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.
usmcjdking wrote: »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.
Is that an honest question, or rhetorical?
usmcjdking wrote: »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...
There are no semantics in my argument. Retreating Maneuvers is a skill that is not designed to be spammed, hence the ridiculous cost and the restrictions on maintaining the ME/Immunity.
The simple fact that you can bypass the very clear drawbacks of Retreating Maneuvers by repeatedly spamming it is not semantics.
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.
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.
TequilaFire wrote: »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.
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.
usmcjdking wrote: »TequilaFire wrote: »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.
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.
Large groups are already kings of the Cyro battlefield.
It's a complete and unnecessary mechanical advantage being given to groups with a dedicated rapids spammer. The uphill fight to kill PVP guild raids will simply get steeper, which is ridiculous given the absolutely destructive nature they have on the game's performance.
TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »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.
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.
Large groups are already kings of the Cyro battlefield.
It's a complete and unnecessary mechanical advantage being given to groups with a dedicated rapids spammer. The uphill fight to kill PVP guild raids will simply get steeper, which is ridiculous given the absolutely destructive nature they have on the game's performance.
Players that like small scale and those that like large scale fight will never see eye to eye that is certain.
And large groups didn't use to have such a large impact on the game performance, that is something that came about when ZOS let most of the original devs go. I mean the devs that worked on the game engine level. Battlegrounds should be and would be small scale salvation if they gave up on the 4x4x4 format and went 8v8 or some similar number.
I'm completely blown away that anyone could possibly think this is a good idea. Do you really love the horse riding simulator that much? It is an ability that literally cannot be used for an advantage in combat and is easily obtainable by anyone, and you think it needs to be nerfed... Did someone get to a chest before you or something?
I'm completely blown away that anyone could possibly think this is a good idea. Do you really love the horse riding simulator that much? It is an ability that literally cannot be used for an advantage in combat and is easily obtainable by anyone, and you think it needs to be nerfed... Did someone get to a chest before you or something?
Nerfing this skill wouldn't hurt my feelings.
usmcjdking wrote: »TequilaFire wrote: »usmcjdking wrote: »TequilaFire wrote: »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.
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.
Large groups are already kings of the Cyro battlefield.
It's a complete and unnecessary mechanical advantage being given to groups with a dedicated rapids spammer. The uphill fight to kill PVP guild raids will simply get steeper, which is ridiculous given the absolutely destructive nature they have on the game's performance.
Players that like small scale and those that like large scale fight will never see eye to eye that is certain.
And large groups didn't use to have such a large impact on the game performance, that is something that came about when ZOS let most of the original devs go. I mean the devs that worked on the game engine level. Battlegrounds should be and would be small scale salvation if they gave up on the 4x4x4 format and went 8v8 or some similar number.
So how far into the rabbit hole are you going to keep going in order to not just outright admit that the repeated spamming and application of Retreating Maneuvers to 23 people in light of all the other Major Expedition/Snare Removal & immunity destruction is simply not mechanically balanced?
Sandman929 wrote: »Nerfing this skill wouldn't hurt my feelings.
I'd be fine with it too, depending on what would be done. If Expedition is what's being targeted though, it just seems weird to overlook it, and lopsided towards groups that have specific support players providing it. I wouldn't want the snare removal removed, and a duration nerf doesn't really make any sense either because the way it's used isn't for it's current duration.
BrightOblivion wrote: »Honestly, I'm getting really tired of them trying to slow down the game. This "Major Expedition buff ends before you even realized 'Yay, I'm fast'" thing they're doing is not fun. It's not enjoyable. It's not even worthwhile.
Totally outside of Cyrodiil, where I haven't even seen this used outside of Horse Simulator, I use both parts of the ability (Expedition and Gallop) to get around Overland at more than the customary crawl I'm reduced to on a mag toon. I use either part of the ability in the first parts of AA and HRC, to get through the frozen room and that useless HRC ride respectively, and for HoF to get through the hallways with the lightning beams and spinning blades. Everyone in a 12 man trial having to slot their own rapids for that is tedious, unfun, and not something I agree with in the slightest. Particularly not for 7k of my 10k "I'm a magtoon" stam bar.
Synapsis123 wrote: »Not sure if a lot of the posters in here are serious. Rapids only gets removed on the first attack or heal you use on other people. You can heal yourself or shield while rapids is on. The point of rapids spam is to constantly have 100% snare removal and keep everyone moving at 30% movement speed. Even if it gets removed on the first attack or heal it allows ball groups to move around while being incredible hard to CC or lock down at all.
Watch a strong guild group and they always have 1 or 2 people spamming rapids because it is just that strong.
Synapsis123 wrote: »Not sure if a lot of the posters in here are serious. Rapids only gets removed on the first attack or heal you use on other people. You can heal yourself or shield while rapids is on. The point of rapids spam is to constantly have 100% snare removal and keep everyone moving at 30% movement speed. Even if it gets removed on the first attack or heal it allows ball groups to move around while being incredible hard to CC or lock down at all.
Watch a strong guild group and they always have 1 or 2 people spamming rapids because it is just that strong.
Just this. If you ever seen GOOD BALL GROUP not some potatoes you would see how strong rapids are. Solo player will never afford to slot them and use them in combat, but when you can have a person who will spam it for you on demand... Things are getting crazy then.
Situations when rapids are used.
1. Ball group wants to move fast through choke point, to kite a bit or whatever. Order is to not attack, healers taking a look on group members hp, when needed heal up and rapids up again.
2. To chase someone down. Whole group rushes after their target. You cover some distance and use root/snare. Then spamer use rapids again, so the whole group covers even more distance and can kill escaping player.
The best solution is to limit targets affected by this skill, because if we will just reduce time. Ball group spamers will still be able to keep up Major Expedition all the time. Next we should reduce major expedition time and costs of the skill accordingly while leaving major gallop untouched.
WreckfulAbandon wrote: »Swift ruined PvP
DivineFirstYOLO wrote: »Some of you people are full of hate towards other playstyles, its shocking. Because small scale got nerfed, you feel like medium groups should be nerfed aswell?
Do you seriously think you will be able to wipe good medium groups after a nerf to maneuver? As a smaller group?
Only undercover zerg surfers and trolls would ask for more nerfs - which one are you?
..and I know at least one ball group on EP NA that will continue to dominate the server even if you nerf the *** out of them. Want to know why? Because they are doing their homework, testing stuff on PTS, theory crafting, etc - unlike some wannabee small scalers that use meta sets on their stam wardens and feel like they are skilled elite players.
This is going to be one of the worst patches, because ZOS is listening to all the whiners on the forums.
SenorCrouch wrote: »Hi PvPers! A PvEer here, giving my two cents. If we are discussing Rapids change can it please involve a way that doesn't affect how it currently works in non-Cyrodiil and Battlefield zones. Cause as much as you all would love to see it get nerfed to a 6 second duration, it would be rather annoying for us in PvE. K, thx.
SenorCrouch wrote: »Hi PvPers! A PvEer here, giving my two cents. If we are discussing Rapids change can it please involve a way that doesn't affect how it currently works in non-Cyrodiil and Battlefield zones. Cause as much as you all would love to see it get nerfed to a 6 second duration, it would be rather annoying for us in PvE. K, thx.
A hit to duration wouldn’t help our situation much. Most of us in favor of change are in agreement that the number of allies effected per cast should be lowered.