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Change in Rapid Maneuver to push player buy shards and skill lines from the crown store ?

Delparis
Delparis
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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 ?
  • Skwor
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    No, now put down the tin foil. *backs up slowly*
    Edited by Skwor on July 22, 2019 11:25AM
  • Vermethys
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    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.
    PC EU CP1400+
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  • Gnortranermara
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    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.
  • zaria
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    Vermethys wrote: »
    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.
    Still nice to use in delves and other indoor locations.

    Think its more an movement in combat nerf because of pvp.
    Grinding just make you go in circles.
    Asking ZoS for nerfs is as stupid as asking for close air support from the death star.
  • Donny_Vito
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    Skwor wrote: »
    No, now put down the tin foil. *backs up slowly*

    Lol!

    You see this a lot. Once we all understand how the changes will really effect us, we realize it's not the conspiracy, aka nerf, that we originally thought.
  • WolfingHour
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    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.
  • KerinKor
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    This skill should be limited to PVP entirely to help kill off the harvesting bots infesting and in some cases overrunning many zones.
  • Vercingetorix
    Vercingetorix
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    I'm trying to quickly 100% finish the Vvardenfell, Clockwork, Summerset, Murkmire, and Elsweyr maps on my character before this garbage launches on console. I'm positive the devs won't listen to feedback about it so I need to clear these maps ASAP while I still can quest in a reasonable way.
    “Let your plans be dark and impenetrable as night, and when you move, fall like a thunderbolt.”
  • AlnilamE
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    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.
    The Moot Councillor
  • redlink1979
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    No, you are forgetting that most of the changes happen due to PvP.
    From this point, all sources of major expedition have been nerfed.
    Probably they forgot this one when Nerfmire went live.
    Edited by redlink1979 on July 22, 2019 1:44PM
    "Sweet Mother, sweet Mother, send your child unto me, for the sins of the unworthy must be baptized in blood and fear"
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  • Marginis
    Marginis
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    Delparis 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...
    Vermethys wrote: »
    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.
    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.
    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.
    KerinKor wrote: »
    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.
    AlnilamE wrote: »
    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.
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • BigBragg
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    Yup. You have figured out the grand scheme for the patch. The bringing skills in line with others is all just a giant ruse to sell more Skyshards from the Crown Store. I feel so duped. Way to expose ZeniMax with this hard hitting journalism. We need more people like you willing to fight the good fight!
  • MyKillv2.0
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    Delparis 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 ?

    You can still use your mount for 30 seconds.

    It was "made" for people who have disposable income to dump their "disposable income" into their company. That isn't a new business pratice.
  • Alinhbo_Tyaka
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    This is a big hit to QoL for people who use Rapid Maneuver for non-combat purposes. I use it frequently while mounted and not to gather crafting materials. I also use it when I've completed a delve or dungeon for the umpteenth time or to get from a Thieves Guild entrance to the Fence. Pretty much anytime I want to cover some ground on foot and can't or don't want to mount I use it.

    What this really boils down to is ZOS refusal to balance PvP and PvE separately. In an attempt to resolve what they perceive to be a PvP imbalance they nerf PvE further eroding QoL for PvE players. Sadly we will see more of this as ZOS appears to be dead set on keeping balance the way it is no matter the cost to game play.
  • Kiralyn2000
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    OP, you do know that not everyone running around the world has Rapids, right? We've been exploring/sharding/etc just fine at "normal" speed for years, Rapids not working as long on foot isn't going to change anything. And certainly isn't going to encourage me to waste money on those silly/un-needed/wasteful Skyshard purchases.

    tl;dr - Rapids is not remotely 'required' to explore/gather/collect in the world. Collecting skyshards for 'free' is still trivial without it.
    Edited by Kiralyn2000 on July 22, 2019 3:05PM
  • Aurielle
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    Marginis 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.
  • Aznarb
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    Vermethys wrote: »
    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.

    This ^
    Nothing while change for shard or gathering.
    [ PC EU ]

    [ Khuram-dar ]
    [ Khajiit ]
    [ Templar - Healer ]
    [Crazy Gatherer & Compulsive Thief]

  • Marginis
    Marginis
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    Aurielle wrote: »
    Marginis 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.

    You may think building for combat is unnecessary while overworld running, but however minor, it does impact, for example, how fast I can farm those mudcrabs. It also can be the difference between being able to solo a world boss or anchor and not. It's also not true that no one who valued sustain was using rapids in combat. I for one have found it quite useful even in trials, where sustain is something you kind of have to value to succeed, so at least one person did that, and I'm sure there are others, despite it not following the cookie cutter meta everyone loves to push.

    But the point is not that rapids will be worse in combat - it will likely be better. The point is that ZOS is effectively eliminating another unique thing, however small, that served to help players that used interesting builds, served as a QoL upgrade for many, and even served as an accessibility tool for some that can't effectively use or use at all other methods of speeding up.

    On the same note, you could say that a lot of people aren't affected by a lot of things, but that doesn't make them good. If someone didn't play a dragonknight and ZOS nerfed it into dust, sure, a nightblade player wouldn't be negatively affected, but dragonknight players probably wouldn't be too happy, and it wouldn't make for a good game if the balance was that poor, despite the fact that people who don't play dragonknights probably wouldn't care about the dragonknight nerfs.

    Sure, one can still run around at a slower speed, but you could say that about anything. Oh sure, it takes 5 hours to kill a boss now because of dps nerfs, but you can still kill it. Yeah, you can still PVP, you just can't run solo anymore. Of course, it's technically possible to play without buying stuff from the crown store, but it's going to be painful and grindy. The idea is that good games give players more tools, make things more fun, and more accessible, not less, even if not all players will notice.
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • WolfingHour
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    Marginis wrote: »
    Delparis 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...
    Vermethys wrote: »
    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.
    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.
    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.
    KerinKor wrote: »
    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.
    AlnilamE wrote: »
    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.
  • Marginis
    Marginis
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    Marginis wrote: »
    Delparis 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...
    Vermethys wrote: »
    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.
    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.
    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.
    KerinKor wrote: »
    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.
    AlnilamE wrote: »
    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.
    Edited by Marginis on July 22, 2019 8:42PM
    @Marginis on PC, Senpai Fluffy on Xbox, Founder of Magicka. Also known as Kha'jiri, The Night Mother, Ma'iq, Jane Shepard, Damia, Kintyra, Zoor Do Kest, You, and a few others.
  • Taleof2Cities
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    Skwor wrote: »
    No, now put down the tin foil. *backs up slowly*

    Was going to post this ... but an astute forum-goer already did.
  • D0PAMINE
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    Delparis 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 ?

    You can use it viably in combat now b/c of cost reduc. I'll still slot it for speed runs.
  • WolfingHour
    WolfingHour
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    Marginis wrote: »
    Marginis wrote: »
    Delparis 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...
    Vermethys wrote: »
    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.
    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.
    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.
    KerinKor wrote: »
    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.
    AlnilamE wrote: »
    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.

    Why are you talking about world bosses? The topic is collecting skill shards. Also, what is the problem with changing gear? It's not like you are permanently locked in combat on something?

    It sounds to me that your tying your own hands there, friend.

  • Red_Feather
    Red_Feather
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    Charging Maneuver will be cool I think for short bursts once you get off the mount. It goes faster and is cheaper.
  • What_In_Tarnation
    What_In_Tarnation
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    I'll just use channeled acceleration in areas that I can't use mount, even though it's unpleasant grinding and behind the paywall though.
  • Aurielle
    Aurielle
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    Marginis wrote: »
    Marginis wrote: »
    Delparis 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...
    Vermethys wrote: »
    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.
    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.
    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.
    KerinKor wrote: »
    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.
    AlnilamE wrote: »
    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.

    You’re reaching so far, you might just grab hold of a star. WBs (and dolmens, since you mentioned that earlier) are not typically engaged in when one is speed-running from node to node. In fact, stopping your resource farming to do a WB or dolmen is...unproductive, to say the least.
  • Casul
    Casul
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    Donny_Vito wrote: »
    Skwor wrote: »
    No, now put down the tin foil. *backs up slowly*

    Lol!

    You see this a lot. Once we all understand how the changes will really effect us, we realize it's not the conspiracy, aka nerf, that we originally thought.

    The only real conspiracy is that invigorating trait exists only to muddy up the loot table even more.
    PvP needs more love.
  • Shardaxx
    Shardaxx
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    Well I hope they twin this with a fix to the not being able to mount as it says you're in combat when you're not, cos sometimes I find myself having to leg it between keeps and unmounted rapids helps a lot there.
    PS4 - Europe - Shardaxx - Wood Elf Nightblade - Aldmeri Dominion
  • Jayman1000
    Jayman1000
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    Delparis 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 it slightly tinfoiled, but the timing is interesting I will give you that. I just buy some coward gear and put on the mundus steed and some swift jewelry and Im at max sprint speed. Too bad though if you are a console player and have to tediously do manual gear changing without addons.

    And if you now tell me that next patch will change cowards to not give speed increase when sprinting Im gonna rage so much, but I heard nothing of this (please dont tell me they would do that? they wouldnt, would they?).
    Edited by Jayman1000 on July 22, 2019 11:53PM
  • Mr_Walker
    Mr_Walker
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    I mostly do my skyshard hunting on foot, and pick up mats along the way, and it still only takes me a couple of hours per zone. At normal speed. You soon run out of things to spend the skill points on anyway....

    Edited by Mr_Walker on July 23, 2019 3:08AM
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