Still nice to use in delves and other indoor locations.I do most of my Skyshard hunting, and other such tedious activities, while mounted -- and the duration of Major Gallop remains the same. So... Not much has changed.
Rapid Maneuver:
Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.
So we can't use this to farm shards and skill line as before.
Was this made to push players into the crown store by increasing the inconvenience ?
I do most of my Skyshard hunting, and other such tedious activities, while mounted -- and the duration of Major Gallop remains the same. So... Not much has changed.
SidewalkChalk5 wrote: »Why are you complaining? This change is a significant buff to the skill. You got a huge cost reduction, the ability to use the buff in combat, Major and Minor Expedition on demand in one cast, and Gallop is still 30 seconds. Win win win, all around.
WolfingHour wrote: »Oh the horror of having to craft a set of gear (Night's Silence, light + sta enchants) and buying another one (Darkstride) to go quickly from place to place, slap on Engine Guardian and eat max magicka + sta regen food. All white gear except bought stuff and monster set, of course, the ultimate travesty.
To add insult to injury, I can even use it to do sacraments and heists.
This skill should be limited to PVP entirely to help kill off the harvesting bots infesting and in some cases overrunning many zones.
Unless they put in a cooldown that's longer than 8 seconds that I'm not aware of, you should still be good.
Alternatively, you could group up with someone else who's also looking for skyshards in that zone and alternate the buff.
I have to confess that I hardly use rapid maneuvres when I'm not in PvP because it's a hassle to put it on my bar, and somehow I manage to get all the skyshards I want.
Rapid Maneuver:
Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.
So we can't use this to farm shards and skill line as before.
Was this made to push players into the crown store by increasing the inconvenience ?
WolfingHour wrote: »Oh the horror of having to craft a set of gear (Night's Silence, light + sta enchants) and buying another one (Darkstride) to go quickly from place to place, slap on Engine Guardian and eat max magicka + sta regen food. All white gear except bought stuff and monster set, of course, the ultimate travesty.
To add insult to injury, I can even use it to do sacraments and heists.
Yes, how much better it will be to carry around a second full set of gear and have to swap it out all the time depending on if you want to do combat or movement instead of simply swapping in and out a single ability, or even just slotting that one ability permanently. Oh, also you can't have a build that does combat and movement either, it has to be one or the other.
I do most of my Skyshard hunting, and other such tedious activities, while mounted -- and the duration of Major Gallop remains the same. So... Not much has changed.
WolfingHour wrote: »Oh the horror of having to craft a set of gear (Night's Silence, light + sta enchants) and buying another one (Darkstride) to go quickly from place to place, slap on Engine Guardian and eat max magicka + sta regen food. All white gear except bought stuff and monster set, of course, the ultimate travesty.
To add insult to injury, I can even use it to do sacraments and heists.
Yes, how much better it will be to carry around a second full set of gear and have to swap it out all the time depending on if you want to do combat or movement instead of simply swapping in and out a single ability, or even just slotting that one ability permanently. Oh, also you can't have a build that does combat and movement either, it has to be one or the other.
Errr...what? If you’re wearing sets for rapid resource farming, you’re dealing with overland mobs (i.e. building for combat is unnecessary). If you’re wearing sets for rapid movement while scroll running, you usually have a zerg meatshield (i.e. building for combat is unnecessary). For PVE and PVP builds that require in combat major expedition, it is freely available in multiple short burst formats. No one, I repeat, no one who valued their sustain was using rapids for major expedition while in combat.
It’s not unusual at all for people to carry around multiple sets for very specific purposes, like resource farming. At the most, the rapids nerf is going to make it ever so slightly harder for dedicated scroll runners to manage resources in Cyrodiil. Otherwise, for people who were using rapids to get to skyshards and other points of interest quickly while mounted, there is no change.
Rapid Maneuver:
Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.
So we can't use this to farm shards and skill line as before.
Was this made to push players into the crown store by increasing the inconvenience ?
That would be a very cynical look at ZOS' business practices... but it does seem strange they kept rapids as a unique non-combat buff for so long and then just changed it now, ostensibly for reducing the spam of the skill in large PVP battles even though that's not really a thing... particularly because the changes make it more likely to get spammed in large PVP battles. I would hope anyway that that's just cynicism and not an insight into a trend in their monetization practices...I do most of my Skyshard hunting, and other such tedious activities, while mounted -- and the duration of Major Gallop remains the same. So... Not much has changed.
Wait, did they change it so you can mount in all those delves and dungeons where most of the skyshards are? And what are your crafting material farming routes, that you're mounting up in between every crafting node? Usually that would make it a bad farming route, but you seem not to mind, so those must be some really good routes.SidewalkChalk5 wrote: »Why are you complaining? This change is a significant buff to the skill. You got a huge cost reduction, the ability to use the buff in combat, Major and Minor Expedition on demand in one cast, and Gallop is still 30 seconds. Win win win, all around.
The cost reduction makes it slightly less of a nerf, but it's still a nerf to non-combat usage. In combat, it always had a small place, but it was disfavored because the buff ran out after an attack, so this is absolutely a buff for the skill in combat, but outside of combat it's a 22 second nerf. There are uses for expedition outside of mounted movement and combat, even if you don't do those things.WolfingHour wrote: »Oh the horror of having to craft a set of gear (Night's Silence, light + sta enchants) and buying another one (Darkstride) to go quickly from place to place, slap on Engine Guardian and eat max magicka + sta regen food. All white gear except bought stuff and monster set, of course, the ultimate travesty.
To add insult to injury, I can even use it to do sacraments and heists.
Yes, how much better it will be to carry around a second full set of gear and have to swap it out all the time depending on if you want to do combat or movement instead of simply swapping in and out a single ability, or even just slotting that one ability permanently. Oh, also you can't have a build that does combat and movement either, it has to be one or the other.This skill should be limited to PVP entirely to help kill off the harvesting bots infesting and in some cases overrunning many zones.
I've never seen a bot using rapids - do they do that often? Regardless, if this is a problem, I think an easier solution would be to have rapids locked until the Assault line has been leveled a bit further. This is usually enough to deter bots from gaining access to something, as these are quickly built throwaway accounts and such.Unless they put in a cooldown that's longer than 8 seconds that I'm not aware of, you should still be good.
Alternatively, you could group up with someone else who's also looking for skyshards in that zone and alternate the buff.
I have to confess that I hardly use rapid maneuvres when I'm not in PvP because it's a hassle to put it on my bar, and somehow I manage to get all the skyshards I want.
There are ways around it, but that doesn't change it from being a straight up nerf to certain applications of the skill. It's enough that my build will be weaker for it, and I'll probably unslot it, which carries about as little weight as if someone doesn't run it said they don't care about the changes.
The problem is, rapids has a unique application right now in live, and has reasonable use for people who value it elsewhere. After the nerf, it loses most of its unique usage, it becomes more annoying to people fighting those who spam it in large group combat, and it doesn't do enough to incentivize those who don't already use it to start using it. So why nerf like this? I understand completely the push to standardize abilities and effects (and to a large extent agree with the push) but certain skills are meant to be rulebreakers - if not, then we're a bit too standardized, and there's little point to having different classes in the first place.
WolfingHour wrote: »Rapid Maneuver:
Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.
So we can't use this to farm shards and skill line as before.
Was this made to push players into the crown store by increasing the inconvenience ?
That would be a very cynical look at ZOS' business practices... but it does seem strange they kept rapids as a unique non-combat buff for so long and then just changed it now, ostensibly for reducing the spam of the skill in large PVP battles even though that's not really a thing... particularly because the changes make it more likely to get spammed in large PVP battles. I would hope anyway that that's just cynicism and not an insight into a trend in their monetization practices...I do most of my Skyshard hunting, and other such tedious activities, while mounted -- and the duration of Major Gallop remains the same. So... Not much has changed.
Wait, did they change it so you can mount in all those delves and dungeons where most of the skyshards are? And what are your crafting material farming routes, that you're mounting up in between every crafting node? Usually that would make it a bad farming route, but you seem not to mind, so those must be some really good routes.SidewalkChalk5 wrote: »Why are you complaining? This change is a significant buff to the skill. You got a huge cost reduction, the ability to use the buff in combat, Major and Minor Expedition on demand in one cast, and Gallop is still 30 seconds. Win win win, all around.
The cost reduction makes it slightly less of a nerf, but it's still a nerf to non-combat usage. In combat, it always had a small place, but it was disfavored because the buff ran out after an attack, so this is absolutely a buff for the skill in combat, but outside of combat it's a 22 second nerf. There are uses for expedition outside of mounted movement and combat, even if you don't do those things.WolfingHour wrote: »Oh the horror of having to craft a set of gear (Night's Silence, light + sta enchants) and buying another one (Darkstride) to go quickly from place to place, slap on Engine Guardian and eat max magicka + sta regen food. All white gear except bought stuff and monster set, of course, the ultimate travesty.
To add insult to injury, I can even use it to do sacraments and heists.
Yes, how much better it will be to carry around a second full set of gear and have to swap it out all the time depending on if you want to do combat or movement instead of simply swapping in and out a single ability, or even just slotting that one ability permanently. Oh, also you can't have a build that does combat and movement either, it has to be one or the other.This skill should be limited to PVP entirely to help kill off the harvesting bots infesting and in some cases overrunning many zones.
I've never seen a bot using rapids - do they do that often? Regardless, if this is a problem, I think an easier solution would be to have rapids locked until the Assault line has been leveled a bit further. This is usually enough to deter bots from gaining access to something, as these are quickly built throwaway accounts and such.Unless they put in a cooldown that's longer than 8 seconds that I'm not aware of, you should still be good.
Alternatively, you could group up with someone else who's also looking for skyshards in that zone and alternate the buff.
I have to confess that I hardly use rapid maneuvres when I'm not in PvP because it's a hassle to put it on my bar, and somehow I manage to get all the skyshards I want.
There are ways around it, but that doesn't change it from being a straight up nerf to certain applications of the skill. It's enough that my build will be weaker for it, and I'll probably unslot it, which carries about as little weight as if someone doesn't run it said they don't care about the changes.
The problem is, rapids has a unique application right now in live, and has reasonable use for people who value it elsewhere. After the nerf, it loses most of its unique usage, it becomes more annoying to people fighting those who spam it in large group combat, and it doesn't do enough to incentivize those who don't already use it to start using it. So why nerf like this? I understand completely the push to standardize abilities and effects (and to a large extent agree with the push) but certain skills are meant to be rulebreakers - if not, then we're a bit too standardized, and there's little point to having different classes in the first place.
You need DPS gear to kill overland trash or the odd Delve npc? Gotta shave off that full second out of the TTK, i guess?
What a joke.
Rapid Maneuver:
Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.
So we can't use this to farm shards and skill line as before.
Was this made to push players into the crown store by increasing the inconvenience ?
WolfingHour wrote: »Rapid Maneuver:
Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.
So we can't use this to farm shards and skill line as before.
Was this made to push players into the crown store by increasing the inconvenience ?
That would be a very cynical look at ZOS' business practices... but it does seem strange they kept rapids as a unique non-combat buff for so long and then just changed it now, ostensibly for reducing the spam of the skill in large PVP battles even though that's not really a thing... particularly because the changes make it more likely to get spammed in large PVP battles. I would hope anyway that that's just cynicism and not an insight into a trend in their monetization practices...I do most of my Skyshard hunting, and other such tedious activities, while mounted -- and the duration of Major Gallop remains the same. So... Not much has changed.
Wait, did they change it so you can mount in all those delves and dungeons where most of the skyshards are? And what are your crafting material farming routes, that you're mounting up in between every crafting node? Usually that would make it a bad farming route, but you seem not to mind, so those must be some really good routes.SidewalkChalk5 wrote: »Why are you complaining? This change is a significant buff to the skill. You got a huge cost reduction, the ability to use the buff in combat, Major and Minor Expedition on demand in one cast, and Gallop is still 30 seconds. Win win win, all around.
The cost reduction makes it slightly less of a nerf, but it's still a nerf to non-combat usage. In combat, it always had a small place, but it was disfavored because the buff ran out after an attack, so this is absolutely a buff for the skill in combat, but outside of combat it's a 22 second nerf. There are uses for expedition outside of mounted movement and combat, even if you don't do those things.WolfingHour wrote: »Oh the horror of having to craft a set of gear (Night's Silence, light + sta enchants) and buying another one (Darkstride) to go quickly from place to place, slap on Engine Guardian and eat max magicka + sta regen food. All white gear except bought stuff and monster set, of course, the ultimate travesty.
To add insult to injury, I can even use it to do sacraments and heists.
Yes, how much better it will be to carry around a second full set of gear and have to swap it out all the time depending on if you want to do combat or movement instead of simply swapping in and out a single ability, or even just slotting that one ability permanently. Oh, also you can't have a build that does combat and movement either, it has to be one or the other.This skill should be limited to PVP entirely to help kill off the harvesting bots infesting and in some cases overrunning many zones.
I've never seen a bot using rapids - do they do that often? Regardless, if this is a problem, I think an easier solution would be to have rapids locked until the Assault line has been leveled a bit further. This is usually enough to deter bots from gaining access to something, as these are quickly built throwaway accounts and such.Unless they put in a cooldown that's longer than 8 seconds that I'm not aware of, you should still be good.
Alternatively, you could group up with someone else who's also looking for skyshards in that zone and alternate the buff.
I have to confess that I hardly use rapid maneuvres when I'm not in PvP because it's a hassle to put it on my bar, and somehow I manage to get all the skyshards I want.
There are ways around it, but that doesn't change it from being a straight up nerf to certain applications of the skill. It's enough that my build will be weaker for it, and I'll probably unslot it, which carries about as little weight as if someone doesn't run it said they don't care about the changes.
The problem is, rapids has a unique application right now in live, and has reasonable use for people who value it elsewhere. After the nerf, it loses most of its unique usage, it becomes more annoying to people fighting those who spam it in large group combat, and it doesn't do enough to incentivize those who don't already use it to start using it. So why nerf like this? I understand completely the push to standardize abilities and effects (and to a large extent agree with the push) but certain skills are meant to be rulebreakers - if not, then we're a bit too standardized, and there's little point to having different classes in the first place.
You need DPS gear to kill overland trash or the odd Delve npc? Gotta shave off that full second out of the TTK, i guess?
What a joke.
For mudcrabs? Need, no. Want, yes. Now for world bosses? Need, yes. Want, also yes.
WolfingHour wrote: »Rapid Maneuver:
Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.
So we can't use this to farm shards and skill line as before.
Was this made to push players into the crown store by increasing the inconvenience ?
That would be a very cynical look at ZOS' business practices... but it does seem strange they kept rapids as a unique non-combat buff for so long and then just changed it now, ostensibly for reducing the spam of the skill in large PVP battles even though that's not really a thing... particularly because the changes make it more likely to get spammed in large PVP battles. I would hope anyway that that's just cynicism and not an insight into a trend in their monetization practices...I do most of my Skyshard hunting, and other such tedious activities, while mounted -- and the duration of Major Gallop remains the same. So... Not much has changed.
Wait, did they change it so you can mount in all those delves and dungeons where most of the skyshards are? And what are your crafting material farming routes, that you're mounting up in between every crafting node? Usually that would make it a bad farming route, but you seem not to mind, so those must be some really good routes.SidewalkChalk5 wrote: »Why are you complaining? This change is a significant buff to the skill. You got a huge cost reduction, the ability to use the buff in combat, Major and Minor Expedition on demand in one cast, and Gallop is still 30 seconds. Win win win, all around.
The cost reduction makes it slightly less of a nerf, but it's still a nerf to non-combat usage. In combat, it always had a small place, but it was disfavored because the buff ran out after an attack, so this is absolutely a buff for the skill in combat, but outside of combat it's a 22 second nerf. There are uses for expedition outside of mounted movement and combat, even if you don't do those things.WolfingHour wrote: »Oh the horror of having to craft a set of gear (Night's Silence, light + sta enchants) and buying another one (Darkstride) to go quickly from place to place, slap on Engine Guardian and eat max magicka + sta regen food. All white gear except bought stuff and monster set, of course, the ultimate travesty.
To add insult to injury, I can even use it to do sacraments and heists.
Yes, how much better it will be to carry around a second full set of gear and have to swap it out all the time depending on if you want to do combat or movement instead of simply swapping in and out a single ability, or even just slotting that one ability permanently. Oh, also you can't have a build that does combat and movement either, it has to be one or the other.This skill should be limited to PVP entirely to help kill off the harvesting bots infesting and in some cases overrunning many zones.
I've never seen a bot using rapids - do they do that often? Regardless, if this is a problem, I think an easier solution would be to have rapids locked until the Assault line has been leveled a bit further. This is usually enough to deter bots from gaining access to something, as these are quickly built throwaway accounts and such.Unless they put in a cooldown that's longer than 8 seconds that I'm not aware of, you should still be good.
Alternatively, you could group up with someone else who's also looking for skyshards in that zone and alternate the buff.
I have to confess that I hardly use rapid maneuvres when I'm not in PvP because it's a hassle to put it on my bar, and somehow I manage to get all the skyshards I want.
There are ways around it, but that doesn't change it from being a straight up nerf to certain applications of the skill. It's enough that my build will be weaker for it, and I'll probably unslot it, which carries about as little weight as if someone doesn't run it said they don't care about the changes.
The problem is, rapids has a unique application right now in live, and has reasonable use for people who value it elsewhere. After the nerf, it loses most of its unique usage, it becomes more annoying to people fighting those who spam it in large group combat, and it doesn't do enough to incentivize those who don't already use it to start using it. So why nerf like this? I understand completely the push to standardize abilities and effects (and to a large extent agree with the push) but certain skills are meant to be rulebreakers - if not, then we're a bit too standardized, and there's little point to having different classes in the first place.
You need DPS gear to kill overland trash or the odd Delve npc? Gotta shave off that full second out of the TTK, i guess?
What a joke.
For mudcrabs? Need, no. Want, yes. Now for world bosses? Need, yes. Want, also yes.
Donny_Vito wrote: »
Rapid Maneuver:
Reduced the duration of the Major Expedition granted to 8 seconds from 30 seconds at Rank IV. Note it will continue granting Major Gallop for 30 seconds.
So we can't use this to farm shards and skill line as before.
Was this made to push players into the crown store by increasing the inconvenience ?