Joy_Division wrote: »Master_Kas wrote: »Joy_Division wrote: »Master_Kas wrote: »It´s awesome.
Ofc it´s affecting DK and Templar the most as they have no access to a magica based runspeed morph (that should be subject to change). Rapid with speed + soft cc immunity while healing was too powerful. This should under no circumstance be subject to change again.
If people in bigger grps don´t like it - it´s a good change. You´re not supposed to like it. It was meant to hurt.
It has absolutely no effect on our 3 to 6 person grps (apart from enemies not being able to chase as good because their bol spamming healers can´t keep up with DDs - which is good).
Is that a joke? Try playing a small group trying to kite bombard and snare spammers while trying to heal/purge of the debuffs of the enemy zerg chasing you xD
Big groups still have the numbers on their side, small group doesnt.
Edit: wops didn't see who posted it. This affects smaller groups harder than big ones imo. In big groups I got the protection of aoe caps, more heals, more damage dealers. When I play small groups, you need to be able to kite and rebuff/heal up. With this change that's not possible unless you want to be permarooted and snared to death while all their friends come running after you.This change pushes ppl into bigger groups I think.
I'm guessing his small man group all have self-sufficient heals. Because this change otherwise equally effects small groups and zergs.
Not really equally. Zergs can afford to lose more numbers than small/medium groups can.
I'm playing on my sorc mostly anyway so I can pop immovable pot + streak and hardened through breaches and chokepoints. And I run duo / smallgroups latley only so I'm not biased. Can't tell how many times we tried to recover while a angry zerg hunts us down and snares/roots us while we cant heal or purge to even have a chance to kite decently. But this is my opinion you don't have to agree.
Oh, I agree from that respect. I meant there is nothing mechanically different about this spell or how it functions if you have a group of 24 or 4.
I also don't like how this change punishes certain classes more than others. As a sorcerer, I could care less about it. As a templar, it's a whole different story.
That´s why mag DK and templar need a magica speed morph at their disposal. Snare + root immunity while spamming heals was just stupidly op imo.
Maybe, but everyone could do it. Now as a magica build, what really can you do if a few people get on you with bombard? 1-2 dodge rolls and than....?
I´m a strong advocate of having a root/snare immunity that´s treated seperatly from normal cc immunity.
timidobserver wrote: »The rapids nerf needs to go. Wrobel implemented it because this is supposed to be the anti-group patch and he's trying to kill ball groups, but guess what, even with perma roots and no barriers we're still winning. I give him a one finger salute for his efforts, and request that he undo the damage this change has done for all styles of pvp.
You don't even have to pvp to realize what the meta has become. You can literally stand on top of a wall and watch people fighting and realize how slow everyone is moving.
I do not like the change, but ball groups do go down a lot easier now.
Not only that..but Zheg is bragging before Vicious Death becomes Meta.
I have a feeling he's going to be sitting on that middle finger soon enough.
If anything we will die less. Most of my deaths come from pushing hard or rediculous targets, because it's fun to try. But when it changes from "hard" to "suicide mission" I'll just stop pushing that stuff.
Another week or so of trial and error and most guilds will figure out what is doable and what isn't. We're already learning our limits when it comes to damage absorption, open field maneuverability (lol) and damage output. VD is just another factor to consider at this point
I've noticed Ball Groups a lot less ballsy then before..the first time there were some ball groups that tried running into pugs and such and instantly died cause Barrier I'm assume wasn't up to save them anymore
Like I said before...I think Prox/Tether NBs with VD is going to end up being the bane of these groups..Esp if you end up with 3 or 4 of them running together...
And then it just becomes a matter of who gets their bomb off first, group 1's NB or group 2's NB. It ends up removing any kind of back and forth during actual combat, it's simply a matter of who can hit prox det, wait 6 seconds, then gap close and hit their ultimate. The burst is moronic right now, and removes the incentives and opportunities to have good back-and-forth during fights.
So far almost all of our predictions for what the meta would look like are shaping up to be accurate. Thanks to forward camps, maybe 75% of the entire population was at glademist last night and the lag was so bad I couldn't even weapon swap. Eventually we left to go hit another objective and try to siphon people AP away, but the lag was just as bad. Then we ended up at alessia where almost the same numbers (but skewed towards yellow and red this time instead of blue and yellow) were in perpetual, never ending combat because there were so many people that as soon as you get enough deaths you just put down a forward camp. WW2 tried sooooo hard to eliminate groups in this patch, but almost every change has impacted soloers and small groups just as much, or backfired and caused the entire server to hit a single objective and bring on the lag. Eventually ZOS will realize the problem is their amateurish code and the Wrobel-led combat team, but it won't matter because everyone will have left their game to go play CU or something else.
If you'd like, I'll give you another week so VD is in the equation and when groups like ours are still alive and doing fine, and the lag is still there or worse because there are now 150 people at every keep fight thanks to forward camps and the incentive to bring more and more numbers because of how easy it is to wipe with the stupidly high damage numbers in game, I will unabashedly remind you that I told you so.

Extremely bad change.
This ability and it's morths are not only breaking all the time but they are also bugged.
In more than 50% of all the times I casted it, I had to dismount first.
Why do I need to dismount to cast such a basic ability ? Each time!?
It is bad for both solo player who is near other players(not in group) and for groups.
It needs to be fixed and changed back to pre Thieves Guild patch version asap.
At least back then it was useful, now it is just a nuisance
Master_Kas wrote: »Extremely bad change.
This ability and it's morths are not only breaking all the time but they are also bugged.
In more than 50% of all the times I casted it, I had to dismount first.
Why do I need to dismount to cast such a basic ability ? Each time!?
It is bad for both solo player who is near other players(not in group) and for groups.
It needs to be fixed and changed back to pre Thieves Guild patch version asap.
At least back then it was useful, now it is just a nuisance
How you like riding uphill on your mount. Fast and effective yeah?
