbless_Bot on August 21, 2025 3:25PM
  • MincMincMinc
    MincMincMinc
    ✭✭✭✭✭
    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.
    Edited by MincMincMinc on August 21, 2025 3:33PM
    We should use the insightful and awesome buttons more
  • Gabriel_H
    Gabriel_H
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    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.

  • FurryCandyHearts
    FurryCandyHearts
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    i vote for for pvp only gear even if you have to get it from pve. likewise, pve only gear even if tou have to get it from pvp.
  • madman65
    madman65
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    I would state that RoA is meant for ball groups, I know when I was PVPing I got tired of the ball groups wiping out groups of 4-6. You cannot get anything done with these ball groups especially when there are more than one and they are in comms working together to make more than 12 in a group. If ESO/ZOS wanted to get serious then no more groups since everyone is on comms.
  • MISTFORMBZZZ
    MISTFORMBZZZ
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    The set is now super easy to block and avoid.
    Still dying to it, is a you issue ngl. Good nerf
    PS EU
  • AngryPenguin
    AngryPenguin
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    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.

    Vengeance is for PvE'rs. There are only a handful of PvP mains that will stick around for a vengeance mode.
  • AngryPenguin
    AngryPenguin
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    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
    Avran_Sylt
    ✭✭✭✭✭
    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.

    RoA, DC, Vicious Death... These are all zerg killers. And not for coordinated zergs either, they're pubstomper sets. All sets that rely on there being weak links and/or players not savvy enough to get out of the way or understand the counterplay to a set. AND these need coordination and as such are not sets for Timmy and Tammy, instead sets designed to blow up Timmy and Tammy.

    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.
  • katanagirl1
    katanagirl1
    ✭✭✭✭✭
    ✭✭✭✭
    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.

    In Cyrodiil, every single one of the players on the leaderboard wears this set. What’s stopping the top players from using it? They don’t seem to feel embarrassed that they are crutching on a two button gear set. Seeing groups of players helplessly being drawn in and slaughtered over and over again just makes their day. Blocking for the ulti dump and VD proc is not enough if your teammates aren’t blocking.
    Khajiit Stamblade main
    Dark Elf Magsorc
    Redguard Stamina Dragonknight
    Orc Stamplar PVP
    Breton Magsorc PVP
    Dark Elf Magden
    Khajiit Stamblade
    Khajiit Stamina Arcanist

    PS5 NA
  • El_Borracho
    El_Borracho
    ✭✭✭✭✭
    ✭✭✭
    Gabriel_H 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.

    They had to because they foolishly put mobs in the PVP zone along with PVE questlines. So naturally, creative players used proc sets to annihilate unsuspecting PVPers standing near a mob by blowing up the mob. Heck, you could use a HA lighting staff to do the same without a proc set.
  • YandereGirlfriend
    YandereGirlfriend
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    ✭✭✭✭✭
    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.
    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
    MincMincMinc
    ✭✭✭✭✭
    Avran_Sylt 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.
    We should use the insightful and awesome buttons more
  • TheSpunkyLobster
    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.
    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.

    Just use /stuck to get ported back to the base if this ever happens, leave group if you're in one to leave combat faster.
  • Avran_Sylt
    Avran_Sylt
    ✭✭✭✭✭
    Avran_Sylt 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.

    Yep.

    That's the problem with PvSet, even smallscale (actually especially smallscale given diminishing returns on some sets). They have the stats of 6 players with only 4 people while being juggernauts and potentially being up against players that die from a slight breeze.

    So generally speaking you ignore smallscale resource players otherwise you get flattened from "good gameplay". And either you find a similar group if you're invested, herd the zerg because they finally captured all resources and you wiped elsewhere, ignore them, slam your head against a wall, or just get disheartened and cash out.

    Basically the zeitgeist of Cyrodiil: highly coordinated/geared players making the barrier of entry to decent fights ridiculous.

    And I agree: PvP is templated already, there's just the illusion of choice.

    I agree that mechanical uniqueness has been getting lost (though arguably wings would be terrible to play against and reinforce even more of a melee meta while shutting out Timmy and Tammy), but the "bloat" is serving to reduce the barrier of entry of buff management so players can focus more on actually using abilities. (Which I'm grateful for).
    Edited by Avran_Sylt on August 21, 2025 8:45PM
  • Thumbless_Bot
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    The set is now super easy to block and avoid.
    Still dying to it, is a you issue ngl. Good nerf

    Your comment is off topic... ngl...

    Looking through the above i dont see one person complaining about dying to this set. But maybe I missed it. I dont die to it. A lot of people do though. Likely the same people this set was designed for.

    Not really sure what your point is. Sets shouldnt be overpowered, even if they are, as you say, easy to block and avoid.
    Edited by Thumbless_Bot on August 21, 2025 8:59PM
  • ArchMikem
    ArchMikem
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    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.
    CP2,100 Master Explorer - AvA One Star General - Console Peasant - Khajiiti Aficionado - The Clan
    Quest Objective: OMG Go Talk To That Kitty!
  • Thumbless_Bot
    Thumbless_Bot
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    ArchMikem wrote: »
    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.

    That was DC and zos knew better and didn't care. Or, you know, didn't know better... not sure which is worse.
    Edited by Thumbless_Bot on August 21, 2025 9:46PM
  • Attorneyatlawl
    Attorneyatlawl
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    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.

    This. Add in skill styles to obfuscate what skills are even further and it's crazy now. We need to be allowed to client side disable skill styles.
    Edited by Attorneyatlawl on August 21, 2025 10:32PM
    -First-Wave Closed Beta Tester of the Psijic Order, aka the 0.016 percent.
    Exploits suck. Don't blame just the game, blame the players abusing them!

    -Playing since July 2013, back when we had a killspam channel in Cyrodiil and the lands of Tamriel were roamed by dinosaurs.
    ________________
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  • Theignson
    Theignson
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    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.


    Right you are!! The proportional increase compared to the other sets/abilities is the same but the overall pull area is just incredibly huge.
    Decrease the radius, increase the cooldown, respect CC immunity. You could also only apply those changes to PvP
    3 GOs, a Warlord, and bunches of prefects etc-- all classes...I've wasted a lot of time in PVP
  • MasterSpatula
    MasterSpatula
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    ArchMikem wrote: »
    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.

    That was DC and zos knew better and didn't care. Or, you know, didn't know better... not sure which is worse.

    Maybe they knew that the "ball group buster" set was just going to be used by ball groups to be far more powerful, drastically outweighing anything it did to ball groups. Maybe they didn't.

    Doesn't matter, because the day, THE VERY DAY they announced this Dark Convergence, we started pointing this out. And it was pointed out all throughout that PTS cycle. Armed with that knowledge, ZOS did the thing anyone actually interested in reining in ball groups would never have done; they released the set. And ROA is DC to the nth degree.
    "A probable impossibility is preferable to an improbable possibility." - Aristotle
  • Gabriel_H
    Gabriel_H
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    If someone gets pulled by the new Rush it's a skill issue, full stop.

    Or a lag/de-sync issue

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