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Rush of Agony Broken?

Photosniper89
Photosniper89
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Has anyone noticed that since the recent update Rush of Agony is performing... significantly different? I'm not able to pinpoint exactly how its happening but it seems like the pull distance of it is insane and then you're getting double cc'ed. It just feels really clunky and off since the update. I know that isn't a lot to go on so hoping that others can chime in and maybe they know better with what is going on.
  • Necrotech_Master
    Necrotech_Master
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    they added a bunch of different delays and animation times to this proc, which in cyro im sure leads to all kinds of desync issues

    from the patch notes:
    Rush of Agony:
    • This set now has an 800ms delay before attempting to pull targets, to increase the amount of reaction time enemies have before they are yanked.
    • The pull now properly interacts as a projectile with a minimum travel time of 200ms and animates the pull appropriately to reduce the feeling of rubber banding.
    • Increased the radius of the pull to 12 meters, up from 10 meters, to help offset some of the reductions to impact for the wearer. The delayed damage remains unchanged, still happening after 2 seconds from activation and dealing damage within a 7 meter radius.

    so it has a 0.8 sec delay before attempting to pull
    0.2 sec minimum travel time on the pull "projectile" animation
    and increased the radius of the pull by 2 meters
    plays PC/NA
    handle @Necrotech_Master
    active player since april 2014

    i have my main house (grand topal hideaway) listed in the housing tours, it has multiple target dummies, scribing altar, and grandmaster stations (in progress being filled out), as well as almost every antiquity furnishing on display to preview them

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  • CameraBeardThePirate
    CameraBeardThePirate
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    Read the notes.

    Rush was changed. It's now easier to defend against, but stronger if you don't defend against it.

    It has a much wider radius (12m now), so it can pull you from much further away.

    It has a delay now, which means you can block the pull if you're smart and quick. Coordinated groups will be much harder to pull with Rush now. However, this also means that the wearer is able to load up more damage into the pull, and better position the pull in a more desirable area rather than pulling to whichever enemy you gap closed.

    Rush has always been able to double CC. It doesn't, and has never, applied CC immunity. It's why it's one of the strongest sets in the game.
  • Photosniper89
    Photosniper89
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    Sorry.. should have given a bit more context.

    Yes, I'm aware of those changes - expected the delay and the bigger pull radius. Outside of those changes I'm saying it seems to be pulling way different. I'm trying to find a clip to help illustrate it but not sure where its saved (I've taken over 100 clips for the PvE/PvP lag thread so forgive me lol).

    I guess the point of this thread was to see if anyone else has experienced what I'm talking about and could provide some more context to the possible issue.
  • Theignson
    Theignson
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    This set almost singlehandedly ruined pvp with the non-cc inducing pull.

    Since it was introduced, all the ball groups do is run around until they rebuild ulti (meanwhile thanks to game breaking hot stacking are invulnerable) then Pull/fear/ulti dump

    Since I'm often solo and can do literally nothing against these groups, I avoid them, so not sure if the set is better or worse.

    One thing I can say is with the delay , its going to be too easy to drop block too soon and then get pulled anyway.

    With the monstrous lag in Zerodil, they set was already pulling from way, way outside its radius, with 12m expect that to be even worse.
  • CameraBeardThePirate
    CameraBeardThePirate
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    Sorry.. should have given a bit more context.

    Yes, I'm aware of those changes - expected the delay and the bigger pull radius. Outside of those changes I'm saying it seems to be pulling way different. I'm trying to find a clip to help illustrate it but not sure where its saved (I've taken over 100 clips for the PvE/PvP lag thread so forgive me lol).

    I guess the point of this thread was to see if anyone else has experienced what I'm talking about and could provide some more context to the possible issue.

    It's because it functions like a normal pull now (sans applying CC immunity).

    Before the delay was added, Rush simply displaced people immediately on top of where the target location was. They kept their inertia before and after the pull, and would continue to move in whichever direction they were moving in.

    Now that there's been a delay added, the pull functions like DK chains. A "projectile" is launched to the targets, and if it connects, they get pulled. The pull is now a true stun (except it still doesn't apply CC immunity), so it fully changes a characters inertia.

    Editing to add: Before the change, you would simply get pulled. Now your character does the little "wobble" animation when they get pulled by Rush. This is what's making it feel so clunky.
    Edited by CameraBeardThePirate on June 20, 2024 6:51PM
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