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Rapids

Hearts_Wake
Hearts_Wake
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Rapid Maneuvers: This ability and its morphs will no longer provide immunity to snares or immobilizes.
Retreating Maneuvers: This morph will no longer remove current snares or immobilizes, and will instead grant affected allies a bonus that reduces their damage taken from behind by 15%.

It’s going to need a huge cost decrease.
And just walk backwards everywhere.

Should this skill be changed or left alone?
With movement the way it is currently, I don’t think they should touch it.

Say the do positively change movement. This skill would be useless, apart from playing mount sim between keeps.


Kinda torn on this one.
QQ.
  • Haashhtaag
    Haashhtaag
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    This skill should be put in line with other movement skills which were completely gutted so it is a good nerf.
  • Sandman929
    Sandman929
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    Haashhtaag wrote: »
    This skill should be put in line with other movement skills which were completely gutted so it is a good nerf.

    Personally, I'd rather some of the gutting be undone from Murkmire and snares in general get reworked rather than making sure everyone is thrown into the same mud pit.
  • Hearts_Wake
    Hearts_Wake
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    Haashhtaag wrote: »
    This skill should be put in line with other movement skills which were completely gutted so it is a good nerf.

    Take away the only counter?
    QQ.
  • Thogard
    Thogard
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    Haashhtaag wrote: »
    This skill should be put in line with other movement skills which were completely gutted so it is a good nerf.

    Take away the only counter?

    They took away all the others
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

    Stream: twitch.tv/THOGARDvsThePeasants
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  • usmcjdking
    usmcjdking
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    Glad to see this skill go straight into the dumpster.
    0331
    0602
  • Haashhtaag
    Haashhtaag
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    Haashhtaag wrote: »
    This skill should be put in line with other movement skills which were completely gutted so it is a good nerf.

    Take away the only counter?

    Meaning?
  • Hearts_Wake
    Hearts_Wake
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    Haashhtaag wrote: »
    Haashhtaag wrote: »
    This skill should be put in line with other movement skills which were completely gutted so it is a good nerf.

    Take away the only counter?

    Meaning?

    Forward momentum and shuffle are ***. Rapids only thing worth using even with the high cost question mark
    QQ.
  • ltownsend1808
    ltownsend1808
    Soul Shriven
    After reading and contributing to a couple posts on the rapids topic it seems that some people are frustrated with rapids on live server providing large groups with high mobility. On other threads I have listed the trade-offs of currently running a "rapids bot" (especially on no cp campaigns) so wont post again. However, still my frustration remains with this skill change.

    My frustration stems from the fact that this is another change that does not really address the issue and only further reduces viability of this skill. From my perspective, the main issues are that snares and immobilisation's are over performing which impacts smallscale and solo players dramatically. Currently this is not an issue for organised groups as retreating maneuver counteracts these problems (mostly).

    When this change goes live, smallscale and solo players will still be very frustrated with snares/immobilisation's and good ball groups will have adapted and implemented new strategies to overcome the retreating maneuver nerf (utilising higher purge uptimes, changing set and group optimisation etc) while making use of the over performance of skills that snare and CC. Furthermore, retreating maneuver will become an obsolete skill apart from when riding.

    I personally would like to see a change that allows solo/smallscale players to gain similar benefits from the skill that organised raids benefit from. A suggestion (far from perfect but perhaps provides a template for the point I am trying to get across) myself and others have made is:

    Morph 1:
    -goes to max of 12 players
    -high cost
    -removes immobilisation's
    -provides immunity for 2.5 secs to snares and immobilisation's unless player attacks/heals/buffs/etc

    Morph 2:
    -goes to max of 4 players
    -greatly reduced cost
    -removes immobilisaton's
    -provides immunity for 2.5 secs to snares and immobilisation's unless player attacks/heals/buffs/etc

    I believe this would allow for 12 man organised groups to still keep good mobility (if properly coordinated and structured) but also allow the smaller groups (especially if the small groups have magicka based users in them) to access mobility that was previously inaccessible for them. The smaller groups would still have to coordinate to make effective use of the skill.

    Or ZOS could address the root of the issue in snares and immobilisations haha...
  • Hearts_Wake
    Hearts_Wake
    ✭✭✭
    After reading and contributing to a couple posts on the rapids topic it seems that some people are frustrated with rapids on live server providing large groups with high mobility. On other threads I have listed the trade-offs of currently running a "rapids bot" (especially on no cp campaigns) so wont post again. However, still my frustration remains with this skill change.

    My frustration stems from the fact that this is another change that does not really address the issue and only further reduces viability of this skill. From my perspective, the main issues are that snares and immobilisation's are over performing which impacts smallscale and solo players dramatically. Currently this is not an issue for organised groups as retreating maneuver counteracts these problems (mostly).

    When this change goes live, smallscale and solo players will still be very frustrated with snares/immobilisation's and good ball groups will have adapted and implemented new strategies to overcome the retreating maneuver nerf (utilising higher purge uptimes, changing set and group optimisation etc) while making use of the over performance of skills that snare and CC. Furthermore, retreating maneuver will become an obsolete skill apart from when riding.

    I personally would like to see a change that allows solo/smallscale players to gain similar benefits from the skill that organised raids benefit from. A suggestion (far from perfect but perhaps provides a template for the point I am trying to get across) myself and others have made is:

    Morph 1:
    -goes to max of 12 players
    -high cost
    -removes immobilisation's
    -provides immunity for 2.5 secs to snares and immobilisation's unless player attacks/heals/buffs/etc

    Morph 2:
    -goes to max of 4 players
    -greatly reduced cost
    -removes immobilisaton's
    -provides immunity for 2.5 secs to snares and immobilisation's unless player attacks/heals/buffs/etc

    I believe this would allow for 12 man organised groups to still keep good mobility (if properly coordinated and structured) but also allow the smaller groups (especially if the small groups have magicka based users in them) to access mobility that was previously inaccessible for them. The smaller groups would still have to coordinate to make effective use of the skill.

    Or ZOS could address the root of the issue in snares and immobilisations haha...

    This person gets it.
    QQ.
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