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.
Playstyles you say? The current PTS changes may have sealed the DEATH OF AN ENTIRE PLAYSTYLE. Large and “medium scale” will be completely fine after those changes, and would be fine if they brought rapids in line with every other change. I invite you to reconsider what the neutering of soeed pots and self targeted mobility abilities actually means for the solo and small scale playstyle..
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.
Playstyles you say? The current PTS changes may have sealed the DEATH OF AN ENTIRE PLAYSTYLE. Large and “medium scale” will be completely fine after those changes, and would be fine if they brought rapids in line with every other change. I invite you to reconsider what the neutering of soeed pots and self targeted mobility abilities actually means for the solo and small scale playstyle..
codestripper wrote: »Can't tell if serious or troll...
It's being spammed in those groups. Though it rarely lasts the full duration.
However, the fix is simple:
Make its Major Expedition Buff only last a few seconds so it is in line with the other skills. So everybody is in the same boat. However, keep the Major Gallop duration at 30 seconds - nobody is complaining about Speed Buff on the Horse. Besides, lowering the duration for that would mean magicka builds could no longer afford to keep riding speed buff up between keeps.
Synapsis123 wrote: »All they have to do is make the one that removes snares not apply major expedition and the other one can remain the same skill it is now.
Wolf_Watching 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.
Because it costs 7000 stamina, falls off after any heal or attack, and is commonly used by small groups to get from one place to another.
Rapids can be refreshed between skills. And if a group is large enough, they can afford to have one or two players commit the 7k stam per cast to keep refreshing the buff.
No ‘small group’ that I know of uses rapids while dismounted.
Wolf_Watching 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.
Because it costs 7000 stamina, falls off after any heal or attack, and is commonly used by small groups to get from one place to another.
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.
Dracan_Fontom wrote: »Rapids have no use in combat. Hardly something worth nerfing.
I'm not sure if I have ecountered one of these Rapid Maneuvers spamming zergs, but I'll take your word for it that they exist.
usmcjdking wrote: »Nerfing all my reasonable sources of maj exp and not nerfing rapids doesn't encourage me to play in a group.
It encourages me to not play.
usmcjdking wrote: »Nerfing all my reasonable sources of maj exp and not nerfing rapids doesn't encourage me to play in a group.
It encourages me to not play.
Did you really enjoy running around a tree, rock or tower that much?
Simple fix: If you lose rapids due to engaging in combat, you will have to either leave combat or wait a cooldown period before you can gain rapids again. Something like, say, 6 seconds.
Most surgical solution with minimal side effects, since most people don't immediately recast rapids after losing it to combat engagement--they finish what they entered combat for and then they recast rapids.
Simple fix: If you lose rapids due to engaging in combat, you will have to either leave combat or wait a cooldown period before you can gain rapids again. Something like, say, 6 seconds.
Most surgical solution with minimal side effects, since most people don't immediately recast rapids after losing it to combat engagement--they finish what they entered combat for and then they recast rapids.
Besides the speed buff, it's used in combat because it grants immunity to snares and immobilization (immunity ends if you engage in combat) and casting it removes any snare/immobilization already applied. Your suggestion seems to assume the caster is self-buffing. However, in groups (especially ball-groups) there are people whose only job is to spam this skill. It's an AOE buff and the caster is probably not engaging in combat.
usmcjdking wrote: »Nerfing all my reasonable sources of maj exp and not nerfing rapids doesn't encourage me to play in a group.
It encourages me to not play.
Did you really enjoy running around a tree, rock or tower that much?
usmcjdking wrote: »Nerfing all my reasonable sources of maj exp and not nerfing rapids doesn't encourage me to play in a group.
It encourages me to not play.
Did you really enjoy running around a tree, rock or tower that much?
TequilaFire wrote: »Why do you people want to slow things down so much?
Everyone can use rapids so no class, solo or group has advantage.
This game plays like running in peanut butter as it is.
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.
Simple fix: If you lose rapids due to engaging in combat, you will have to either leave combat or wait a cooldown period before you can gain rapids again. Something like, say, 6 seconds.
Most surgical solution with minimal side effects, since most people don't immediately recast rapids after losing it to combat engagement--they finish what they entered combat for and then they recast rapids.
Besides the speed buff, it's used in combat because it grants immunity to snares and immobilization (immunity ends if you engage in combat) and casting it removes any snare/immobilization already applied. Your suggestion seems to assume the caster is self-buffing. However, in groups (especially ball-groups) there are people whose only job is to spam this skill. It's an AOE buff and the caster is probably not engaging in combat.
Re-read it carefully. I said, "before you can gain rapids again". I did not say, "before you can cast rapids on yourself again".
TequilaFire wrote: »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.
I would be fine if it only applied to each player instead of the group but that will hurt small groups who do use it.
My builds have no problem with sustain.
Haashhtaag wrote: »TequilaFire wrote: »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.
I would be fine if it only applied to each player instead of the group but that will hurt small groups who do use it.
My builds have no problem with sustain.
Small groups don’t use rapids unless out of combat to go to wherever they want to go on their mounts and farm AP
visionality wrote: »Dracan_Fontom wrote: »Rapids have no use in combat. Hardly something worth nerfing.I'm not sure if I have ecountered one of these Rapid Maneuvers spamming zergs, but I'll take your word for it that they exist.
Every endgame PVP raid has a rapidbot (or two) in their group. Keeping rapid up all the time is the central point of group mobility. Its real function is the de-snaring/snare-immunity though, the speed is just a secondary (and very welcome) effect.
@kojou Whenever you have been run down by a ball group that was not slowed down by caltrops, you were encountering at least one rapid spammer
I stopped coming to the forum for months. So many players ruining this game. Players requesting nerfs and patch after patch zerging more and getting worse and worse at playing. Recently, I took a resource solo and boom I got insta gibbed by a scatter shot four players put up siege to kill me. Now I come to the forum to see people debating rapid maneuvers. Lmao... pathetic.
visionality wrote: »Dracan_Fontom wrote: »Rapids have no use in combat. Hardly something worth nerfing.I'm not sure if I have ecountered one of these Rapid Maneuvers spamming zergs, but I'll take your word for it that they exist.
Every endgame PVP raid has a rapidbot (or two) in their group. Keeping rapid up all the time is the central point of group mobility. Its real function is the de-snaring/snare-immunity though, the speed is just a secondary (and very welcome) effect.
@kojou Whenever you have been run down by a ball group that was not slowed down by caltrops, you were encountering at least one rapid spammer
I've been run down by lots of ball groups... They also had heal spamming, AoE damage spamming, and buff spamming. Those crazy guys had people that specialized in all kinds of spamming. It almost like having superior numbers gave them a tactical advantage.
visionality wrote: »Dracan_Fontom wrote: »Rapids have no use in combat. Hardly something worth nerfing.I'm not sure if I have ecountered one of these Rapid Maneuvers spamming zergs, but I'll take your word for it that they exist.
Every endgame PVP raid has a rapidbot (or two) in their group. Keeping rapid up all the time is the central point of group mobility. Its real function is the de-snaring/snare-immunity though, the speed is just a secondary (and very welcome) effect.
@kojou Whenever you have been run down by a ball group that was not slowed down by caltrops, you were encountering at least one rapid spammer
I've been run down by lots of ball groups... They also had heal spamming, AoE damage spamming, and buff spamming. Those crazy guys had people that specialized in all kinds of spamming. It almost like having superior numbers gave them a tactical advantage.