MLGProPlayer wrote: »Everyone has access to this skill so I fail to see how it can be imbalanced. ZOS only targeted class-specific skills.
This skill is also mandatory for a lot of content:
- Skyshard/Psijic portal/book collecting
- Node farming
- Traveling between keeps in Cyrodiil
Sandman929 wrote: »
What bothers me with some of the comments here is that people think bigger groups are getting something for free that smaller groups aren't. There are still an actual people playing support roles, and their builds are centered around supporting the group via buffs and enemy debuffs. It's not easy and it's not free for the group, someone has to do it.
visionality wrote: »Tbh, I think this whole thread should not exist at all - because ZOS should not nerf all sources of major expedition but fix swift jewellery.
BUT - if talking about rapid as the last unnerfed source of major expedition - the real pain point of retreating maneuver is not the speed buff, but the constant snare removal by rapid bots. And if you want to fix that, you just have to add a cooldown to the snare-removal. Meaning: After cast, the CC-immunity (and removal of existing snares) by rapid goes on cooldown for 30 seconds (thats as long as rapid runs when fully leveled).
Advantage: For groups and single players that want to move quickly from one place to another, retreating maneuver will still work exactly as before. But a rapid bot will not be able to constantly purge all CCs in his group with just one single skill.
MLGProPlayer wrote: »Everyone has access to this skill so I fail to see how it can be imbalanced. ZOS only targeted class-specific skills.
This skill is also mandatory for a lot of content:
- Skyshard/Psijic portal/book collecting
- Node farming
- Traveling between keeps in Cyrodiil
Haashhtaag wrote: »MLGProPlayer wrote: »Everyone has access to this skill so I fail to see how it can be imbalanced. ZOS only targeted class-specific skills.
This skill is also mandatory for a lot of content:
- Skyshard/Psijic portal/book collecting
- Node farming
- Traveling between keeps in Cyrodiil
Nobody is saying take major Gallup away from the skill. What is so hard for some of you to realize about this?
4-6 man groups can’t run this skill effectively in combat and consistently like ball groups can because in that small scale instance bar space is at a premium for keeping your offensive/defensive buffs up plus heals and etc.
FrancisCrawford wrote: »So the OP's point is that groups with 24 players are much stronger than groups with 1-6, and he's identified a single skill to nerf that would fix this problem?
FrancisCrawford wrote: »So the OP's point is that groups with 24 players are much stronger than groups with 1-6, and he's identified a single skill to nerf that would fix this problem?
Sandman929 wrote: »FrancisCrawford wrote: »So the OP's point is that groups with 24 players are much stronger than groups with 1-6, and he's identified a single skill to nerf that would fix this problem?
Obviously this is a joke, but it's not far off. What a lot of people are saying almost exactly is "Why should a group with a dedicated support role be able to provide better support than a group without one?", which to me seems ridiculous.
Chilly-McFreeze wrote: »Sandman929 wrote: »FrancisCrawford wrote: »So the OP's point is that groups with 24 players are much stronger than groups with 1-6, and he's identified a single skill to nerf that would fix this problem?
Obviously this is a joke, but it's not far off. What a lot of people are saying almost exactly is "Why should a group with a dedicated support role be able to provide better support than a group without one?", which to me seems ridiculous.
Point isn't that organized groups can spare a buff bot or two, you didn't see this thread before the pts for a reason. The issue is that they gutted everyone but those groups for mobility, which puts them in an even stronger position. That's really not necessary. People would rather see the mobility nerfs reverted instead but that's not how these devs roll.
Sandman929 wrote: »Chilly-McFreeze wrote: »Sandman929 wrote: »FrancisCrawford wrote: »So the OP's point is that groups with 24 players are much stronger than groups with 1-6, and he's identified a single skill to nerf that would fix this problem?
Obviously this is a joke, but it's not far off. What a lot of people are saying almost exactly is "Why should a group with a dedicated support role be able to provide better support than a group without one?", which to me seems ridiculous.
Point isn't that organized groups can spare a buff bot or two, you didn't see this thread before the pts for a reason. The issue is that they gutted everyone but those groups for mobility, which puts them in an even stronger position. That's really not necessary. People would rather see the mobility nerfs reverted instead but that's not how these devs roll.
And I agree that Rapids at least deserved a comment from developers in light of all the other mobility changes. But that's also apparently not how they roll.