Dark Convergence:Developer Comment:
- Reduced this set's damage by approximately 59% but increased the scaling per target to 50%, up from 10%.
- Reduced the radius of the effect to 10 meters, down from 12.
- This set now pulls once after its delay, rather than twice over its duration.
- The pull now pulls all nearby targets rather than 6 per pull so that it remains effective against large groups.
This set is currently seeing a lot of success in its original target area of killing large groups and players who don't respect the Area of Effect. However, it's doing its job a little too well and being run in situations of low target counts, which has led to situations where the set feels too good at a general purpose rather than something more niche like Vicious Death. We're reigning in the damage a bit so it's less effective against small player counts, the radius to better match its visual effects, and the pull to reduce situations of being yo-yoed around.
Technically when only one person is using it in an area it isn't too hard to avoid, just block and walk out of it, but way too many people are using it and it hurts a lot even if you're the only one getting hit. After the patch it will definitely be much more balanced in terms of what it is intended to do.Dark Convergence:Developer Comment:
- Reduced this set's damage by approximately 59% but increased the scaling per target to 50%, up from 10%.
- Reduced the radius of the effect to 10 meters, down from 12.
- This set now pulls once after its delay, rather than twice over its duration.
- The pull now pulls all nearby targets rather than 6 per pull so that it remains effective against large groups.
This set is currently seeing a lot of success in its original target area of killing large groups and players who don't respect the Area of Effect. However, it's doing its job a little too well and being run in situations of low target counts, which has led to situations where the set feels too good at a general purpose rather than something more niche like Vicious Death. We're reigning in the damage a bit so it's less effective against small player counts, the radius to better match its visual effects, and the pull to reduce situations of being yo-yoed around.
In a 1v1 scenario even if you take the hit you shouldn't be hurt too badly. Against groups the set will start hitting its original numbers and serve as a group buster. The radius will be reduced by a bit, which will hopefully reduce the likelihood of randomly being pulled into a group of players. Perhaps the biggest and IMO best nerf is that it will only pull once, which means after that first pull you can technically just walk/run/roll/streak/etc. right out of it without having to continue holding block. There is no longer a cap for the pull, which should be interesting if it helps solidify the group busting aspect of the set.
Yeah that double pull is the worst especially when there are 2-3 going off at the same time. I take it you're optimistic about the change then? Do you think people will use the set more or less after the change?
I used it before and not using it now.
It's powerful for some not familiar with pvp at the begining, but now i used a different build and can avoid the effect other players used on me.
And I find it funny in pve dungeon.
I really hope we will see less usage of the set in PVP. Tomorrow I'll try some BG and Cyrodil and hopefully I'll not get as frustrated as I've been last 2 months
There's been so much content on the forum regarding this set, it's mind boggling.
Has there been any word on possible changes/being addressed?
It seems to be a good debate subject, but I think the 'House Speaker' might need to settle this by now
the only people that dont like it are a very few and very Loud people on this forum.
are they all the zerg and huge group members? no, some are battle ground players, but what ever playstye they are from is not whats important (although it should be considered)
the rest of the players like myself and many others are just fine with it.
theres millions of players in eso, but here on forums we only see like what? 50 of them make comments here on forums?
it should be noted.
if want a true and accurate reading of all the players thoughts on an subject in eso, then need to send email to every players account with a questionaire.
There's been so much content on the forum regarding this set, it's mind boggling.
Has there been any word on possible changes/being addressed?
It seems to be a good debate subject, but I think the 'House Speaker' might need to settle this by now
They nerffed it on the PTS, but didn't take away the pain points of the set. Mainly the pull, the lack of CC immunity after the pull, and the fact before the stun lands you can get pulled by multiple Dark Convergences on the ground creating a "ping pong" effect. The set only pulls once now after the initial delay, but DC being spammed will still make it an issue when fielded by coordinated groups.
I like the fact that players are dying more in cyrodiil...
i expect convergence is a serious pain though for the folks whom enjoy battlegrounds...
it can get annoying in cyrodiil, particularly when you get yanked off walls and lose your lancers or cold-fire siege equipment...
but, it's here, everyone is using it (about 12 of my total 17 builds across both servers are using it now), so like every other thing that happens in this game - if you really enjoy a particular activity or environment - you learn to adapt and keep on keeping on...
Technically when only one person is using it in an area it isn't too hard to avoid, just block and walk out of it, but way too many people are using it and it hurts a lot even if you're the only one getting hit. After the patch it will definitely be much more balanced in terms of what it is intended to do.Dark Convergence:Developer Comment:
- Reduced this set's damage by approximately 59% but increased the scaling per target to 50%, up from 10%.
- Reduced the radius of the effect to 10 meters, down from 12.
- This set now pulls once after its delay, rather than twice over its duration.
- The pull now pulls all nearby targets rather than 6 per pull so that it remains effective against large groups.
This set is currently seeing a lot of success in its original target area of killing large groups and players who don't respect the Area of Effect. However, it's doing its job a little too well and being run in situations of low target counts, which has led to situations where the set feels too good at a general purpose rather than something more niche like Vicious Death. We're reigning in the damage a bit so it's less effective against small player counts, the radius to better match its visual effects, and the pull to reduce situations of being yo-yoed around.
In a 1v1 scenario even if you take the hit you shouldn't be hurt too badly. Against groups the set will start hitting its original numbers and serve as a group buster. The radius will be reduced by a bit, which will hopefully reduce the likelihood of randomly being pulled into a group of players. Perhaps the biggest and IMO best nerf is that it will only pull once, which means after that first pull you can technically just walk/run/roll/streak/etc. right out of it without having to continue holding block. There is no longer a cap for the pull, which should be interesting if it helps solidify the group busting aspect of the set.
Technically when only one person is using it in an area it isn't too hard to avoid, just block and walk out of it, but way too many people are using it and it hurts a lot even if you're the only one getting hit. After the patch it will definitely be much more balanced in terms of what it is intended to do.Dark Convergence:Developer Comment:
- Reduced this set's damage by approximately 59% but increased the scaling per target to 50%, up from 10%.
- Reduced the radius of the effect to 10 meters, down from 12.
- This set now pulls once after its delay, rather than twice over its duration.
- The pull now pulls all nearby targets rather than 6 per pull so that it remains effective against large groups.
This set is currently seeing a lot of success in its original target area of killing large groups and players who don't respect the Area of Effect. However, it's doing its job a little too well and being run in situations of low target counts, which has led to situations where the set feels too good at a general purpose rather than something more niche like Vicious Death. We're reigning in the damage a bit so it's less effective against small player counts, the radius to better match its visual effects, and the pull to reduce situations of being yo-yoed around.
In a 1v1 scenario even if you take the hit you shouldn't be hurt too badly. Against groups the set will start hitting its original numbers and serve as a group buster. The radius will be reduced by a bit, which will hopefully reduce the likelihood of randomly being pulled into a group of players. Perhaps the biggest and IMO best nerf is that it will only pull once, which means after that first pull you can technically just walk/run/roll/streak/etc. right out of it without having to continue holding block. There is no longer a cap for the pull, which should be interesting if it helps solidify the group busting aspect of the set.
The stupid thing is, the pull is the problem.
I take more damage while I am being pulled than I do from being hit by the damned thing. The damage was never the problem at least not for me. My issue since playing again has every single time been the pull. Takes me out of block, cancels my abilities mid animation and half the time im not even in range and this isn't even in cyrodil where its likely targeted for use, this is in BGs. I dont mind zerg buster sets so long as they don't interfere with my small scale fights in other places. Cyrodil or BGs.
The other thing is...groups will still use it. Its like yeah okay I get it, theres a zerg problem but..every single thing used by others to dismantle zergs & ball groups is used by those same ball groups. It just cancels its purpose out. At least with vicious death its purely a chained damage set. Where as this...its a stun, a slow, a pull and a high burst damage set... Could it be anymore bloated?
It's ZOS, that should be all the answers you need. People point out issues with skills, sets, and other things in the PTS all the time, and 90% of them are never changed between the PTS and live. They get changed after the fact, for some reason. Just ZOS being ZOS.just reading through folks' comments...
so, the question becomes - if this is such a game breaking set that EVERYONE hates so much - why would zos introduce it, and only lightly nerf it after a couple of months...
GetAgrippa wrote: »I really hope we will see less usage of the set in PVP. Tomorrow I'll try some BG and Cyrodil and hopefully I'll not get as frustrated as I've been last 2 months
Please update us on how the set is post-nerf. Us console pvp players desperately need a light at the end of this dark tunnel.
GetAgrippa wrote: »I really hope we will see less usage of the set in PVP. Tomorrow I'll try some BG and Cyrodil and hopefully I'll not get as frustrated as I've been last 2 months
Please update us on how the set is post-nerf. Us console pvp players desperately need a light at the end of this dark tunnel.
It looks better, does more damage to large groups of enemies, and now hits unlimited targets, instead of six. Plus, since they put a one second cooldown on procs, now you can stack three pulls 1,2,3 in three seconds with three pull sets (and no CC immunity) instead of multiple pulls being simultaneous and cancelling each other out.