trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »Frankly I see it as a fair counterplay to players using their positions above and the ease of simply taking a step back to fully heal up in a second and go back to raining down blows.
If that's the case, then they need to let us be able to to use Silver Leash, Fiery Grip, Swarm Mother, Beckoning Armor, and the like to do the same thing. And let us Leap or gap close up onto walls, too.
Except DC doesn’t pull you down from walls or you up. It just brings you to the edge. I’ve had it happen a number of times. That’s when I simply learned to roll backwards away from the wall.
Also a lot of the grief here is from basically all players using it. If it were more limited to the number of players running it there definitely wouldn’t be so much anger. It either shows that DC is a problem or perhaps more likely just play styles in PvP are a bigger issue that needs to be addressed.
I've heard it's bugged to the point where it's pulled players of the third floor of keeps. I wouldn't know myself since I dropped CP soon after they added the set.
From what I’ve seen some players are using volcanic rune to proc Dark Convergence on the upper tier of a keep. The orb then pulls the player to the very edge which is usually either a corner or ledge.
It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
Now there is also the slim possibility that DC is landing on the very sliver of a raised portion of the keep looking down. That raised portion keeps players from simply walking off the edge. Players are being pulled on to that and getting stuck for a second. If that’s the case then the fix is really going overboard to nerf the entire set and rather to adjust that all ground attacks can’t proc there.
As for pulling through actual walls I have never once seen that occur nor had it occur. To pull opposing players through a wall would be a huge problem and if it were like players are saying we would see a group of individuals using it to cheat and steal scrolls from keeps.
Again I’ve seen neither an occurrence of that nor anyone taking a keep doing so.
Dark Convergence does it’s job well. As per the current PTS notes it will be more targeted toward taking down large groups with a slightly smaller ranger, a single initial pull, and less initial damage but more compounded damage. It’s very much functioning as it should.
Its effectiveness in the field is only compounded by the fact that Zergs basically act like ball groups and in huge swarms can be treated the same way. A smart zerg either spreads itself about or has players always on the periphery to mitigate casualties. A dumb zerg stacks all 20 players on a ram and if they don’t currently die from DC they get killed by oils poured on them with a dose of a lancer at close range.
When players learn not to do certain things they negate the effectiveness of this set, including the pulls. And thus opponents stop using it. But when you continue to ball up expect either a DC or a bomber to come and try and kill you.
And I know players can adapt because I see at every resource flag with a zerg “Spread Out”. You know what can come and wipe you all out with a well done Vicious Death bomber. Expect what can happen with DC and counter with it.
neferpitou73 wrote: »trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »Frankly I see it as a fair counterplay to players using their positions above and the ease of simply taking a step back to fully heal up in a second and go back to raining down blows.
If that's the case, then they need to let us be able to to use Silver Leash, Fiery Grip, Swarm Mother, Beckoning Armor, and the like to do the same thing. And let us Leap or gap close up onto walls, too.
Except DC doesn’t pull you down from walls or you up. It just brings you to the edge. I’ve had it happen a number of times. That’s when I simply learned to roll backwards away from the wall.
Also a lot of the grief here is from basically all players using it. If it were more limited to the number of players running it there definitely wouldn’t be so much anger. It either shows that DC is a problem or perhaps more likely just play styles in PvP are a bigger issue that needs to be addressed.
I've heard it's bugged to the point where it's pulled players of the third floor of keeps. I wouldn't know myself since I dropped CP soon after they added the set.
From what I’ve seen some players are using volcanic rune to proc Dark Convergence on the upper tier of a keep. The orb then pulls the player to the very edge which is usually either a corner or ledge.
It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
Now there is also the slim possibility that DC is landing on the very sliver of a raised portion of the keep looking down. That raised portion keeps players from simply walking off the edge. Players are being pulled on to that and getting stuck for a second. If that’s the case then the fix is really going overboard to nerf the entire set and rather to adjust that all ground attacks can’t proc there.
As for pulling through actual walls I have never once seen that occur nor had it occur. To pull opposing players through a wall would be a huge problem and if it were like players are saying we would see a group of individuals using it to cheat and steal scrolls from keeps.
Again I’ve seen neither an occurrence of that nor anyone taking a keep doing so.
Dark Convergence does it’s job well. As per the current PTS notes it will be more targeted toward taking down large groups with a slightly smaller ranger, a single initial pull, and less initial damage but more compounded damage. It’s very much functioning as it should.
Its effectiveness in the field is only compounded by the fact that Zergs basically act like ball groups and in huge swarms can be treated the same way. A smart zerg either spreads itself about or has players always on the periphery to mitigate casualties. A dumb zerg stacks all 20 players on a ram and if they don’t currently die from DC they get killed by oils poured on them with a dose of a lancer at close range.
When players learn not to do certain things they negate the effectiveness of this set, including the pulls. And thus opponents stop using it. But when you continue to ball up expect either a DC or a bomber to come and try and kill you.
And I know players can adapt because I see at every resource flag with a zerg “Spread Out”. You know what can come and wipe you all out with a well done Vicious Death bomber. Expect what can happen with DC and counter with it.
My impression was the people were using flare to get it to stick to walls to increase it's range allowing for pulls in places in shouldn't be able to. But like I said I only played a few raids after they added it in CP.
neferpitou73 wrote: »
My impression was the people were using flare to get it to stick to walls to increase it's range allowing for pulls in places in shouldn't be able to. But like I said I only played a few raids after they added it in CP.
trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »Frankly I see it as a fair counterplay to players using their positions above and the ease of simply taking a step back to fully heal up in a second and go back to raining down blows.
If that's the case, then they need to let us be able to to use Silver Leash, Fiery Grip, Swarm Mother, Beckoning Armor, and the like to do the same thing. And let us Leap or gap close up onto walls, too.
Except DC doesn’t pull you down from walls or you up. It just brings you to the edge. I’ve had it happen a number of times. That’s when I simply learned to roll backwards away from the wall.
Also a lot of the grief here is from basically all players using it. If it were more limited to the number of players running it there definitely wouldn’t be so much anger. It either shows that DC is a problem or perhaps more likely just play styles in PvP are a bigger issue that needs to be addressed.
I've heard it's bugged to the point where it's pulled players of the third floor of keeps. I wouldn't know myself since I dropped CP soon after they added the set.
From what I’ve seen some players are using volcanic rune to proc Dark Convergence on the upper tier of a keep. The orb then pulls the player to the very edge which is usually either a corner or ledge.
It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
Now there is also the slim possibility that DC is landing on the very sliver of a raised portion of the keep looking down. That raised portion keeps players from simply walking off the edge. Players are being pulled on to that and getting stuck for a second. If that’s the case then the fix is really going overboard to nerf the entire set and rather to adjust that all ground attacks can’t proc there.
As for pulling through actual walls I have never once seen that occur nor had it occur. To pull opposing players through a wall would be a huge problem and if it were like players are saying we would see a group of individuals using it to cheat and steal scrolls from keeps.
Again I’ve seen neither an occurrence of that nor anyone taking a keep doing so.
Dark Convergence does it’s job well. As per the current PTS notes it will be more targeted toward taking down large groups with a slightly smaller ranger, a single initial pull, and less initial damage but more compounded damage. It’s very much functioning as it should.
Its effectiveness in the field is only compounded by the fact that Zergs basically act like ball groups and in huge swarms can be treated the same way. A smart zerg either spreads itself about or has players always on the periphery to mitigate casualties. A dumb zerg stacks all 20 players on a ram and if they don’t currently die from DC they get killed by oils poured on them with a dose of a lancer at close range.
When players learn not to do certain things they negate the effectiveness of this set, including the pulls. And thus opponents stop using it. But when you continue to ball up expect either a DC or a bomber to come and try and kill you.
And I know players can adapt because I see at every resource flag with a zerg “Spread Out”. You know what can come and wipe you all out with a well done Vicious Death bomber. Expect what can happen with DC and counter with it.
My impression was the people were using flare to get it to stick to walls to increase it's range allowing for pulls in places in shouldn't be able to. But like I said I only played a few raids after they added it in CP.
If this is true then the logical course of action would be to adjust how flare interacts with surfaces rather than wipe out the functionality of an entire set.
trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »Frankly I see it as a fair counterplay to players using their positions above and the ease of simply taking a step back to fully heal up in a second and go back to raining down blows.
If that's the case, then they need to let us be able to to use Silver Leash, Fiery Grip, Swarm Mother, Beckoning Armor, and the like to do the same thing. And let us Leap or gap close up onto walls, too.
Except DC doesn’t pull you down from walls or you up. It just brings you to the edge. I’ve had it happen a number of times. That’s when I simply learned to roll backwards away from the wall.
Also a lot of the grief here is from basically all players using it. If it were more limited to the number of players running it there definitely wouldn’t be so much anger. It either shows that DC is a problem or perhaps more likely just play styles in PvP are a bigger issue that needs to be addressed.
I've heard it's bugged to the point where it's pulled players of the third floor of keeps. I wouldn't know myself since I dropped CP soon after they added the set.
From what I’ve seen some players are using volcanic rune to proc Dark Convergence on the upper tier of a keep. The orb then pulls the player to the very edge which is usually either a corner or ledge.
It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
Now there is also the slim possibility that DC is landing on the very sliver of a raised portion of the keep looking down. That raised portion keeps players from simply walking off the edge. Players are being pulled on to that and getting stuck for a second. If that’s the case then the fix is really going overboard to nerf the entire set and rather to adjust that all ground attacks can’t proc there.
As for pulling through actual walls I have never once seen that occur nor had it occur. To pull opposing players through a wall would be a huge problem and if it were like players are saying we would see a group of individuals using it to cheat and steal scrolls from keeps.
Again I’ve seen neither an occurrence of that nor anyone taking a keep doing so.
Dark Convergence does it’s job well. As per the current PTS notes it will be more targeted toward taking down large groups with a slightly smaller ranger, a single initial pull, and less initial damage but more compounded damage. It’s very much functioning as it should.
Its effectiveness in the field is only compounded by the fact that Zergs basically act like ball groups and in huge swarms can be treated the same way. A smart zerg either spreads itself about or has players always on the periphery to mitigate casualties. A dumb zerg stacks all 20 players on a ram and if they don’t currently die from DC they get killed by oils poured on them with a dose of a lancer at close range.
When players learn not to do certain things they negate the effectiveness of this set, including the pulls. And thus opponents stop using it. But when you continue to ball up expect either a DC or a bomber to come and try and kill you.
And I know players can adapt because I see at every resource flag with a zerg “Spread Out”. You know what can come and wipe you all out with a well done Vicious Death bomber. Expect what can happen with DC and counter with it.
My impression was the people were using flare to get it to stick to walls to increase it's range allowing for pulls in places in shouldn't be able to. But like I said I only played a few raids after they added it in CP.
If this is true then the logical course of action would be to adjust how flare interacts with surfaces rather than wipe out the functionality of an entire set.
trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »Frankly I see it as a fair counterplay to players using their positions above and the ease of simply taking a step back to fully heal up in a second and go back to raining down blows.
If that's the case, then they need to let us be able to to use Silver Leash, Fiery Grip, Swarm Mother, Beckoning Armor, and the like to do the same thing. And let us Leap or gap close up onto walls, too.
Except DC doesn’t pull you down from walls or you up. It just brings you to the edge. I’ve had it happen a number of times. That’s when I simply learned to roll backwards away from the wall.
Also a lot of the grief here is from basically all players using it. If it were more limited to the number of players running it there definitely wouldn’t be so much anger. It either shows that DC is a problem or perhaps more likely just play styles in PvP are a bigger issue that needs to be addressed.
I've heard it's bugged to the point where it's pulled players of the third floor of keeps. I wouldn't know myself since I dropped CP soon after they added the set.
From what I’ve seen some players are using volcanic rune to proc Dark Convergence on the upper tier of a keep. The orb then pulls the player to the very edge which is usually either a corner or ledge.
It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
Now there is also the slim possibility that DC is landing on the very sliver of a raised portion of the keep looking down. That raised portion keeps players from simply walking off the edge. Players are being pulled on to that and getting stuck for a second. If that’s the case then the fix is really going overboard to nerf the entire set and rather to adjust that all ground attacks can’t proc there.
As for pulling through actual walls I have never once seen that occur nor had it occur. To pull opposing players through a wall would be a huge problem and if it were like players are saying we would see a group of individuals using it to cheat and steal scrolls from keeps.
Again I’ve seen neither an occurrence of that nor anyone taking a keep doing so.
Dark Convergence does it’s job well. As per the current PTS notes it will be more targeted toward taking down large groups with a slightly smaller ranger, a single initial pull, and less initial damage but more compounded damage. It’s very much functioning as it should.
Its effectiveness in the field is only compounded by the fact that Zergs basically act like ball groups and in huge swarms can be treated the same way. A smart zerg either spreads itself about or has players always on the periphery to mitigate casualties. A dumb zerg stacks all 20 players on a ram and if they don’t currently die from DC they get killed by oils poured on them with a dose of a lancer at close range.
When players learn not to do certain things they negate the effectiveness of this set, including the pulls. And thus opponents stop using it. But when you continue to ball up expect either a DC or a bomber to come and try and kill you.
And I know players can adapt because I see at every resource flag with a zerg “Spread Out”. You know what can come and wipe you all out with a well done Vicious Death bomber. Expect what can happen with DC and counter with it.
My impression was the people were using flare to get it to stick to walls to increase it's range allowing for pulls in places in shouldn't be able to. But like I said I only played a few raids after they added it in CP.
If this is true then the logical course of action would be to adjust how flare interacts with surfaces rather than wipe out the functionality of an entire set.
Would depend on what those changes would entail. In the grand scheme of things, if one had to be sacrificed, a skill or a set, I would always lean towards the set in a heartbeat. Skills shouldn't be nerfed because of their interactions with sets. If a skill-set combination is broken, the set should be the one to suffer.
Why? There are scores of sets, each rising and fading into usefulness and uselessness all the time. Skills are lesser, and should be the backbone of builds. Sets should be there to help refine them. Skills should define them.
trackdemon5512 wrote: »trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »Frankly I see it as a fair counterplay to players using their positions above and the ease of simply taking a step back to fully heal up in a second and go back to raining down blows.
If that's the case, then they need to let us be able to to use Silver Leash, Fiery Grip, Swarm Mother, Beckoning Armor, and the like to do the same thing. And let us Leap or gap close up onto walls, too.
Except DC doesn’t pull you down from walls or you up. It just brings you to the edge. I’ve had it happen a number of times. That’s when I simply learned to roll backwards away from the wall.
Also a lot of the grief here is from basically all players using it. If it were more limited to the number of players running it there definitely wouldn’t be so much anger. It either shows that DC is a problem or perhaps more likely just play styles in PvP are a bigger issue that needs to be addressed.
I've heard it's bugged to the point where it's pulled players of the third floor of keeps. I wouldn't know myself since I dropped CP soon after they added the set.
From what I’ve seen some players are using volcanic rune to proc Dark Convergence on the upper tier of a keep. The orb then pulls the player to the very edge which is usually either a corner or ledge.
It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
Now there is also the slim possibility that DC is landing on the very sliver of a raised portion of the keep looking down. That raised portion keeps players from simply walking off the edge. Players are being pulled on to that and getting stuck for a second. If that’s the case then the fix is really going overboard to nerf the entire set and rather to adjust that all ground attacks can’t proc there.
As for pulling through actual walls I have never once seen that occur nor had it occur. To pull opposing players through a wall would be a huge problem and if it were like players are saying we would see a group of individuals using it to cheat and steal scrolls from keeps.
Again I’ve seen neither an occurrence of that nor anyone taking a keep doing so.
Dark Convergence does it’s job well. As per the current PTS notes it will be more targeted toward taking down large groups with a slightly smaller ranger, a single initial pull, and less initial damage but more compounded damage. It’s very much functioning as it should.
Its effectiveness in the field is only compounded by the fact that Zergs basically act like ball groups and in huge swarms can be treated the same way. A smart zerg either spreads itself about or has players always on the periphery to mitigate casualties. A dumb zerg stacks all 20 players on a ram and if they don’t currently die from DC they get killed by oils poured on them with a dose of a lancer at close range.
When players learn not to do certain things they negate the effectiveness of this set, including the pulls. And thus opponents stop using it. But when you continue to ball up expect either a DC or a bomber to come and try and kill you.
And I know players can adapt because I see at every resource flag with a zerg “Spread Out”. You know what can come and wipe you all out with a well done Vicious Death bomber. Expect what can happen with DC and counter with it.
My impression was the people were using flare to get it to stick to walls to increase it's range allowing for pulls in places in shouldn't be able to. But like I said I only played a few raids after they added it in CP.
If this is true then the logical course of action would be to adjust how flare interacts with surfaces rather than wipe out the functionality of an entire set.
Would depend on what those changes would entail. In the grand scheme of things, if one had to be sacrificed, a skill or a set, I would always lean towards the set in a heartbeat. Skills shouldn't be nerfed because of their interactions with sets. If a skill-set combination is broken, the set should be the one to suffer.
Why? There are scores of sets, each rising and fading into usefulness and uselessness all the time. Skills are lesser, and should be the backbone of builds. Sets should be there to help refine them. Skills should define them.
ZOS literally rewrote many of the major rules to stealth (entering and pulling people out of it) last update to be more balanced. Is it really too much to go back and adjust the condition of a single move whose main utility is to pull ppl out of stealth and not into AOE attacks?
It would appear more so that in terms of standardizing mechanics Flare was missed by the developers. And if it’s the only cause of DC or any other set not working as intended then updating it or the rules of ground based procs seems more reasonable and prudent for future development.
trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »Frankly I see it as a fair counterplay to players using their positions above and the ease of simply taking a step back to fully heal up in a second and go back to raining down blows.
If that's the case, then they need to let us be able to to use Silver Leash, Fiery Grip, Swarm Mother, Beckoning Armor, and the like to do the same thing. And let us Leap or gap close up onto walls, too.
Except DC doesn’t pull you down from walls or you up. It just brings you to the edge. I’ve had it happen a number of times. That’s when I simply learned to roll backwards away from the wall.
Also a lot of the grief here is from basically all players using it. If it were more limited to the number of players running it there definitely wouldn’t be so much anger. It either shows that DC is a problem or perhaps more likely just play styles in PvP are a bigger issue that needs to be addressed.
I've heard it's bugged to the point where it's pulled players of the third floor of keeps. I wouldn't know myself since I dropped CP soon after they added the set.
From what I’ve seen some players are using volcanic rune to proc Dark Convergence on the upper tier of a keep. The orb then pulls the player to the very edge which is usually either a corner or ledge.
It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
Now there is also the slim possibility that DC is landing on the very sliver of a raised portion of the keep looking down. That raised portion keeps players from simply walking off the edge. Players are being pulled on to that and getting stuck for a second. If that’s the case then the fix is really going overboard to nerf the entire set and rather to adjust that all ground attacks can’t proc there.
As for pulling through actual walls I have never once seen that occur nor had it occur. To pull opposing players through a wall would be a huge problem and if it were like players are saying we would see a group of individuals using it to cheat and steal scrolls from keeps.
Again I’ve seen neither an occurrence of that nor anyone taking a keep doing so.
Dark Convergence does it’s job well. As per the current PTS notes it will be more targeted toward taking down large groups with a slightly smaller ranger, a single initial pull, and less initial damage but more compounded damage. It’s very much functioning as it should.
Its effectiveness in the field is only compounded by the fact that Zergs basically act like ball groups and in huge swarms can be treated the same way. A smart zerg either spreads itself about or has players always on the periphery to mitigate casualties. A dumb zerg stacks all 20 players on a ram and if they don’t currently die from DC they get killed by oils poured on them with a dose of a lancer at close range.
When players learn not to do certain things they negate the effectiveness of this set, including the pulls. And thus opponents stop using it. But when you continue to ball up expect either a DC or a bomber to come and try and kill you.
And I know players can adapt because I see at every resource flag with a zerg “Spread Out”. You know what can come and wipe you all out with a well done Vicious Death bomber. Expect what can happen with DC and counter with it.
BretonicBlondie wrote: »Unpopular Opinion: please ZOS, let Dark Convergence be like it is. Do not nerf it.
Once again, there comes something funny in the game, and immediately there are requests to nerf it. No please leave it untouched. And in my opinion, it is not our role as players to suggest which skill or gear must be removed or nerfed for the sake of performance.
Give me a game where hundreds of players gather violently in a storm of fire, explosions, wounded bodies of ennemies flying off walls, screaming in their fall, etc.. In short give epic giant battles, and that's it.
So, the more there are OP skills, the more there are explosions, the more the battlefield becomes massive, chaotic, loud, violent, and unpredictable, the more we are receiving what we are paying for.
Just my humble opinion.
markulrich1966 wrote: »I know it's your game ZOS but I think you do it atleast 50% for the money. We as players/customers must be important in that regard. Why do you want the majority of the people to stay mad and frustrated consuming your product? I am basing this off of in game chat with people I meet and the posts on this forum. I would say it's around 85% that hate this set as it is now. You changed Hrothgar set FAST why not do it with this one? Why is no one getting back to us?
if the majority would hate this set, I doubt that the majority would use it.
And this is what many people write, like "DC everywhere". Something I cannot confirm though, as I wrote some weeks ago, I died most often by subterranean assault, boneyard and other skills.
There is a relatively small, but vocal minority of players complaining here (e.g. just 25 likes of the first post).
I hope that ZOS does not make the same mistake as in other situations before, ruining the gameplay for a majority just because a few people cry "nerf, nerf, nerf".
markulrich1966 wrote: »I know it's your game ZOS but I think you do it atleast 50% for the money. We as players/customers must be important in that regard. Why do you want the majority of the people to stay mad and frustrated consuming your product? I am basing this off of in game chat with people I meet and the posts on this forum. I would say it's around 85% that hate this set as it is now. You changed Hrothgar set FAST why not do it with this one? Why is no one getting back to us?
if the majority would hate this set, I doubt that the majority would use it.
And this is what many people write, like "DC everywhere". Something I cannot confirm though, as I wrote some weeks ago, I died most often by subterranean assault, boneyard and other skills.
There is a relatively small, but vocal minority of players complaining here (e.g. just 25 likes of the first post).
I hope that ZOS does not make the same mistake as in other situations before, ruining the gameplay for a majority just because a few people cry "nerf, nerf, nerf".
exactly
everyone is using it because everyone loves it
they are great sets.
dark convergence is really a great set.
Joy_Division wrote: »trackdemon5512 wrote: »neferpitou73 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »Frankly I see it as a fair counterplay to players using their positions above and the ease of simply taking a step back to fully heal up in a second and go back to raining down blows.
If that's the case, then they need to let us be able to to use Silver Leash, Fiery Grip, Swarm Mother, Beckoning Armor, and the like to do the same thing. And let us Leap or gap close up onto walls, too.
Except DC doesn’t pull you down from walls or you up. It just brings you to the edge. I’ve had it happen a number of times. That’s when I simply learned to roll backwards away from the wall.
Also a lot of the grief here is from basically all players using it. If it were more limited to the number of players running it there definitely wouldn’t be so much anger. It either shows that DC is a problem or perhaps more likely just play styles in PvP are a bigger issue that needs to be addressed.
I've heard it's bugged to the point where it's pulled players of the third floor of keeps. I wouldn't know myself since I dropped CP soon after they added the set.
From what I’ve seen some players are using volcanic rune to proc Dark Convergence on the upper tier of a keep. The orb then pulls the player to the very edge which is usually either a corner or ledge.
It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
Now there is also the slim possibility that DC is landing on the very sliver of a raised portion of the keep looking down. That raised portion keeps players from simply walking off the edge. Players are being pulled on to that and getting stuck for a second. If that’s the case then the fix is really going overboard to nerf the entire set and rather to adjust that all ground attacks can’t proc there.
As for pulling through actual walls I have never once seen that occur nor had it occur. To pull opposing players through a wall would be a huge problem and if it were like players are saying we would see a group of individuals using it to cheat and steal scrolls from keeps.
Again I’ve seen neither an occurrence of that nor anyone taking a keep doing so.
Dark Convergence does it’s job well. As per the current PTS notes it will be more targeted toward taking down large groups with a slightly smaller ranger, a single initial pull, and less initial damage but more compounded damage. It’s very much functioning as it should.
Its effectiveness in the field is only compounded by the fact that Zergs basically act like ball groups and in huge swarms can be treated the same way. A smart zerg either spreads itself about or has players always on the periphery to mitigate casualties. A dumb zerg stacks all 20 players on a ram and if they don’t currently die from DC they get killed by oils poured on them with a dose of a lancer at close range.
When players learn not to do certain things they negate the effectiveness of this set, including the pulls. And thus opponents stop using it. But when you continue to ball up expect either a DC or a bomber to come and try and kill you.
And I know players can adapt because I see at every resource flag with a zerg “Spread Out”. You know what can come and wipe you all out with a well done Vicious Death bomber. Expect what can happen with DC and counter with it.
If you are going to defend the set, then accurately describe its affects in Cyrodiil.
The way you portray it here is something akin to a fluke set of circumstances that happens rarely and bears some responsibility on the part of the person who gets yanked off. This is simply not true. At all. You've never seen this happen once before? Really?
As soon as the set came out, there were people in Discord laughing about this and the "good old days" when DKs could yank people off keeps. Of course, they tried to recrate this and figured it out in about 10 seconds with the skills on their bars and all found it funny when defenders on the wall got pulled down. This set completely violates not only ZOS's intentions off what supposed to happen on the Z axis, but just about every intention of a solid object considering how many times I have gotten pulled through or stuck in them.
Of course the set does its job well. It's ridiculously strong such that it completely overshadows every other gear set in the game and even some ultimate's. How exactly is a "smart" zerg supposed to fight in the confined objectives that make up the entirety of Cyrodil such as the inner of a keep? It's kind of amazing the "dumb" zergs that blob together intentionally are so disproportionately strong that players have been begging ZOS to do something with them and force them to either be spread out, precisely because doing so would make them weaker.
Yes, I've adapted by cancelling my subscription and have gone onto other games that don't seek to solve problems by introducing ridiculously powerful sets and pretending that I can avoid them if I want to by playing one specific campaign that disables many more things I dont want disabled or that I have no interest in ever doing a Battleground or running around in IC.
I mean, it's as valid a playstyle as being a solo tank or DPS, unless you're referring to the fact that healers...well, heal other players. That's just splitting hairs at that point though, as solo healers are called such because they go into Cyro alone and don't join groups, but instead simply move from place to place without having to follow said groups (basically they can go where they please, wear what they please, etc).StarOfElyon wrote: »I find the idea of a "solo healer" silly.
trackdemon5512 wrote: »It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
GreenhaloX wrote: »Can someone explain to me how Dark Convergence is allowed in Cyrodiil? Isn't it considered a proc set? I thought all proc sets were banned from Cyrodiil?
Proc sets are only banned from Ravenwatch, which is now a no CP, no Proc, no Hammer campaign
markulrich1966 wrote: »I know it's your game ZOS but I think you do it atleast 50% for the money. We as players/customers must be important in that regard. Why do you want the majority of the people to stay mad and frustrated consuming your product? I am basing this off of in game chat with people I meet and the posts on this forum. I would say it's around 85% that hate this set as it is now. You changed Hrothgar set FAST why not do it with this one? Why is no one getting back to us?
if the majority would hate this set, I doubt that the majority would use it.
And this is what many people write, like "DC everywhere". Something I cannot confirm though, as I wrote some weeks ago, I died most often by subterranean assault, boneyard and other skills.
There is a relatively small, but vocal minority of players complaining here (e.g. just 25 likes of the first post).
I hope that ZOS does not make the same mistake as in other situations before, ruining the gameplay for a majority just because a few people cry "nerf, nerf, nerf".
trackdemon5512 wrote: »It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
So, as I'm standing here pouring oil on the enemy ram below, please explain to me how I could "freak out" and and roll right off the edge when I get hit with Dark Convergence through the wall? But I've been pulled through the floor here several times, and dumped right in the middle of 10 or more enemies on the porch, who usually zerg me down quickly, if I can't get away fast enough.
I'm glad it's never happened to you, but don't be so quick to try and discredit those who experience this on a regular basis.
trackdemon5512 wrote: »trackdemon5512 wrote: »It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
So, as I'm standing here pouring oil on the enemy ram below, please explain to me how I could "freak out" and and roll right off the edge when I get hit with Dark Convergence through the wall? But I've been pulled through the floor here several times, and dumped right in the middle of 10 or more enemies on the porch, who usually zerg me down quickly, if I can't get away fast enough.
I'm glad it's never happened to you, but don't be so quick to try and discredit those who experience this on a regular basis.
1) I asked for a video. A pic shows nothing here but oils set up.
2) Is this Alessian Bridge? From the windows it looks like it.
3) If this has happened has it happened in any keep/outpost or just the bridge?
trackdemon5512 wrote: »trackdemon5512 wrote: »It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
So, as I'm standing here pouring oil on the enemy ram below, please explain to me how I could "freak out" and and roll right off the edge when I get hit with Dark Convergence through the wall? But I've been pulled through the floor here several times, and dumped right in the middle of 10 or more enemies on the porch, who usually zerg me down quickly, if I can't get away fast enough.
I'm glad it's never happened to you, but don't be so quick to try and discredit those who experience this on a regular basis.
1) I asked for a video. A pic shows nothing here but oils set up.
2) Is this Alessian Bridge? From the windows it looks like it.
3) If this has happened has it happened in any keep/outpost or just the bridge?
trackdemon5512 wrote: »
DC is a very fair set. It works well because your fellow players just aren't good enough to read what's coming.
trackdemon5512 wrote: »trackdemon5512 wrote: »It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
So, as I'm standing here pouring oil on the enemy ram below, please explain to me how I could "freak out" and and roll right off the edge when I get hit with Dark Convergence through the wall? But I've been pulled through the floor here several times, and dumped right in the middle of 10 or more enemies on the porch, who usually zerg me down quickly, if I can't get away fast enough.
I'm glad it's never happened to you, but don't be so quick to try and discredit those who experience this on a regular basis.
1) I asked for a video. A pic shows nothing here but oils set up.
2) Is this Alessian Bridge? From the windows it looks like it.
3) If this has happened has it happened in any keep/outpost or just the bridge?
This is over the front door of Castle Brindle.
And the onus is not upon me to prove that I am not a liar. The onus is upon you to prove that I am one.
trackdemon5512 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
So, as I'm standing here pouring oil on the enemy ram below, please explain to me how I could "freak out" and and roll right off the edge when I get hit with Dark Convergence through the wall? But I've been pulled through the floor here several times, and dumped right in the middle of 10 or more enemies on the porch, who usually zerg me down quickly, if I can't get away fast enough.
I'm glad it's never happened to you, but don't be so quick to try and discredit those who experience this on a regular basis.
1) I asked for a video. A pic shows nothing here but oils set up.
2) Is this Alessian Bridge? From the windows it looks like it.
3) If this has happened has it happened in any keep/outpost or just the bridge?
This is over the front door of Castle Brindle.
And the onus is not upon me to prove that I am not a liar. The onus is upon you to prove that I am one.
Except I’ve still never seen evidence that backs up the claim that DC pulls you through walls. I mean am I supposed to wait for this to somehow occur when you say it happens all the time yet refuse to provide actual proof?
trackdemon5512 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
So, as I'm standing here pouring oil on the enemy ram below, please explain to me how I could "freak out" and and roll right off the edge when I get hit with Dark Convergence through the wall? But I've been pulled through the floor here several times, and dumped right in the middle of 10 or more enemies on the porch, who usually zerg me down quickly, if I can't get away fast enough.
I'm glad it's never happened to you, but don't be so quick to try and discredit those who experience this on a regular basis.
1) I asked for a video. A pic shows nothing here but oils set up.
2) Is this Alessian Bridge? From the windows it looks like it.
3) If this has happened has it happened in any keep/outpost or just the bridge?
This is over the front door of Castle Brindle.
And the onus is not upon me to prove that I am not a liar. The onus is upon you to prove that I am one.
Except I’ve still never seen evidence that backs up the claim that DC pulls you through walls. I mean am I supposed to wait for this to somehow occur when you say it happens all the time yet refuse to provide actual proof?
When you are in Cyrodiil do you spend any time trying to take or defend keeps? The large keeps are not as bad as they used to be but it does still happen. Go to Bleakers, Nickle or Sejanus and you will see it happen still really regular that people get pulled from the wall. Players work together. One uses Dark Convergence to yank players off the wall and another keeps AoE up where they are going to land. The forums is a small representation of the games population. This many people reporting so quick after the set dropped pretty much lets you know it happens and it happens often enough that players don't think it is the rare fluke.
trackdemon5512 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »trackdemon5512 wrote: »It is a this point a player usually freaks out. Instead of roll dodging back or walking out they roll right off the edge. They’re usually quite freaked because unlike getting hit on flat open terrain their escape vector is cut by 25-50% due to the ledge.
So, as I'm standing here pouring oil on the enemy ram below, please explain to me how I could "freak out" and and roll right off the edge when I get hit with Dark Convergence through the wall? But I've been pulled through the floor here several times, and dumped right in the middle of 10 or more enemies on the porch, who usually zerg me down quickly, if I can't get away fast enough.
I'm glad it's never happened to you, but don't be so quick to try and discredit those who experience this on a regular basis.
1) I asked for a video. A pic shows nothing here but oils set up.
2) Is this Alessian Bridge? From the windows it looks like it.
3) If this has happened has it happened in any keep/outpost or just the bridge?
This is over the front door of Castle Brindle.
And the onus is not upon me to prove that I am not a liar. The onus is upon you to prove that I am one.
Except I’ve still never seen evidence that backs up the claim that DC pulls you through walls. I mean am I supposed to wait for this to somehow occur when you say it happens all the time yet refuse to provide actual proof?
When you are in Cyrodiil do you spend any time trying to take or defend keeps? The large keeps are not as bad as they used to be but it does still happen. Go to Bleakers, Nickle or Sejanus and you will see it happen still really regular that people get pulled from the wall. Players work together. One uses Dark Convergence to yank players off the wall and another keeps AoE up where they are going to land. The forums is a small representation of the games population. This many people reporting so quick after the set dropped pretty much lets you know it happens and it happens often enough that players don't think it is the rare fluke.
I’ve played a lot of Cyro after patch. Asked around constantly for experiences with being pulled through walls and platforms in zone and guilds. I’ve gotten zero confirmations.
If this is prevalent or a thing it should be easily repeatable and thus a video can be put up. Why have I yet to see that? It’s been at least a month and still nothing.