Sandman929 wrote: »TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »codestripper wrote: »Can't tell if serious or troll...Wolf_Watching wrote: »I think I’m going to quit after reading OPs point. I’ve lost all hope.
Just about every speed and mobility skill or mechanic in the game has received a nerf, and the developers very clearly cited their motivations and goals for the changes. How would it make any sense that one of the most ubiquitous sources of major expedition also remains untouched?
It only serves to benefit raid-sized groups.
I benefits everyone and is removed on your first attack.
If it's so weak then why do you have a person dedicated whose job it is to spam it? Where's the blood altar spammer?
Talk about a straw man argument. smh
There's absolutely no straw man argument. The argument is simple.
If the skill is so inherently weak then why is there a person dedicated to spamming it? Blood altar is weak, and IIRC most raids don't have someone perpetually spamming blood alter, or using high regen sets to support the spamming of a single skill.
The answer is that you have no argument in defending Retreating Maneuvers. The skill is indefensible.
What ever you say dude even if you are wrong.
You haven't added anything to counter the very simple argument that you have a dedicated rapids spammer (if not two) in large organized raids to provide exceptionally high uptimes of Major Expedition and Root/Snare immunity to up to 22/23 other people at no investment cost to the 22/23 others. And whilst every other source available for both of these buffs has been put into the trashcan, Retreating Maneuvers has not been.
I cannot help you if you do not see the obvious irony in being run down by 24 people when they use a skill called "retreating maneuvers".
It doesn't work that way as Rapids only gets applied to those in the group near you and rarely are that many people that close.
Usually when riding across Cyro we have to have someone with rapids on point and at the rear for those that don't slot it themselves.
Counter Point - Why do large groups have dedicated CC spammers?
That's changing the subject though. I don't think ZOS is looking at CC's specifically, they are however looking at sources of Expedition.
TequilaFire wrote: »Sandman929 wrote: »TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »codestripper wrote: »Can't tell if serious or troll...Wolf_Watching wrote: »I think I’m going to quit after reading OPs point. I’ve lost all hope.
Just about every speed and mobility skill or mechanic in the game has received a nerf, and the developers very clearly cited their motivations and goals for the changes. How would it make any sense that one of the most ubiquitous sources of major expedition also remains untouched?
It only serves to benefit raid-sized groups.
I benefits everyone and is removed on your first attack.
If it's so weak then why do you have a person dedicated whose job it is to spam it? Where's the blood altar spammer?
Talk about a straw man argument. smh
There's absolutely no straw man argument. The argument is simple.
If the skill is so inherently weak then why is there a person dedicated to spamming it? Blood altar is weak, and IIRC most raids don't have someone perpetually spamming blood alter, or using high regen sets to support the spamming of a single skill.
The answer is that you have no argument in defending Retreating Maneuvers. The skill is indefensible.
What ever you say dude even if you are wrong.
You haven't added anything to counter the very simple argument that you have a dedicated rapids spammer (if not two) in large organized raids to provide exceptionally high uptimes of Major Expedition and Root/Snare immunity to up to 22/23 other people at no investment cost to the 22/23 others. And whilst every other source available for both of these buffs has been put into the trashcan, Retreating Maneuvers has not been.
I cannot help you if you do not see the obvious irony in being run down by 24 people when they use a skill called "retreating maneuvers".
It doesn't work that way as Rapids only gets applied to those in the group near you and rarely are that many people that close.
Usually when riding across Cyro we have to have someone with rapids on point and at the rear for those that don't slot it themselves.
Counter Point - Why do large groups have dedicated CC spammers?
That's changing the subject though. I don't think ZOS is looking at CC's specifically, they are however looking at sources of Expedition.
No it is exactly why a group would run retreating maneuvers to help counter CC spam while getting through a choke point.
Nonsense. Keeping this skill as is encourages organized group play, which is a good thing.
Nonsense. Keeping this skill as is encourages organized group play, which is a good thing.
A nerf to Rapid would basically be a buff to snares and ground DoTs that snare and give keep defenses even more ability for entry denial.
The question should be around whether keeps are too hard or too easy to take right now since IMO Rapid is designed to be an invasion tool.
Currently I think keep defense is a bit too strong at the moment, but we will see what the Scatter Shot nerf does when it goes live.
I could be wrong, but I think most people who want this nerfed are salty about their mobility getting nerfed...
usmcjdking wrote: »A nerf to Rapid would basically be a buff to snares and ground DoTs that snare and give keep defenses even more ability for entry denial.
The question should be around whether keeps are too hard or too easy to take right now since IMO Rapid is designed to be an invasion tool.
Currently I think keep defense is a bit too strong at the moment, but we will see what the Scatter Shot nerf does when it goes live.
I could be wrong, but I think most people who want this nerfed are salty about their mobility getting nerfed...
How is a skill entitled "Retreating Maneuvers" designated as an invasion tool?
usmcjdking wrote: »A nerf to Rapid would basically be a buff to snares and ground DoTs that snare and give keep defenses even more ability for entry denial.
The question should be around whether keeps are too hard or too easy to take right now since IMO Rapid is designed to be an invasion tool.
Currently I think keep defense is a bit too strong at the moment, but we will see what the Scatter Shot nerf does when it goes live.
I could be wrong, but I think most people who want this nerfed are salty about their mobility getting nerfed...
How is a skill entitled "Retreating Maneuvers" designated as an invasion tool?
Semantics... They had to come up with a name for it. It just ended up being the preferred morph because of the snare removal.
usmcjdking wrote: »usmcjdking wrote: »A nerf to Rapid would basically be a buff to snares and ground DoTs that snare and give keep defenses even more ability for entry denial.
The question should be around whether keeps are too hard or too easy to take right now since IMO Rapid is designed to be an invasion tool.
Currently I think keep defense is a bit too strong at the moment, but we will see what the Scatter Shot nerf does when it goes live.
I could be wrong, but I think most people who want this nerfed are salty about their mobility getting nerfed...
How is a skill entitled "Retreating Maneuvers" designated as an invasion tool?
Semantics... They had to come up with a name for it. It just ended up being the preferred morph because of the snare removal.
I suppose it would be semantics if there wasn't a skill called "Charging Maneuver".
The only speed enhancer that needs a reasonable adjustment is the swift jewelry trait. Calling for total sweeping change is just bad. We should argue against sweeping changes.
All Rapid Maneuvers are useful for moving between points at higher speed. Point of Retreating Maneuver is to also grant immunity to all kind of slowdowns while also removing ALL already applied to EVERYONE in close proximity. Useless when moving between keeps. Priceless when pushing inside keeps.TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »codestripper wrote: »Can't tell if serious or troll...Wolf_Watching wrote: »I think I’m going to quit after reading OPs point. I’ve lost all hope.
Just about every speed and mobility skill or mechanic in the game has received a nerf, and the developers very clearly cited their motivations and goals for the changes. How would it make any sense that one of the most ubiquitous sources of major expedition also remains untouched?
It only serves to benefit raid-sized groups.
I benefits everyone and is removed on your first attack.
If it's so weak then why do you have a person dedicated whose job it is to spam it? Where's the blood altar spammer?
Talk about a straw man argument. smh
There's absolutely no straw man argument. The argument is simple.
If the skill is so inherently weak then why is there a person dedicated to spamming it? Blood altar is weak, and IIRC most raids don't have someone perpetually spamming blood alter, or using high regen sets to support the spamming of a single skill.
The answer is that you have no argument in defending Retreating Maneuvers. The skill is indefensible.
What ever you say dude even if you are wrong.
You haven't added anything to counter the very simple argument that you have a dedicated rapids spammer (if not two) in large organized raids to provide exceptionally high uptimes of Major Expedition and Root/Snare immunity to up to 22/23 other people at no investment cost to the 22/23 others. And whilst every other source available for both of these buffs has been put into the trashcan, Retreating Maneuvers has not been.
I cannot help you if you do not see the obvious irony in being run down by 24 people when they use a skill called "retreating maneuvers".
It doesn't work that way as Rapids only gets applied to those in the group near you and rarely are that many people that close.
Usually when riding across Cyro we have to have someone with rapids on point and at the rear for those that don't slot it themselves.
Counter Point - Why do large groups have dedicated CC spammers?
Most pugs do not use i.e. Retreating Maneuver to counter it. In other words to get rid of easy targets.TequilaFire wrote: »Counter Point - Why do large groups have dedicated CC spammers?
As it stands, Rapid Maneuvers is the most imbalanced skill in PVP, giving an incredible advantage to large sized groups. By assigning a member to keep rapids up, solo and small groups have been severely handicapped, possibly more than at any other time.
The change to expedition potions included a developer’s note that the motivation was to remove 100% access to this buff without putting too much effort into it.
The stated goal of this update’s balance changes was to reduce overall mobility. To not change Rapids would be an incredible oversight. I suggest the effect be changed to only give
Expedition to one or two other group members to avoid 100% uptime of major expedition in large groups.
I am interested to hear other ideas from
The community on how to balance rapids.
usmcjdking wrote: »usmcjdking wrote: »A nerf to Rapid would basically be a buff to snares and ground DoTs that snare and give keep defenses even more ability for entry denial.
The question should be around whether keeps are too hard or too easy to take right now since IMO Rapid is designed to be an invasion tool.
Currently I think keep defense is a bit too strong at the moment, but we will see what the Scatter Shot nerf does when it goes live.
I could be wrong, but I think most people who want this nerfed are salty about their mobility getting nerfed...
How is a skill entitled "Retreating Maneuvers" designated as an invasion tool?
Semantics... They had to come up with a name for it. It just ended up being the preferred morph because of the snare removal.
I suppose it would be semantics if there wasn't a skill called "Charging Maneuver".
My point is that you are using semantics as an argument and it is irrelevant.
I can't help it if the morph called Charging Maneuver is the inferior morph...
TequilaFire wrote: »
To be clear, I am against the sweepinng mobility nerfs. The reason why I want this adjusted, is because in current states, rapids causes smaller groups and solos to suffer more extemely from the nerfs. @TequilaFire
If i had it my way, none of the mobility nerfs would make it to live.
TequilaFire wrote: »Cool, and my point is why take away one of the last mobility tools.
I disagree that rapids is not also useful to small groups and solo play.
Small group play is disadvantaged by design in ESO and my hats off to those that pull it off but the good ones know what they are up against and adjust.