Sandman929 wrote: »What some people seem to be ignoring is that ZOS wanted to reduce the ability to keep powerful buffs up 100% without a major investment. A group keeps Expedition nearly 100% with a major investment and support characters dedicated to providing it. To me that seems consistent with the changes.
Of course, they could just comment themselves and clear it all up.
Sandman929 wrote: »What some people seem to be ignoring is that ZOS wanted to reduce the ability to keep powerful buffs up 100% without a major investment. A group keeps Expedition nearly 100% with a major investment and support characters dedicated to providing it. To me that seems consistent with the changes.
Of course, they could just comment themselves and clear it all up.
Yes I would love if they would comment and clear things up. @ZOS_GinaBruno
But I disagree. 16/18 players not having to spend a single GCD, skill slot, potion bonus, or any stam or magicka whatsoever is hardly a major investment. * They don’t even have to think about it.
Sandman929 wrote: »What some people seem to be ignoring is that ZOS wanted to reduce the ability to keep powerful buffs up 100% without a major investment. A group keeps Expedition nearly 100% with a major investment and support characters dedicated to providing it. To me that seems consistent with the changes.
Of course, they could just comment themselves and clear it all up.
Yes I would love if they would comment and clear things up. @ZOS_GinaBruno
But I disagree. 16/18 players not having to spend a single GCD, skill slot, potion bonus, or any stam or magicka whatsoever is hardly a major investment. * They don’t even have to think about it.
Sandman929 wrote: »What some people seem to be ignoring is that ZOS wanted to reduce the ability to keep powerful buffs up 100% without a major investment. A group keeps Expedition nearly 100% with a major investment and support characters dedicated to providing it. To me that seems consistent with the changes.
Of course, they could just comment themselves and clear it all up.
Yes I would love if they would comment and clear things up. @ZOS_GinaBruno
But I disagree. 16/18 players not having to spend a single GCD, skill slot, potion bonus, or any stam or magicka whatsoever is hardly a major investment. * They don’t even have to think about it.
Sandman929 wrote: »What some people seem to be ignoring is that ZOS wanted to reduce the ability to keep powerful buffs up 100% without a major investment. A group keeps Expedition nearly 100% with a major investment and support characters dedicated to providing it. To me that seems consistent with the changes.
Of course, they could just comment themselves and clear it all up.
usmcjdking wrote: »Vilestride wrote: »Sandman929 wrote: »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.
It's also almost like dedicated roles and group coordination is useful in fights. It's almost like that.
That's crazy. You guys are crazy people. Your crazy ideas ard not welcome here.
You cannot say that consistently spamming a skill to bypass it's intended detrimental effect is anything but exploitative in nature.
The_Shadowborn wrote: »Ok just so people realise rappids its not a 100% up time in group and yes you have to think about it.
Rapids is removed everytime you do damage or heal. In a raid situation this is extremely frequent meaning if you go want the buff for up for any significant ammount of time you'd have to stop healing and doing any damage of any sort, as no matter the ammount of spamming unless a counsious choice is made by the players not everyine will have the buff all at the same time. And when I goup falls into this situation they are vulnerable.
See this is what ZOS mean when they say investment. #1 Dedicating a player to it
#2 The group as a whol communicating when to prolong the buff
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
Joy_Division wrote: »OP has a point.
It is totally unfair to gut the mobility of a solo player but keep the mobility on people who don't even use this skill (because they are in groups with people dedicated to spamming it).
Sandman929 wrote: »Joy_Division wrote: »OP has a point.
It is totally unfair to gut the mobility of a solo player but keep the mobility on people who don't even use this skill (because they are in groups with people dedicated to spamming it).
But it's a group utility skill, that's why it hits group members. It's unfair to plan a group composition to provide support/damage/healing? It's unfair that doing so is advantageous?
Joy_Division wrote: »Sandman929 wrote: »Joy_Division wrote: »OP has a point.
It is totally unfair to gut the mobility of a solo player but keep the mobility on people who don't even use this skill (because they are in groups with people dedicated to spamming it).
But it's a group utility skill, that's why it hits group members. It's unfair to plan a group composition to provide support/damage/healing? It's unfair that doing so is advantageous?
How is it "balanced" to nerf solo stuff while not doing anything to group utility skills?
Sandman929 wrote: »But we could go back and forth guessing at intent for awhile. Wouldn't it be nice if a Dev could just write something up about rapids, how they'd envision it being used versus how it is currently used in open world group PvP? They can't possibly be completely oblivious to ball groups.
If they think that a support role shouldn't be able to provide this kind of mobility to the group, and they change it, I'd be fine with that too.
Joy_Division wrote: »Sandman929 wrote: »Joy_Division wrote: »OP has a point.
It is totally unfair to gut the mobility of a solo player but keep the mobility on people who don't even use this skill (because they are in groups with people dedicated to spamming it).
But it's a group utility skill, that's why it hits group members. It's unfair to plan a group composition to provide support/damage/healing? It's unfair that doing so is advantageous?
How is it "balanced" to nerf solo stuff while not doing anything to group utility skills?
Izanagi.Xiiib16_ESO wrote: »The argument people should be making is for a magicka root/snare removal which doesn't make you unable to act (mistform)
The_Shadowborn wrote: »Ok just so people realise rappids its not a 100% up time in group and yes you have to think about it.
Rapids is removed everytime you do damage or heal. In a raid situation this is extremely frequent meaning if you go want the buff for up for any significant ammount of time you'd have to stop healing and doing any damage of any sort, as no matter the ammount of spamming unless a counsious choice is made by the players not everyine will have the buff all at the same time. And when I goup falls into this situation they are vulnerable.
See this is what ZOS mean when they say investment. #1 Dedicating a player to it
#2 The group as a whol communicating when to prolong the buff
Izanagi.Xiiib16_ESO wrote: »Joy_Division wrote: »Sandman929 wrote: »Joy_Division wrote: »OP has a point.
It is totally unfair to gut the mobility of a solo player but keep the mobility on people who don't even use this skill (because they are in groups with people dedicated to spamming it).
But it's a group utility skill, that's why it hits group members. It's unfair to plan a group composition to provide support/damage/healing? It's unfair that doing so is advantageous?
How is it "balanced" to nerf solo stuff while not doing anything to group utility skills?
The only part of solo skills they are nerfing is reducing durations. Rapids duration already has a limiting factor on its duration. So actually they are brining other abilities into line with it. I.e. balancing.
Just because someone doesn't like a group playstyle it doesn't mean that being able to play this way is negative. It would be like saying all heals should be self target only.
Additionally the argument that the group doesn't have to think about it is also completely flawed.
A group has to
1) ensure to keep this player alive whilst they focus on providing this buff amongst other things
2) output enough dmg healing and debuff removal to maintain a balance of kills to mobility.
3) provide resources to the players in group who are utilising such roles.
The argument people should be making is for a magicka root/snare removal which doesn't make you unable to act (mistform)
usmcjdking wrote: »The_Shadowborn wrote: »Ok just so people realise rappids its not a 100% up time in group and yes you have to think about it.
Rapids is removed everytime you do damage or heal. In a raid situation this is extremely frequent meaning if you go want the buff for up for any significant ammount of time you'd have to stop healing and doing any damage of any sort, as no matter the ammount of spamming unless a counsious choice is made by the players not everyine will have the buff all at the same time. And when I goup falls into this situation they are vulnerable.
See this is what ZOS mean when they say investment. #1 Dedicating a player to it
#2 The group as a whol communicating when to prolong the buff
This is incorrect.
Rapids is removed whenever you do direct healing or direct damage..
Zos is making Cyrodiil for zergs. Its not only the speed changes but also map changes in murkmire
For example enviroment next to briges on pts all Stones, some trees, not jumpable briges its all together final blow for smallscale fighters no place for kiting, no towers on briges. Nerfing single players and not ballgroups speed sources is obvious sign. Its sad.
Zos is making Cyrodiil for zergs. Its not only the speed changes but also map changes in murkmire
For example enviroment next to briges on pts all Stones, some trees, not jumpable briges its all together final blow for smallscale fighters no place for kiting, no towers on briges. Nerfing single players and not ballgroups speed sources is obvious sign. Its sad.
Another good point. Disappointed in the bridge design.
I'd like to try to keep this conversation on topic of this particular skill, and not make this an us vs them/ small vs large scale thread. But your comment is relevant because I would be much less upset about it only the devs stated that this was their intention - to encourage massive-scale play and discourage solo and small play. I'd still be upset, but their silence on this overall issue is very disheartening as loyal player.