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Rapid Maneuvers - Balance before Live

  • del9
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    @Kingslayer513 Yeah I didn’t see anyone in this thread ask for the ME to be removed altogether, that would be wack.

    I don’t want it to be completely useless to trial score runs, but 12 is still pretty high. It is an Alliance War skill, and therefore should be balanced with a priority on PVP.

    I know this hasn’t sat well with some high tier PVE raid lead friends that I talked to personally, but PVE is innately balanced because every group is the same size. Reducing the effect to say 6 players adds another competitive element, as it would reward the scores of those who are best able to adjust and re-allocate player resources.
    PCNA

  • Thogard
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    del9 wrote: »
    But where will group buff nerf demands by small scalers end?
    Healing?
    Orbs?
    Shards?
    Crit resistance?
    After all this is an MMO and should be balanced for group play.
    Small scale exists but is not the focus of Cyrodiil AvAvA.
    I am now starting to get the us vs them feeling and maybe should be thinking about chasing down small scalers which my guild typically doesn't do unless attacked.

    You are now being toxic and clearly are missing the huge imbalance issue here. I’ll just refer you to zos’s words once again.

    "Due to the pass on mobility, we wanted to ensure you couldn't readily keep this buff active 100% without spending more attention to it."

    If the argument is based on ZOS's words, then I would think that having one person in a group literally dedicated to spamming rapids is pretty much the definition of spending lots of attention to it.

    For what it's worth, I think the target cap is too high. Reducing the cap to 12 players while changing nothing else would leave PVE unharmed (12 man PVE uses rapids a lot) and would tone it down in large group pvp without nuking its use for medium group pvp.

    I think it's really pathetic that people are calling for it to be gutted by removing major expedition all together. As if ZOS hasn't slowed everything down enough already.

    It has slowed down everything. Everything except this.
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

    Stream: twitch.tv/THOGARDvsThePeasants
    YouTube: http://youtube.com/c/thogardpvp


  • usmcjdking
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    del9 wrote: »
    But where will group buff nerf demands by small scalers end?
    Healing?
    Orbs?
    Shards?
    Crit resistance?
    After all this is an MMO and should be balanced for group play.
    Small scale exists but is not the focus of Cyrodiil AvAvA.
    I am now starting to get the us vs them feeling and maybe should be thinking about chasing down small scalers which my guild typically doesn't do unless attacked.

    You are now being toxic and clearly are missing the huge imbalance issue here. I’ll just refer you to zos’s words once again.

    "Due to the pass on mobility, we wanted to ensure you couldn't readily keep this buff active 100% without spending more attention to it."

    If the argument is based on ZOS's words, then I would think that having one person in a group literally dedicated to spamming rapids is pretty much the definition of spending lots of attention to it.

    For what it's worth, I think the target cap is too high. Reducing the cap to 12 players while changing nothing else would leave PVE unharmed (12 man PVE uses rapids a lot) and would tone it down in large group pvp without nuking its use for medium group pvp.

    I think it's really pathetic that people are calling for it to be gutted by removing major expedition all together. As if ZOS hasn't slowed everything down enough already.

    With the exception of, if I don't have someone spamming rapids for me, I have to spend 2 of every 4 global cooldowns spamming my ME skill and snare root/immunity.

    There is no equivalency. Rapids spam is broken.
    Edited by usmcjdking on October 10, 2018 11:55PM
    0331
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  • The_Shadowborn
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    usmcjdking wrote: »
    del9 wrote: »
    But where will group buff nerf demands by small scalers end?
    Healing?
    Orbs?
    Shards?
    Crit resistance?
    After all this is an MMO and should be balanced for group play.
    Small scale exists but is not the focus of Cyrodiil AvAvA.
    I am now starting to get the us vs them feeling and maybe should be thinking about chasing down small scalers which my guild typically doesn't do unless attacked.

    You are now being toxic and clearly are missing the huge imbalance issue here. I’ll just refer you to zos’s words once again.

    "Due to the pass on mobility, we wanted to ensure you couldn't readily keep this buff active 100% without spending more attention to it."

    If the argument is based on ZOS's words, then I would think that having one person in a group literally dedicated to spamming rapids is pretty much the definition of spending lots of attention to it.

    For what it's worth, I think the target cap is too high. Reducing the cap to 12 players while changing nothing else would leave PVE unharmed (12 man PVE uses rapids a lot) and would tone it down in large group pvp without nuking its use for medium group pvp.

    I think it's really pathetic that people are calling for it to be gutted by removing major expedition all together. As if ZOS hasn't slowed everything down enough already.

    With the exception of, if I don't have someone spamming rapids for me, I have to spend 2 of every 4 global cooldowns spamming my ME skill and snare root/immunity.

    There is no equivalency. Rapids spam is broken.

    Then just get someone to do it, specialise. You don't go into a trial trying to do everything (if you do good luck getting anywhere) so if you want to be completely optimal specialise your roles in group.
    @W_Shadowborn (PC/EU)
    - Toxic Toads
    - Noxious
    - [/s] Cyrodiil's Fist
    [/s]
  • usmcjdking
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    usmcjdking wrote: »
    del9 wrote: »
    But where will group buff nerf demands by small scalers end?
    Healing?
    Orbs?
    Shards?
    Crit resistance?
    After all this is an MMO and should be balanced for group play.
    Small scale exists but is not the focus of Cyrodiil AvAvA.
    I am now starting to get the us vs them feeling and maybe should be thinking about chasing down small scalers which my guild typically doesn't do unless attacked.

    You are now being toxic and clearly are missing the huge imbalance issue here. I’ll just refer you to zos’s words once again.

    "Due to the pass on mobility, we wanted to ensure you couldn't readily keep this buff active 100% without spending more attention to it."

    If the argument is based on ZOS's words, then I would think that having one person in a group literally dedicated to spamming rapids is pretty much the definition of spending lots of attention to it.

    For what it's worth, I think the target cap is too high. Reducing the cap to 12 players while changing nothing else would leave PVE unharmed (12 man PVE uses rapids a lot) and would tone it down in large group pvp without nuking its use for medium group pvp.

    I think it's really pathetic that people are calling for it to be gutted by removing major expedition all together. As if ZOS hasn't slowed everything down enough already.

    With the exception of, if I don't have someone spamming rapids for me, I have to spend 2 of every 4 global cooldowns spamming my ME skill and snare root/immunity.

    There is no equivalency. Rapids spam is broken.

    Then just get someone to do it, specialise. You don't go into a trial trying to do everything (if you do good luck getting anywhere) so if you want to be completely optimal specialise your roles in group.

    An efficacy rate of 2680% seems remotely balanced to you? Noted.
    Edited by usmcjdking on October 11, 2018 12:25AM
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  • The_Shadowborn
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    rmbog2xd2yhi.png
    Edited by The_Shadowborn on October 11, 2018 12:32AM
    @W_Shadowborn (PC/EU)
    - Toxic Toads
    - Noxious
    - [/s] Cyrodiil's Fist
    [/s]
  • ecru
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    One of the first times I went into Cyrodiil and made a serious attempt at pvping I came across this ball group seemingly faster than everyone around them while immune to any form of CC I could throw at them. I couldn't really understand what was going on. What was it that was removing my CC seconds after it was applied, while giving them all constant movement speed? It was obvious that it was some kind of shared group buff, because they were all getting it at the same time, and I honestly couldn't believe what I was seeing. Who thought it was a good idea to give this kind of movement and cc immunity advantage to large organized groups? No one could ever cc and pick off one or two people because the moment any CC was applied, it was instantly removed and a speed buff was rewarded.

    I later learned after looking through basically every ability that it was Retreating Maneuver that was responsible for this. After examining the ability I was a lot more unimpressed with the """""""""skill"""""""" of this group when it came to "farming" the disorganized pug group I was in of about equal or smaller size. I thought that had to be boring af, but hey, some people get their rocks off on farming bad/disorganized players with an extreme advantage and who am I to judge?

    Anyway, from that point on I've honestly believed that Retreating Maneuver is one of, if not the most broken abilities in ESO. The insane advantage it gives to a large group that has just one person dedicated to using this ability regularly should not exist. Now we're taking away god knows how many speed buffs for individual players, but leaving in this absurd ability?

    I think OP has a really good point and Retreating Maneuver should probably really be scaled back a bit. Or a lot.
    Edited by ecru on October 11, 2018 1:04AM
    Gryphon Heart
    Godslayer
    Dawnbringer
  • FuryOfTyphon
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    This is just another nerf Sorc thread in disguise lol.

    BiS rapids or purge spammer is 100% a Sorceror....

    Murkmire giving the scallscale Sorc the nerf hammer, why not cut them out of all viable PvP altogether and nerf the only way they can support groups aswell.

    Make sure you kill Negate at the same, at least then I can be truly useless in PvP (on my Sorcs at least).
    Buy Morrowind today and receive your very own pay2win stamden starter kit :wink: .

    Random rant thats sort of on topic:
    The best option is too lower the amount of targets it affects to either 6 or 12. 12 would be the best, so that Rapids remains useful for endgame PvE, but 6 would be to bring it in line with purge and other abilities.

    As Stalker said in an earlier post this would mean too activate the buff on your whole group, you would need to cast it several times depending on size.
    Too even maintain that you'd need one or two people specifically built for it, depending on group size 12-24.
    Which means full recovery build 5k+ stam regen with good cost reduction. That is literally useless for anything but rapids or VDing your own teammates.
    If you have 12 people that is one less person healing or doing dps.
    This makes a huge difference, when you are trying to fight 30-40 or even more players zergin harder than your "little" 12 man.


    You dont need to be worrying about LFG groups/zergs in cyro using rapids, because they are never optimised enough to have one person dedicated to that job.
    So stop trying to nerf organised group play, because a 24 man LFG group ran you over, they are thirsty for AP and don't care who they kill.
    The people who kill those zergs who ran you over are the same organised groups you are trying too nerf :wink:


    Too many 1337 smallscalers here complaining.... And this is coming from someone who loves all forms of PvP from 1vX up to 12man.
    Its okay to have 2 or 3 CO-ORDINATED min maxed "1vxers" destroy 10 unorganised PUGS at a resource.
    But if a 12man has a person whose job is to give people rapids, so that they can avoid the snare and timestop spam that occurs when fighting 40 players, you have all scream nerf.
    I understand it needs to be brought in line with other nerfs coming through in the patch specifically the expedition and FM changes, but completely destroying it is not the way.

    L2Balance people.

    TL:DR
    Bring down the players given the buff to either 6 or 12, no more or less.
    Anymore of a nerf is just too much for both PvE and PvP.
    The duration of expedition is irrelevant when in combat because it drops off the second you heal, if your not healing in PvP you are dead and that is just a L2P issue I am afraid.
    Leave it untouched also so that when out of combat all players still have access to Major expedition for regular traveling doing whatever it is you are doing, traveling from keep to keep, pve, farming etc.
    Give it a 10-15% cost increase even, so it negatively impacts people who are not using it effectively, but people who are built around it can make it work with some tweaks.
    This will make the skill viable for optimised groups but random unorganised LFG/pug groups cannot due to the increased cost and reduced amount of players affected by said buffs.
    Edited by FuryOfTyphon on October 11, 2018 5:01AM
    Too many too list.
  • Vilestride
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    Thogard wrote: »
    How do ball groups determine who gets chosen to be the rapids spammer?

    Do you guys draw straws? Rock Paper Scissors? Is it the newest guy on a “pledging” basis?

    They just pick the guy with the best micro.
  • Sandman929
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    I'm really hoping this thread doesn't go unaddressed. I can appreciate both sides presented regarding Rapid Maneuvers, and as someone who enjoys group/role based PvP, I'm not eager to see the skill made useless but I think some comment from the combat team is warranted.
    Personally, I think Rapids is already a skill that requires a heavy investment for high uptime since it requires constant refreshing and a support player dedicated to doing that, so in my mind this is already in line with the speed changes in Murkmire.
  • Feanor
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    A nerf to Rapids is a buff to Zergs. Besides, I just think about the only change this will bring is to make the game more boring. Hence, ZOS surely will approve.
    Main characters: Feanor the Believer - AD Altmer mSorc - AR 50 - Flawless Conqueror (PC EU)Idril Arnanor - AD Altmer mSorc - CP 217 - Stormproof (PC NA)Other characters:
    Necrophilius Killgood - DC Imperial NecromancerFearscales - AD Argonian Templar - Stormproof (healer)Draco Imperialis - AD Imperial DK (tank)Cabed Naearamarth - AD Dunmer mDKValirion Willowthorne - AD Bosmer stamBladeTuruna - AD Altmer magBladeKheled Zaram - AD Redguard stamDKKibil Nala - AD Redguard stamSorc - StormproofYavanna Kémentárí - AD Breton magWardenAzog gro-Ghâsh - EP Orc stamWardenVidar Drakenblød - DC Nord mDKMarquis de Peyrac - DC Breton mSorc - StormproofRawlith Khaj'ra - AD Khajiit stamWardenTu'waccah - AD Redguard Stamplar
    All chars 50 @ CP 1900+. Playing and enjoying PvP with RdK mostly on PC EU.
  • StaticWave
    StaticWave
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    del9 wrote: »
    del9 wrote: »
    Can't tell if serious or troll...
    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.

    Right you little potato. Big groups can afford it. Small groups can’t. You’re nerfing small groups not big groups.

    You're actually clueless. Just look at what you wrote:
    Big groups can afford it. Small groups can’t.

    This is exactly why rapids should be nerfed. Big groups can afford it because they have enough damage with sheer size. Small groups need all the damage they can get, so it's useless to have a rapids spammer. Nerfing rapids equals more casts, which means lesser major expedition uptime, which means a buff to small groups.

    For the record, the player you called "little potato" is actually among the good players on PC NA.
  • StaticWave
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    technohic wrote: »
    I agree with the OP. if I can only have 4 seconds of FM while running from a ball group, why should they have permanent uptime.

    1. You can use rapids yourself.
    2. The first spell or attack they use on you cancels rapids.
    3. Why did you poke the bear? lol

    1) It costs 6.8k stamina. Nobody is going to use that skill unless they spec for it.
    2) How are you going to cancel rapids on 24 people chasing you? Not to mention it's going to be reapplied by a rapid spammer.
    3) Why do zergs chase down players even when they don't poke?

    Edited by StaticWave on October 12, 2018 9:24PM
  • del9
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    Feanor wrote: »
    A nerf to Rapids is a buff to Zergs. Besides, I just think about the only change this will bring is to make the game more boring. Hence, ZOS surely will approve.

    If by "zergs" you mean "ungrouped random players" then yes, those players MIGHT be able to diseengage from a 24-man grouped raid with rapids minions chasing them down.

    If by "zerg" you mean " a 24 man raid where each player has a 1 skill responsibility", then you are wrong. It will bring those groups into balance with everyone else who lose their class sources of major exp, or who lost like 75% uptime on their speed pots.
    Edited by del9 on October 12, 2018 9:24PM
    PCNA

  • enzoisadog
    enzoisadog
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    esolul.png
    PC-NA
  • Aliyavana
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    del9 wrote: »
    del9 wrote: »
    Can't tell if serious or troll...
    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.

    Right you little potato. Big groups can afford it. Small groups can’t. You’re nerfing small groups not big groups.

    1. You are calling one of the best players on pc na a potato. 2. Your logic makes no sense
  • deadlychaos1991
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    Dojohoda wrote: »
    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.

    This^^^

    Let me give an example of how exactly ZoS handles a problem in balance.

    -Speed and Maj expedition were fine before Summerset
    -Swift Jewelry trait comes in
    -Speed builds are a problem because of Swift
    ZoS: "Nerf ALL SPEED IN THE GAME"
    -Sweeping changes to utterly destroy movement speed.

    This is such a huge problem and they do it ALL THE TIME. oh, your damage shields are broken and unbalanced? Let's make them USELESS. (then revert it because players were upset we did that).

    Then in morrowind, oh resource management is a bit too easy? let's revolutionize the way people play their builds all at once.

    In all seriousness, it's a completely polarizing mentality. There are no "gradual changes and minor adjustments" to problem aspects of game balance. They sweep in, make something completely useless and then question why players leave the game or QQ endlessly on the forums about aspects of combat or builds they like. i LIKE the idea of a fast moving speed build. i just think you should have to spec a decent amount into it. opportunity cost. But they nerf it so hard that it literally becomes not worth sacrificing SO MUCH.

    The term is called balance for a reason. It's the ebb and flow of changes that come in, usually incrementally until a delicate BALANCE is struck. With ZoS, it's either way too good or way too bad. that isn't balance.

    Edit: as to the OP's post, if this is what we are going to stay with, I think the best option is to just not let you use it if you're in combat at all. not that whole weird criteria of "damaging and enemy or healing an ally."
    Edited by deadlychaos1991 on October 12, 2018 10:12PM
  • PathwayM
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    OP is 100% correct and ball groups fall over and die easily when you take out their rapid spammer.
  • visionality
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    Ok reading this thread it is clear many people have never ran in a "ball group".
    In a ball/guild group people specialize to be efficient in their role. They work as one to achieve the goal of killing as many people as possible.
    Idk if it's a EU thing but ball groups don't run down single targets and are generally 16 man or less taking on triple if not more their number.

    Considering your statement, this obviously is an EU thing. The majority of ball groups on EU server only play X vs less or X vx same number of unorganized randoms and they love to run down single players - that includes chasing solo players with the full 24 man zerg. We even have super ball groups where 2 24-man-groups (with rapidbots, purgers, CC-spammers and coordinated destro-ultis) work together to take keeps defended by randoms.

    The last time I saw two organized high-end groups willingly fight each other outside a keep or outpost is more than nine months ago. Usually organized PVP groups avoid each other because killing randoms is easier AP.

    Its sad and probably telling a lot about the state of PVP on the EU servers.
    You need to realise when I say ball groups I mean groups that are going out there fighting the whole alliance. As yes there's some groups that try to be a ball group but when they actually meet an organised guild group they die in a matter of seconds, doesn't matter if they are 24 man or 50man.

    On Vivec there isn't really any organised guild groups anymore, theres Noxious and Zerg Squad they are both predominantly EP. Who don't run more than 18 and only do that when they are against a whole faction back keeping or messing with scrolls.

    We don't care about AP tbh we all already have more than we know what to do with, all we want are some good fights which means normally being massively outnumbered or against another Guild; that pop up on either side from time to time. There's no fun in Zerging people down, we leave small scalers alone unless they for some reason they try to fight then it is a fight on their terms and they know the odds.

    I invite you to one of our raids to actually see what goes on, message me ingame if you want to see a proper Guild Group.

    @W_Shadowborn

    @The_Shadowborn Thanks for the offer, will pick you up by it. ;-)

    Very curious to see your Guild Group fighting another organized group or even "the whole alliance" and not just rather hapless randoms desperately trying to recapture a ressource or an outpost.
  • Thogard
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    Vilestride wrote: »
    Thogard wrote: »
    How do ball groups determine who gets chosen to be the rapids spammer?

    Do you guys draw straws? Rock Paper Scissors? Is it the newest guy on a “pledging” basis?

    They just pick the guy with the best micro.

    Makes sense. Gotta put the star players in the key positions.
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

    Stream: twitch.tv/THOGARDvsThePeasants
    YouTube: http://youtube.com/c/thogardpvp


  • WrathOfInnos
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    From a PVE perspective, a minor cost increase wouldn’t break anything. Decreasing the number of players affected to 12 would also have minimal impact. Any fewer than this would kill the skill in trials. The fact that purge only hits 6 people (and is not smart about choosing which 6) makes trial healing extremely frustrating at times, and should not be repeated with rapids.
  • technohic
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    They should treat it like healing with a cap on amount of players it can hit, and people not in your group as possibilities toward that cap.
  • del9
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    technohic wrote: »
    They should treat it like healing with a cap on amount of players it can hit, and people not in your group as possibilities toward that cap.

    It makes perfect sense.
    PCNA

  • satanio
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    why would you suggest this? We’ll be crippled enough after Murkmire... If they’ll nerf it, they might as well adjust speed cap for horses to 100.
    Current public stam parses on Iron Atro so far (esologs)
    DW&Bow
    DW&2H
    2H&Bow
    Bow&Bow

    Current public mag parses on Iron Atro (esologs)
    (non cheese)
    ESOLEAKS CASUALTIES:
    Checkmath
    Tasear
    RIP
  • Qbiken
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    PathwayM wrote: »
    OP is 100% correct and ball groups fall over and die easily when you take out their rapid spammer.

    https://youtu.be/Tk_Gr4gyAzM

    You sure about that??
  • del9
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    satanio wrote: »
    why would you suggest this? We’ll be crippled enough after Murkmire... If they’ll nerf it, they might as well adjust speed cap for horses to 100.

    Did you even read the post?
    PCNA

  • del9
    del9
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    Qbiken wrote: »
    PathwayM wrote: »
    OP is 100% correct and ball groups fall over and die easily when you take out their rapid spammer.

    https://youtu.be/Tk_Gr4gyAzM

    You sure about that??

    I believe the person you were replying to was being sarcastic. Also, he put words in my mouth that by doing this small scalers / solos / pugs will be able to defeat ball groups after my proposed change.

    Alll I'm asking is that this skill be brought in line with EVERY OTHER SOURCE OF MAJOR EXPEDITION AND SNARE IMMUNITY THAT HAS BEEN NERFED TO THE GROUND.

    If ZoS wants to revert the self/single-targeted mobility changes across the board and keep Rapids the same, well sign me the **** up.
    PCNA

  • PathwayM
    PathwayM
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    del9 wrote: »
    Qbiken wrote: »
    PathwayM wrote: »
    OP is 100% correct and ball groups fall over and die easily when you take out their rapid spammer.

    https://youtu.be/Tk_Gr4gyAzM

    You sure about that??

    I believe the person you were replying to was being sarcastic. Also, he put words in my mouth that by doing this small scalers / solos / pugs will be able to defeat ball groups after my proposed change.

    Alll I'm asking is that this skill be brought in line with EVERY OTHER SOURCE OF MAJOR EXPEDITION AND SNARE IMMUNITY THAT HAS BEEN NERFED TO THE GROUND.

    If ZoS wants to revert the self/single-targeted mobility changes across the board and keep Rapids the same, well sign me the **** up.

    Nope I wasn't being sarcastic and that ballgroup in the vid died lol
  • del9
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    @PathwayM @Qbiken

    Oof that was brutal to watch. But please help me understand what is happening in that video. Watching on mobile.
    Did they intentionally take off all their mobility buffa and rapids to demonstrate what the game will be like? If so, kudos. It would be terrible if everyone In cyro was moving at this pace except for the largest groups.

    Wait, did they all just toggle walk for the meme?
    Edited by del9 on October 13, 2018 5:33PM
    PCNA

  • Sandman929
    Sandman929
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    del9 wrote: »
    Qbiken wrote: »
    PathwayM wrote: »
    OP is 100% correct and ball groups fall over and die easily when you take out their rapid spammer.

    https://youtu.be/Tk_Gr4gyAzM

    You sure about that??

    I believe the person you were replying to was being sarcastic. Also, he put words in my mouth that by doing this small scalers / solos / pugs will be able to defeat ball groups after my proposed change.

    Alll I'm asking is that this skill be brought in line with EVERY OTHER SOURCE OF MAJOR EXPEDITION AND SNARE IMMUNITY THAT HAS BEEN NERFED TO THE GROUND.

    If ZoS wants to revert the self/single-targeted mobility changes across the board and keep Rapids the same, well sign me the **** up.

    I'd say it's already in line with the speed changes. Expedition falls off very quickly from Rapids, if a group has it constantly it's because they've heavily invested in maintaining it, which is I believe what the changes are about, having to invest to maintain a powerful buff.
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