Maintenance for the week of April 6:
• PC/Mac: No maintenance – April 6

An Extremely Biased Analysis on the Rapid Maneuvers Changes

Recremen
Recremen
✭✭✭✭✭
✭✭✭✭✭
So as some of you may be aware, I am part of a dedicated AD PvP guild who currently homes on Vivec, PC NA. We specialize in the 12-24 player combat style and have been active for several years now. I say "specialize" because that is, in fact, the most successful way to approach your build when you are running in a group of that size. Without going too far into raid composition, I can at least say that we have specialized healers, damage dealers, and various support builds. One of those support builds, for now, is responsible for "spamming" rapids. In truth it's a fair bit more complicated than that, but that is the public perception and the topic I'd like to address. Specifically, I'd like to go over the pressures that have led us to incorporate this kind of build, the difference in success rates at objectives after incorporating these builds, and the likely effects of taking away such builds in the near future.

First, though, I'd like to mention that the title is slightly misleading. While I do primarily run in a 12-24 player group, I also sometimes do smallscale or even solo play, and I have a lot of experience in no-CP battlegrounds. I may have a bias, but I've played a great variety of PvP styles to a considerable extent over the years, and offer the following credentials to demonstrate that I am not only thinking in terms of large group play during this analysis.

v6Qusjp.png

So to begin, let us examine what pressures exist which leads organized groups to run whatever is their preferred number of "stam support" builds. Primarily, this has to deal with the absolute ubiquity and overperformance of snare and root effects. The effects that snare include :

Templar
Puncturing Strikes (stam and magicka), Sun Fire, Sacred Ground Passive
Dragonknight
Warmth Passive (stam and magicka), Ash Cloud
Nightblade
Teleport Strike, Consuming Darkness, Aspect of Terror
Warden
Sleet Storm, Impaling Shards
Two-Handed
Stampede (morph exclusive)
One-Handed and Shield
Low Slash
Dual Wield
Rending Slashes (morph exclusive), Hidden Blade
Bow
Arrow Spray
Destruction Staff
Wall of Elements (ice staff exclusive)
Fighters Guild
Sliver Bolts
Mages Guild
Ice Comet (morph exclusive)
Undaunted
Trapping Webs
Psijic Order
Time Stop
Alliance War Support
Revealing Flare (stealth contingent)
Alliance War Assault
Caltrops

The effects that immobilize include :

Dragonknight
Dragonknight Standard (synergy required), Dark Talons
Sorcerer
Encase, Daedric Mines
Nightblade
Crippling Grasp (morph exclusive)
Warden
Gripping Shards (morph exclusive), Frozen Gate
Bow
Bombard (morph exclusive)
Destruction Staff
Elemental Rage (morph exclusive, ice staff exclusive), Wall of Elements (ice staff exclusive, status condition contingent), Destructive Touch (ice staff exclusive)
Fighters Guild
Trap Beast

Now in smallscale-V-smallscale, battlegrounds, and duels, the single-target snares really start to shine, but for large group play the snares that perform the best are the ones which affect a large AoE, and most especially the ground-based effects which can persist at critical location like breaches, keep flags, and any choke points. These are available to both magicka and stamina users of all types in forms like Caltrops and Time Stop, so regardless of class you always have quality AoE ground-based snares at your disposal, and many of the other AoE snares are still extremely strong and fill other niche roles, such as casting Arrow Spray while in a more mobile fight.

So that covers snare availability, but what of their overperformance? Well, all of these movement impairing effects snare for 30% at least and 70% at worst. That is to say, they automatically counter the Major Expedition buff (the strongest movement buff in the game) at the very least, and in a large area of effect to boot, with extraordinarily few ways to prevent the snare from happening.

Before jumping into counters, let's see how easy it is to get Major Expedition. To wit, we have the following :

Dragonknight
Fiery Grip (requires target and self-displacement)
Nightblade
Double Take (morph exclusive), Path of Darkness (only while in in are of effect), Cripple (requires target)
Sorcerer
Boundless Storm (morph exclusive)
Bow
Hasty Retreat (requires roll dodge)
Dual Wield
Quick Cloak (morph exclusive)
Vampire
Elusive Mist (morph exclusive)
Alliance War Assault
Rapid Maneuver

Only two of these sources (Path of Darkness and Rapid Maneuver) offer an AoE solution, and Path of Darkness is notably useless (requiring you to be in a specific area) and Rapid Maneuver drops off as soon as you buff (with some exceptions), heal an ally, or cast a damaging ability.

Now let's look into counters. The following apply an immunity to snares :

Dragonknight
Reflective Plate (morph exclusive)
Two-Handed
Berserker Rage (morph exclusive, requires target), Forward Momentum (morph exclusive)
Medium Armor
Shuffle (morph exclusive, requires 5+ Medium Armor worn)
Alliance War Assault
Retreating Maneuver (morph exclusive)

Of these, only Retreating Maneuver provides an AoE option, and it falls off like its parent skill as soon as you buff, heal an ally, or cast a damaging ability.

As you can see, we have an incredible availability of snares in the game, with several powerful AoE options available to all builds, but very few sources of Major Expedition (which is not even guaranteed to fully counter the snare) and far, far fewer sources of snare/immobilize immunity, of which we only have a single AoE option. If we consider normal movement speed to be the expectation and imbalance one way or the other for in-combat movement speed to be indicative of overperformance, then snares are overperforming by far, by a few dozen percentage points on average.

So knowing that snares are ubiquitous and overperforming, what are organized groups looking to keep up normal movement speed to do? The solution comes through specialization. We all have the option of changing up our builds to fit one of these remarkably limited self-affecting snare removals, which overwhelmingly favors stamina users, but this limits build diversity and is not an ideal solution any more than being responsible for your own heals is a good solution in a raid setting (it's not). If, however, you have a stam support character or two (or however many), then you can have them "spam rapids", which is to say Retreating Maneuver, the ONLY AoE snare immunity in the game, and in so doing you can keep your group from getting completely bogged down by snares. By continuously reapplying the immunity, you can minimize the effect of the buff dropping off every time you deal damage or heal, which for damage and heal build turns out to be close to 100% of what they do. Generally, then, you are only affected by those dreaded ground-based AoE snares for a fraction of the time you're in them, instead of 100%.

This does, of course, mean that with Rapids spam we might be slipping into an overal overperformance on the side of movement speed, since it also applies Major Expedition, but that depends on how often the buff is dropping off of you while you're in the snare, which should be quite regularly. We should also, at this point, consider whether or not base speed truly is the appropriate standard for movement speed in combat. Should movement speed buffs be more like Major Brutality (completely ubiquitous, readily available, and standard expectation), more like Major Berserk (rare as an unclenched ass when getting destro bombed), or somewhere in between? I don't have a strong opinion on this and leave it as a point of discussion.

At any rate, it seems to me that, at the very least, being able to move at base speed, instead of moving with a snare, is the desired expected behavior, albeit one which requires exceptional forethought, build planning, and execution to maintain. And why should we be looking for normal movement speed when pulling off group maneuvers? Because the results speak for themselves!

As a veteran PvPer, I've seen a lot of metas come and go. This rapid spam meta is a fairly recent development, but the performance increase is exceptional. When moving over breaches, for example, we have a much better chance of successfully crossing than if we are permasnared with all the AoE ground-targeted slows. This is especially true at present, after the (frankly disastrous) changes to catapult siege, where you can now layer five or six overlapping high-damage circles courtesy of your favorite point-and-click heroes. That is overall a discussion for another time, but at the very least anyone familiar with normal keep defense and attack procedure should understand how critical it is to get over those breach choke points before the meatbag ticks eat you alive. There is already a significant difference in success just between snared and not-snared breach engagements, so it should not be surprising that Retreating Maneuvers, with its additional Major Expedition buff, is such an important skill.

Without these effects, many important, normative Cyrodiil behaviors like taking keeps become incredibly difficult and favor defenders even more than usual. Crossing the breach is one example, but other ones like pushing in to take/move across a flag, go up the stairs of a keep to clear oils, and other such projects are accomplished much more reliably without a snare on you. Otherwise you'll get bogged down in AoE, siege, and be much more easily outmaneuvered by the defending group(s), who do not have to worry about snares as much since they're first to put them out, and can simply wait for their opponents to push into a fight on their terms. They already own the keep, after all, so all things being equal they don't need to push out into the enemy-controlled courtyard in order to continue to own it.

As a corollary to this, these sort of dynamics invariably lead to keep turtling. Keep turtling would not necessarily be bad, but it has this nasty habit of eventually attracting more and more people to the fight, something that, if we are to face facts, the servers simply cannot properly handle at the moment. And we should consider the facts on the ground when considering game design, not some distant theoretical future where all the lag problems are fixed, because that is the reality right now and it negatively affects gameplay in the present, in a very real way. If the lag is someday fixed then great, we can revisit everything under the sun, but let's not hamper ourselves today for the promises of tomorrow.

Now, I'd like to bring up a point that no doubt many will not actually read far enough into the post to see, but which bears mentioning anyway because they're going to smugly mention it in the comments. Snares can be purged. It's true! Both the Alliance War Support skill Purge and the Templar Purify synergy from Cleansing Ritual will remove snares active on you. We even have a term for the people "spamming" purge : magicka support. Unfortunately, magicka support does not fit the needs for snare removal and immunity. In fact, magicka support roles predate stam support by a significant margin, yet we still found need to create the stam support role.

There are two reason for their ineffectiveness : the Purge skill only removes two negative effects at a time, and as already described there are an enormous number of AoE ground-targeted snares. To the first point, in large group PvP you generally will have half a dozen negative effects on you at a time even WITH purge support. It's just the nature of the game. Just as there is an ubiquity of snares, so too is there an ubiquity of a dozen other negative effects, all of which are vying for those two slots that Purge can remove per use. To the latter point, AoE ground-targeted snares can reapply immediately after being purged. We don't at present have a snare immunity timer as we do with stuns and immobilizes.

Thus, it is ONLY Retreating Maneuvers that provides anything close to a counter for the overwhelming and overperforming snares, and even then it has to be spammed by dedicated builds to be noticeably effective. If you take away that ability then you are severely hampering the capacity of organized groups to have fair fights with each other. Keep battles will be even more extended than they already tend to be, leading to even more accidental giant zergs that the servers can't handle.

And who is actually helped by the proposed changes? Not small-scale players, who mathematically will never stand a chance against an organized raid. Certainly not ungrouped pugs, who will continue to die to the snare->siege combo they always get stuck on. And definitely not large organized raid groups, who are now getting their primary counter to such tactics taken away (unless they're defending the keep, of course). So is it.... nobody?? Well, no. It turns out that these changes mostly help large disorganized raid groups, who already have a really great thing going for them just by running a larger number of players than any respectable guild would be caught with. It's not bad to have a numbers advantage, of course, but it is my opinion that a good game has a high enough skill cap, and mechanics that support high-tier play, such that good players can reliably defeat bad players even if they're a little outnumbered. I'd never advocate for a 2v60 situatio to work out, of course, but something like 40v60 or even 30v60 should not be impossible. Half is a good cuttoff point.

When you have such strong snares in your game, however, which lets the outnumbering faction manuever to zerg you all at once/siege you to space hell much more easily, and when you don't have adequate counters for the variety of snares you've implemented, then you're objectively decreasing the skill cap. It's literally a whole area of gameplay that you just have to live with, instead of plan around and counter. It would be like the whole Major/Minor Buff/Debuff system, except where you only implement the Debuffs and everyone is on fire and our cats are screaming.

So please, I implore you, do not implement this Retreating Maneuver change until after you have done a complete rework of snares and movement. I do not want to suffer through months of slowhell for the other half of the problem to be addressed, which seems to be what was implied in these notes on the most recent Class Rep Meeting. It's no good to roll out changes like this in pieces when you know that the overall situation in game is going to get worse as a result before it gets better with the rest of the overhaul. If there are devs who need help seeing what large-scale Cyrodiil battles are like, so that they can better understand this style of play and verify what I've said, then I'm absolutely positive that there are tons of guilds who would be willing to offer up a spot in group, for education purposes.

Then again, maybe I'm just underestimating the comedic potential of the Retreating Maneuver change. Taking less damage from behind could result in an Ass-First Blast Burst meta, where everything is the same except where all waddling towards each other buttwise and snared to hell so that we take 15% less damage when the enemy AoE goes off. Imagine the ratings spike.
Men'Do PC NA AD Khajiit
Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • WikiMeister
    WikiMeister
    ✭✭✭
    You mean ball groups no longer can purgebot/rapidbot their way to freedom any longer? I might not be able to run away from snare/CC spamming zergs any longer with the rapids snare purge, but I ain't even mad.

    Besides, I'm sure a quality organised ball group can afford to take off one slot for Forward Momentum/Shuffle/[Insert snare removal here] right? A skilful group of players shouldn't need spoon-feeding.
    Edited by WikiMeister on February 8, 2019 8:22AM
    AU | NA-PC Beta veteran since 2014. Dies to 999+ latency.
  • Svidrir
    Svidrir
    ✭✭✭
    Very good analyse .
    Ulaan Baator sorcier bdsm
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    So I've seen two arguments in this wall of text that can't just be ignored as "I actually like that though":

    A) It creates lag because keep fights take longer and
    B ) it helps unorganized large groups while hurting organized zergballs, thereby decreasing the influence of player/group skill on the outcome of fights between them.

    Well, I don't like lag any more than the next player, but neither do I like zergballs getting a free pass to cross a chokepoint. Make another breach if needed, send in players with Mistform/Bolt Escape to keep siege down long enough for the rest to enter, take another objective while the opposition is occupied. I'm sure you can think of something.

    And on B ), that's just a really weird argument to make. Sure, I don't want skill to count for less, but "skill" in this situation is spamming a certain skill in a zergball. This is helping everyone you fight, whether they have more or less players, are more or less organized than you, more or less skilled than you. As long as they don't fit within a 20m radius with at least as many players as you do. Not like you'll now be at a disadvantage against unorganized players.
    Edited by ToRelax on February 8, 2019 9:07AM
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • ScruffyWhiskers
    ScruffyWhiskers
    ✭✭✭✭✭
    Ball groups are just big healing machines nowadays. The only way for pugs to even have a chance is to go after the healers. The only way to do that is to get them away from the ball for a short window where you can burst them down. Even then they will just roll back over and res the lost sheep. Getting rid of the snare immunity gives pugs a better chance to pull out healers and reduces the balls ability to do those rope a dopes which run over small groups of pugs as they are pursuing. If a ball group stands still for too long the siege starts coming in or another ball group shows up and hits it. :)

    And just to be clear. I'm not against ball groups. People want to play that way that's fine by me. But just watch a twitch stream stream of what is going on from their perspective. They heal through almost everything and hardly ever lose players unless the lag in the inner keep gets them or a better ball group shows up. At least give this a try and see if it provides a little more challenge for them.
  • CyrusArya
    CyrusArya
    ✭✭✭✭✭
    ✭✭✭
    Not gonna entertain this post for a second. If solo and small scale had to adapt to a massive loss in mobility- then large scale raids absolutely must too. Period. End of story.

    The only part of this post that has any merit or credibility is that you are extremely biased.
    A R Y A
    -Atmosphere
    -Ary'a
    Czarya
    The K-Hole ~ Phałanx
    My PvP Videos
  • John_Falstaff
    John_Falstaff
    ✭✭✭✭✭
    ✭✭
    I'm a bit torn apart, I do regret the loss of old Rapids because I've been using it in certain PvE scenarios for snare removal - it's invaluable some time, and it's a shame that PvE side didn't get any compensation for the loss. Maybe something has to be moved to base skill and one of the morphs could get a bit more PvE-oriented utility, though it doesn't replace the usefulness of old Rapids for, say, traversing labyrinth in vCoS HM.

    But on another hand, some of OP's points got me puzzled. Say, that thing about not being able to easily rush through the breach when it's focused by siege weaponry. I mean... it's sort of realistic, no? Isn't it supposed to be harder to take a keep by a siege than to defend it?
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    CyrusArya wrote: »
    Not gonna entertain this post for a second. If solo and small scale had to adapt to a massive loss in mobility- then large scale raids absolutely must too. Period. End of story.

    The only part of this post that has any merit or credibility is that you are extremely biased.

    Nice to see this attitude amongst players. I had to do something frustrating so others should have to too.

    Let's not forget that raids had to "adapt" to mobility changes multiple times (this skill has been nerfed 3 times now) in the past without solo and smallscale needing to make adjustments. Additionally groups were overall supportive of reverting nerfs to mobility which affected players last patch yet every nerf which seemingly hits larger groups is met with the "get rekt zerglings" from the other side.

    The fun part is that the majority of people calling out groups as zerglings and agreeing that they don't want to see "ballgroups" existing in game are the same people zerg surfing amongst their factions fighting the ball groups.

    As for my perspective I'd like to see everyone able to take part in their preferred playstyle and enjoy this whilst also having natural counters to prevent any style from being too dominant. So far the changes in the last few patches feel intended to make all styles less fun and promote faction stacking gameplay ahead of all other styles and I'll never agree that that is the right way to go.
    Edited by Izanagi.Xiiib16_ESO on February 8, 2019 11:38AM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • Alnair
    Alnair
    Soul Shriven
    Zergballs that steamroll pugs are no more, live with that and learn the real teamplay skill instead that 1 button spam that you call "role"
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    Everything you say is true. The disconnect is everyone has to deal with everything you listed and cannot afford to spam Rapids. Organized zergs should have to as well. That's the point of the nerf. I find it terribly ironic considering groups like yours are doing the most roots and snare spam yet you want to be exempt.

    Hopefully; they then take a real look at the movement in PVP and come up with better than "it really sucks but you all have to deal with it" but until then, welcome to the struggle.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    Alnair wrote: »
    Zergballs that steamroll pugs are no more, live with that and learn the real teamplay skill instead that 1 button spam that you call "role"

    Unfortunately there are a lot more mechanics favouring zergballs over anything else, they're not going anywhere anytime soon.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Hotdog_23
    Hotdog_23
    ✭✭✭✭✭
    ✭✭
    Interesting read, thanks for sharing your thoughts and side of thing.
  • Alnair
    Alnair
    Soul Shriven
    ToRelax wrote: »
    Alnair wrote: »
    Zergballs that steamroll pugs are no more, live with that and learn the real teamplay skill instead that 1 button spam that you call "role"

    Unfortunately there are a lot more mechanics favouring zergballs over anything else, they're not going anywhere anytime soon.

    As a playstyle they still viable, yes. But now it will require more personal skills of players inside zballs and can be countered more easily. There is no point to kill that playstyle entirely, and changes to the Rapid Maneuvers are good way to balance it, for start.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    Alnair wrote: »
    ToRelax wrote: »
    Alnair wrote: »
    Zergballs that steamroll pugs are no more, live with that and learn the real teamplay skill instead that 1 button spam that you call "role"

    Unfortunately there are a lot more mechanics favouring zergballs over anything else, they're not going anywhere anytime soon.

    As a playstyle they still viable, yes. But now it will require more personal skills of players inside zballs and can be countered more easily. There is no point to kill that playstyle entirely, and changes to the Rapid Maneuvers are good way to balance it, for start.

    I'd actually very much like to see that playstyle die off entirely.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • TequilaFire
    TequilaFire
    ✭✭✭✭✭
    ✭✭✭✭✭
    Well thought out and correct post.
    It is interesting how the detractors can only retort with one line insults.
  • DeadlyRecluse
    DeadlyRecluse
    ✭✭✭✭✭
    ✭✭✭✭
    +1 for an accurate title, at least.

    I mean, really it's an accurate analysis from one point of view, for sure. I'm definitely of the opinion that a rapids nerf was needed, though this one isn't the direction I would have gone--mainly because in it's current state it allowed for arbitrarily better mobility for one playstyle while the options for that increased mobility for other playstyles was nerfed hard a few patches ago.

    ....yes, I'm aware that, in-theory, a solo or duo could run rapids, or a zerg could run swift+forward momentum, but let's not play here. Large group ran rapids, which escaped that movement pass, small groups relied primarily on self-buffs and equipment, which got nerfed pretty hard.
    Thrice Empress, Forever Scrub
  • technohic
    technohic
    ✭✭✭✭✭
    ✭✭✭✭✭
    ToRelax wrote: »
    Alnair wrote: »
    ToRelax wrote: »
    Alnair wrote: »
    Zergballs that steamroll pugs are no more, live with that and learn the real teamplay skill instead that 1 button spam that you call "role"

    Unfortunately there are a lot more mechanics favouring zergballs over anything else, they're not going anywhere anytime soon.

    As a playstyle they still viable, yes. But now it will require more personal skills of players inside zballs and can be countered more easily. There is no point to kill that playstyle entirely, and changes to the Rapid Maneuvers are good way to balance it, for start.

    I'd actually very much like to see that playstyle die off entirely.

    Im not sure how you would kill off organized play or why you would want it to happen. I think you just see the current iteration where to compete, you have to match this ball up and spam play style. I dont like where its at myself but its just a matter of mechanics that make it that way; not the idea of people building as 1 unit. There can be a middle ground.
  • ToRelax
    ToRelax
    ✭✭✭✭✭
    ✭✭
    technohic wrote: »
    ToRelax wrote: »
    Alnair wrote: »
    ToRelax wrote: »
    Alnair wrote: »
    Zergballs that steamroll pugs are no more, live with that and learn the real teamplay skill instead that 1 button spam that you call "role"

    Unfortunately there are a lot more mechanics favouring zergballs over anything else, they're not going anywhere anytime soon.

    As a playstyle they still viable, yes. But now it will require more personal skills of players inside zballs and can be countered more easily. There is no point to kill that playstyle entirely, and changes to the Rapid Maneuvers are good way to balance it, for start.

    I'd actually very much like to see that playstyle die off entirely.

    Im not sure how you would kill off organized play or why you would want it to happen. I think you just see the current iteration where to compete, you have to match this ball up and spam play style. I dont like where its at myself but its just a matter of mechanics that make it that way; not the idea of people building as 1 unit. There can be a middle ground.

    Organized group play can't just be made uncompetitive, nor do I want it to. We are talking about zergballing, which is simply the form it takes in this game right now - and that can very much be changed.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Alnair
    Alnair
    Soul Shriven
    Well thought out and correct post.
    It is interesting how the detractors can only retort with one line insults.

    All these thoughts, just a variations of the same old - "I got weaker, I don't like it, change it back"
  • TequilaFire
    TequilaFire
    ✭✭✭✭✭
    ✭✭✭✭✭
    Alnair wrote: »
    Well thought out and correct post.
    It is interesting how the detractors can only retort with one line insults.

    All these thoughts, just a variations of the same old - "I got weaker, I don't like it, change it back"

    Well I bet the organized groups will adapt better than you think.
  • Reverb
    Reverb
    ✭✭✭✭✭
    ✭✭✭✭✭
    We’ve seen time and again that when Zeni makes a change targeted at zergs and ball groups, the community responds by stacking even more players together to minimize the impact of that change. There are typically 2 forms of gameplay in the CP campaigns - faction stacks and resource farms. The exceptions to this are Ball groups, who serve to break up opponent’s faction stacks by drawing them to the ball, and other 6-12 man groups that run sometimes, trying to play the map and /or create distractions.

    But it’s mostly resource games and faction stacks. The change to Rapids won’t change that. In fact, it will encourage it.

    Small and medium, coordinated, resource farming groups rely on snare and cc immunity, and will run weapon and class skills to continue doing so in place of rapids. Ball groups are mostly neutralized by the change, and will either break into smaller resource farm groups or will join the faction stack. Other small groups will pvdoor. And every faction will have an AOTP sized blob, because sheer numbers and heals will be the only encounter to the endless snare/root/siege meta.

    In summary, I understand the reasoning behind the Rapids change, but it is short sighted and shows a stunning lack of understanding of the eso pvp community. Every single change designed to break up large groups has only inspired larger groups, and this will be no different.
    Edited by Reverb on February 8, 2019 2:55PM
    Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you. ~Friedrich Nietzsche
  • Alnair
    Alnair
    Soul Shriven
    Alnair wrote: »
    Well thought out and correct post.
    It is interesting how the detractors can only retort with one line insults.

    All these thoughts, just a variations of the same old - "I got weaker, I don't like it, change it back"

    Well I bet the organized groups will adapt better than you think.

    Organized groups does not consist only zergballs. So yes, of course they will adapt, but all Rapid alternatives require more personal skills of the players inside zball, which creates more room for errors and therefore opportunites to deal with them.

    Overall this change makes zball playstyle harder to play and there is nothing bad about it.
  • Alnair
    Alnair
    Soul Shriven
    Reverb wrote: »
    We’ve seen time and again that when Zeni makes a change targeted at zergs and ball groups, the community responds by stacking even more players together to minimize the impact of that change. There are typically 2 forms of gameplay in the CP campaigns - faction stacks and resource farms. The exceptions to this are Ball groups, who serve to break up opponent’s faction stacks by drawing them to the ball, and other 6-12 man groups that run sometimes, trying to play the map and /or create distractions.

    But it’s mostly resource games and faction stacks. The change to Rapids won’t change that. In fact, it will encourage it.

    Small and medium, coordinated, resource farming groups rely on snare and cc immunity, and will run weapon and class skills to continue doing so in place of rapids. Ball groups are mostly neutralized by the change, and will either break into smaller resource farm groups or will join the faction stack. Other small groups will pvdoor. And every faction will have an AOTP sized blob, because sheer numbers and heals will be the only encounter to the endless snare/root/siege meta.

    In summary, I understand the reasoning behind the Rapids change, but it is short sighted and shows a stunning lack of understanding of the eso pvp community. Every single change designed to break up large groups has only inspired larger groups, and this will be no different.

    You cannot have a huge map with sieges and tons of players without them forming any Zerg.
  • Streega
    Streega
    ✭✭✭✭✭
    WTF is wrong with you people? OP wrote a very thoughtful, well argumented post and you call him "zergling"? Btw, I'm a filthy, casual PvE carebear who hates PvP, but even for me well organised group of players who know what they're doing is not a "blob" or "zerg" - they are exactly what PvP should be about. And as a PvE'er I also hate to be snared on every step. The NPCs who snare me usually can't even make a significant dent in my HP, they only slow me down and make the fight frustratingly annoying. I suppose it's the same in PvP, although maybe with more severe results?
    Anyway, @Recremen, I fully agree with you - I'll still probably hate you with all my heart if I ever meet you on the battlefield, but I'll hate you with respect ;)
    ⊂( ̄(工) ̄)⊃ Don't-Care-Bear ⊂( ̄(工) ̄)⊃
    PC EU "House Tertia" - Friendly Guild for Mature Folks (housetertia.com)
    PC EU "Priests of Hircine" - Awesome Guild for Friendly Werewolves (free bites!)
    Master Angler
  • ZOS_RogerJ
    ZOS_RogerJ
    ✭✭✭✭
    Just a friendly reminder to keep the thread civil, constructive and on-topic, as well as to be mindful of our community rules. We completely understand everyone has their own opinions, thoughts, feelings and even frustrations, we want the forums to be a civil and constructive platform for the game and it's community as a whole.
    The Elder Scrolls Online: Tamriel Unlimited - ZeniMax Online Studios
    Forum Rules | Code of Conduct | Terms of Service | Home Page | Help Site
    Staff Post
  • Reaper_00
    Reaper_00
    ✭✭✭✭
    Streega wrote: »
    but even for me well organised group of players who know what they're doing is not a "blob" or "zerg" - they are exactly what PvP should be about.

    Blindly following the person in front of you while spamming the same one or two skills with no regard for who or what you are attacking or what is going on around you is certainly not what PVP should be about. I’d liken them to a meatbag catapult with legs but with the catapult you at least have to aim. Do you know what the best way to avoid a ballgroup heading directly towards you is? Take a couple steps to the left or right.
  • Irylia
    Irylia
    ✭✭✭✭✭
    Earthgore nerf next please

    I want to see these groups play the game
  • FrankonPC
    FrankonPC
    ✭✭✭✭✭
    Movement speed needs to be readjusted for sure, but there was a disparity in what the current snare effects did to small and large scale groups. I wish we'd just go back to the longer duration on snare immunity as a bandaid fix until they address it in elsweyr, but they're not going to do that. Sucks that you guys have to feel the pain too, but you're more equipped to adjust to it than any other group in the game.
  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    To the people saying that organized groups will now have to play like the rest of you : No, we really won't. We're already deep in theorycrafting in case this change goes live. We'll still be running things that reduce, remove, or prevent the effects of snares on us, but now instead of having a specialized build we're likely going to have to decrease build diversity to accommodate. Good movement is paramount for organized group play and we're not going to suddenly get bad just because this one skill might get changed.

    To people not getting the joke and actually doubling down on the idea that I'm biased : I literally pointed out how terrible the snare immunity is for everyone, not just large groups. I feel the pain same as everyone whenever I'm solo or playing battlegrounds. Read closer instead of following the bandwagon. Don't be twitter.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'm a bit torn apart, I do regret the loss of old Rapids because I've been using it in certain PvE scenarios for snare removal - it's invaluable some time, and it's a shame that PvE side didn't get any compensation for the loss. Maybe something has to be moved to base skill and one of the morphs could get a bit more PvE-oriented utility, though it doesn't replace the usefulness of old Rapids for, say, traversing labyrinth in vCoS HM.

    But on another hand, some of OP's points got me puzzled. Say, that thing about not being able to easily rush through the breach when it's focused by siege weaponry. I mean... it's sort of realistic, no? Isn't it supposed to be harder to take a keep by a siege than to defend it?

    It's already hard to push through a breach even with rapids. You don't only have to deal with the siege and the snares, you also have the other players to content with. Since they don't need to push anywhere they don't control in order to maintain the status quo, and in particular don't need to push into an area covered with siege and snares to accomplish their directive, the fight is already to their considerable advantage. Should that be so? Sure, obviously. Does it need to get even more difficult for the attacking faction? No. It's plenty hard as is. What do people want, for keeps to be impossible to take?
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
  • Recremen
    Recremen
    ✭✭✭✭✭
    ✭✭✭✭✭
    ToRelax wrote: »
    So I've seen two arguments in this wall of text that can't just be ignored as "I actually like that though":

    A) It creates lag because keep fights take longer and
    B ) it helps unorganized large groups while hurting organized zergballs, thereby decreasing the influence of player/group skill on the outcome of fights between them.

    Well, I don't like lag any more than the next player, but neither do I like zergballs getting a free pass to cross a chokepoint. Make another breach if needed, send in players with Mistform/Bolt Escape to keep siege down long enough for the rest to enter, take another objective while the opposition is occupied. I'm sure you can think of something.

    And on B ), that's just a really weird argument to make. Sure, I don't want skill to count for less, but "skill" in this situation is spamming a certain skill in a zergball. This is helping everyone you fight, whether they have more or less players, are more or less organized than you, more or less skilled than you. As long as they don't fit within a 20m radius with at least as many players as you do. Not like you'll now be at a disadvantage against unorganized players.

    First, nobody is getting a "free pass" to cross a chokepoint anymore than defenders are getting "free damage and snares" by firing off their skills and siege at a breach. All of these actions cost something. Furthermore, the defenders can, should, and often do push onto people coming into the breach. The attackers are already having to deal with the snares, damage, and healing debuffs from siege and caltrops, and additionally run the very strong risk of getting pushed on at the moment of their greatest vulnerability. But you want to frame that as getting a "free pass" to push in, all because they can get temporary immunity to a single part of that equation? That's just dense, or intentionally misleading.

    And you expect people to Mist Form or Bolt Escape to get in? Bolt Escape is right out, as you'll get immediately caught on debris (and is only available to Sorcs) and Mist Form, when it even works, is still only available to gross vampires. But hey, who cares about build diversity on your crusade against the dreaded "zergballs", right? Furthermore, how precisely do you expect people trying to get in to survive? You expect people to wait in a queue outside the wall and run in one by one to die to siege or the huge number of enemies on the other side, all while being out of range/line of sight of healing? No, of course not, people trying to get in are going to group together and support each other. Honestly it's so hard to tease out what your actual expectations are in your arguments, here and elsewhere. You seem to hate everything that works, and have this unnamed, ethereal expectation of what True Combat is going to look like, but can never give a realistic description of what you want to see or how it could possibly come to work in ESO.

    As to the "skill" argument, if it's not skillful to run good skills, develop builds that can best use them, and then coordinate with your team to get slots in the group filled with the right balance of players running the right builds for your needs, then I really don't know what should be considered skilled play in a group setting. Rapids works. Other snare removal effects work. If you aren't running them, but find yourself dying because of the situation that snares put you in, then you are not a skilled player. There's no other way to look at it. You can't make bad build decisions and then act like you're still skilled because you have above-average execution. Skill is a multi-part attribute, and having a good build is completely inseparable if we're using such umbrella terminology.
    Men'Do PC NA AD Khajiit
    Grand High Illustrious Mid-Tier PvP/PvE Bussmunster
This discussion has been closed.