StaticWave wrote: »
Rush of Agony and Dark Convergence were designed to kill large groups, yet ironically are best used by organized large groups lol.
Turtle_Bot wrote: »With still no changes to RoA (and seemingly none to be made this patch), I would like to point out there has been a thread made where the devs want to hear feedback from players regarding the top 5 bugs and top 5 pain points they have with the game that they would like to see addressed.
Thread Link:
https://forums.elderscrollsonline.com/en/discussion/672718/dev-team-request-a-top-5-list-of-bugs-and-pain-points-you-would-like-addressed/p1
I would suggest to (politely) add your voice to that thread, listing out the main pain points (which can include Rush of Agony). Additionally, including some details as to why it is such an important pain point in a spoiler can also help, such as the fact it ignores the inherent game rules surrounding crowd control, the numerous bugs allowing it to ignore line of sight, range cap, the crazy high damage it's proc has, the obnoxiously low cooldown, etc, etc.
Another thing that would help, is to go through that thread and hit the "Agree" option for the other posts listing Rush of Agony as a pain point so the devs can see that it's more than just a few players that have issues with this set.
necro_the_crafter wrote: »
MincMincMinc wrote: »StaticWave wrote: »
Rush of Agony and Dark Convergence were designed to kill large groups, yet ironically are best used by organized large groups lol.
Meanwhile I am not allowed to have old fury or seventh legion to fight large groups, I have to deal with all these terrible stack and cooldown sets. Meanwhile a ball group can stack every buff in the game and 40khp/s of hots while running sets like rallying that are 100% uptime of 2x 5piece bonuses..... something just aint right.
It reminds me of the old sloads and bleed metas. Zos tried to design something that killed tanky players.... but they were just as effective against non tanky players lol.
There's only a few truly anti group mechanics in the game now. Half of which can be abused by large groups and are not tailored for being outnumbered.
Ah yes the meta of turn-based PvP (where half of everyone was a Warden). Wear 7th/Fury, hold block for 7 minutes, take turns dropping wombo combo, repeat. Personally I found this meta to be a painfully slow paced tank meta with low build diversity, low agency, and low skill ceiling, but that is just my opinion. I think it sounds similar to Vengeance, and notice that the players that enjoyed that meta seem to overlap a lot with the crowd optimistic about Vengeance.Major_Mangle wrote: »The 7th/Fury meta was overperforming though
Major_Mangle wrote: »The 7th/Fury meta was overperforming though, it had the same issue as some of the current overtuned stat sets we´ve. While it didn´t hard carry your offensive capacities too much (even though it kinda did) it for sure took care of the defensive side of things by taking your healing through the roof. I remember DK´s sitting at 8k+ vigor ticks with 5 digit cautherize heals as almost a "default" value. Having sets giving too much in terms of stats is just as unhealthy as too much free dmg from procs (and status effects etc).
Anyway, pull sets are bad for PvP and should be removed or severely limited with how impactful they´re. Being able to create a "chokepoint" at more or less any given time is just too good.
xylena_lazarow wrote: »Ah yes the meta of turn-based PvP (where half of everyone was a Warden). Wear 7th/Fury, hold block for 7 minutes, take turns dropping wombo combo, repeat. Personally I found this meta to be a painfully slow paced tank meta with low build diversity, low agency, and low skill ceiling, but that is just my opinion. I think it sounds similar to Vengeance, and notice that the players that enjoyed that meta seem to overlap a lot with the crowd optimistic about Vengeance.Major_Mangle wrote: »The 7th/Fury meta was overperforming though
So anyway I think there can be a balance between that and the insanity of Rushing Agony. The first step towards getting there is to get Rush of Agony out of PvP, especially Battlegrounds right now. Monsters Only would do it.
Major_Mangle wrote: »The 7th/Fury meta was overperforming though, it had the same issue as some of the current overtuned stat sets we´ve. While it didn´t hard carry your offensive capacities too much (even though it kinda did) it for sure took care of the defensive side of things by taking your healing through the roof. I remember DK´s sitting at 8k+ vigor ticks with 5 digit cautherize heals as almost a "default" value. Having sets giving too much in terms of stats is just as unhealthy as too much free dmg from procs (and status effects etc).
Anyway, pull sets are bad for PvP and should be removed or severely limited with how impactful they´re. Being able to create a "chokepoint" at more or less any given time is just too good.
Alchimiste1 wrote: »Major_Mangle wrote: »The 7th/Fury meta was overperforming though, it had the same issue as some of the current overtuned stat sets we´ve. While it didn´t hard carry your offensive capacities too much (even though it kinda did) it for sure took care of the defensive side of things by taking your healing through the roof. I remember DK´s sitting at 8k+ vigor ticks with 5 digit cautherize heals as almost a "default" value. Having sets giving too much in terms of stats is just as unhealthy as too much free dmg from procs (and status effects etc).
Anyway, pull sets are bad for PvP and should be removed or severely limited with how impactful they´re. Being able to create a "chokepoint" at more or less any given time is just too good.
bad opinion
Bring back 7th and fury
Reworking to having its range not bugged, range reduced, los not bugged, target cap (closest 4-6 enemies maybe?), and cooldown extended to a minimum of 20 seconds, it would potentially be worth not deleting. Anything short of all of those changes tho leaves it massively op as it always has been. It’s main issues is it’s utilization by ball groups, who will and do abuse this set to the fullest extent and will continue to do so until it is changed or a better alternative comes along. If it won’t be reworked it should be removed or monsters only, the community has been saying it for a while now..
acastanza_ESO wrote: »It is entirely possible to virtually never get pulled by Rush of Agony, you just have to learn the counterplay.
It can only be blocked, if you try to dodge, you will be pulled anyway.
There will be a gap closer on your position.
You now have 800 ms to block and get away from the Fear that is certain to follow. You absolutely can do this consistently.
If you don't block, you will be pulled into the bomb, if you don't move, you'll be feared. If you're pulled or feared you will die.
Both of these are avoidable.
When an organized group is running at you, you should know this is coming, be prepared to block the chains at a moments notice. A ballgroup isn't exactly a subtle telegraph.
If you die to Rush of Agony, it is because you made an avoidable mistake.
You died to lack of situational awareness (not paying attention to someone gap closing onto your position ahead of a group; stacking right on top of a bunch of other people), or a build issue (lacking self heals/damage shields/major evasion).
Now if the set should, or should not, apply it's own CC immunity is a separate issue, but the degree to which RoA gets blamed for issues that are actually caused by a lack of understanding of gameplay mechanics is unwarranted.
acastanza_ESO wrote: »It is entirely possible to virtually never get pulled by Rush of Agony, you just have to learn the counterplay.
It can only be blocked, if you try to dodge, you will be pulled anyway.
There will be a gap closer on your position.
You now have 800 ms to block and get away from the Fear that is certain to follow. You absolutely can do this consistently.
If you don't block, you will be pulled into the bomb, if you don't move, you'll be feared. If you're pulled or feared you will die.
Both of these are avoidable.
When an organized group is running at you, you should know this is coming, be prepared to block the chains at a moments notice. A ballgroup isn't exactly a subtle telegraph.
If you die to Rush of Agony, it is because you made an avoidable mistake.
You died to lack of situational awareness (not paying attention to someone gap closing onto your position ahead of a group; stacking right on top of a bunch of other people), or a build issue (lacking self heals/damage shields/major evasion).
Now if the set should, or should not, apply it's own CC immunity is a separate issue, but the degree to which RoA gets blamed for issues that are actually caused by a lack of understanding of gameplay mechanics is unwarranted.
And what do you do in those 800ms whilst there’s 3 others in the same ball group doing the same thing whilst 4 others power overload you/exe you, whilst simultaneously , stunning you and drop colossuses/flawless db?
This set is the reason why PvP is broken at the moment.
ZOS - the community doesn’t often call for nerfs - but there’s an absolutely need in this case
acastanza_ESO wrote: »It is entirely possible to virtually never get pulled by Rush of Agony, you just have to learn the counterplay.
It can only be blocked, if you try to dodge, you will be pulled anyway.
There will be a gap closer on your position.
You now have 800 ms to block and get away from the Fear that is certain to follow. You absolutely can do this consistently.
If you don't block, you will be pulled into the bomb, if you don't move, you'll be feared. If you're pulled or feared you will die.
Both of these are avoidable.
When an organized group is running at you, you should know this is coming, be prepared to block the chains at a moments notice. A ballgroup isn't exactly a subtle telegraph.
If you die to Rush of Agony, it is because you made an avoidable mistake.
You died to lack of situational awareness (not paying attention to someone gap closing onto your position ahead of a group; stacking right on top of a bunch of other people), or a build issue (lacking self heals/damage shields/major evasion).
Now if the set should, or should not, apply it's own CC immunity is a separate issue, but the degree to which RoA gets blamed for issues that are actually caused by a lack of understanding of gameplay mechanics is unwarranted.
And what do you do in those 800ms whilst there’s 3 others in the same ball group doing the same thing whilst 4 others power overload you/exe you, whilst simultaneously , stunning you and drop colossuses/flawless db?
This set is the reason why PvP is broken at the moment.
ZOS - the community doesn’t often call for nerfs - but there’s an absolutely need in this case
acastanza_ESO wrote: »It is entirely possible to virtually never get pulled by Rush of Agony, you just have to learn the counterplay.
It can only be blocked, if you try to dodge, you will be pulled anyway.
There will be a gap closer on your position.
You now have 800 ms to block and get away from the Fear that is certain to follow. You absolutely can do this consistently.
If you don't block, you will be pulled into the bomb, if you don't move, you'll be feared. If you're pulled or feared you will die.
Both of these are avoidable.
When an organized group is running at you, you should know this is coming, be prepared to block the chains at a moments notice. A ballgroup isn't exactly a subtle telegraph.
If you die to Rush of Agony, it is because you made an avoidable mistake.
You died to lack of situational awareness (not paying attention to someone gap closing onto your position ahead of a group; stacking right on top of a bunch of other people), or a build issue (lacking self heals/damage shields/major evasion).
Now if the set should, or should not, apply it's own CC immunity is a separate issue, but the degree to which RoA gets blamed for issues that are actually caused by a lack of understanding of gameplay mechanics is unwarranted.
And what do you do in those 800ms whilst there’s 3 others in the same ball group doing the same thing whilst 4 others power overload you/exe you, whilst simultaneously , stunning you and drop colossuses/flawless db?
This set is the reason why PvP is broken at the moment.
ZOS - the community doesn’t often call for nerfs - but there’s an absolutely need in this case
You can also say that about the Vatesh Destro proc, which is fair and easily countered by good players.MincMincMinc wrote: »they are only as strong as the user and nothing more.
xylena_lazarow wrote: »You can also say that about the Vatesh Destro proc, which is fair and easily countered by good players.MincMincMinc wrote: »they are only as strong as the user and nothing more.
Rushing Agony is brainless to use, while taking relatively far too much skill and awareness to counter it.
Most of the targets for Rush of Agony are casual zergers who do not have these skills. It is ridiculous to demand such skill from them for the sake of a proc set that automates ball group strats (and ball groups don't like RoA either).
xylena_lazarow wrote: »You can also say that about the Vatesh Destro proc, which is fair and easily countered by good players.MincMincMinc wrote: »they are only as strong as the user and nothing more.
Rushing Agony is brainless to use, while taking relatively far too much skill and awareness to counter it.
Most of the targets for Rush of Agony are casual zergers who do not have these skills. It is ridiculous to demand such skill from them for the sake of a proc set that automates ball group strats (and ball groups don't like RoA either).
acastanza_ESO wrote: »It is entirely possible to virtually never get pulled by Rush of Agony, you just have to learn the counterplay.
It can only be blocked, if you try to dodge, you will be pulled anyway.
There will be a gap closer on your position.
You now have 800 ms to block and get away from the Fear that is certain to follow. You absolutely can do this consistently.
If you don't block, you will be pulled into the bomb, if you don't move, you'll be feared. If you're pulled or feared you will die.
Both of these are avoidable.
When an organized group is running at you, you should know this is coming, be prepared to block the chains at a moments notice. A ballgroup isn't exactly a subtle telegraph.
If you die to Rush of Agony, it is because you made an avoidable mistake.
You died to lack of situational awareness (not paying attention to someone gap closing onto your position ahead of a group; stacking right on top of a bunch of other people), or a build issue (lacking self heals/damage shields/major evasion).
Now if the set should, or should not, apply it's own CC immunity is a separate issue, but the degree to which RoA gets blamed for issues that are actually caused by a lack of understanding of gameplay mechanics is unwarranted.
MincMincMinc wrote: »acastanza_ESO wrote: »It is entirely possible to virtually never get pulled by Rush of Agony, you just have to learn the counterplay.
It can only be blocked, if you try to dodge, you will be pulled anyway.
There will be a gap closer on your position.
You now have 800 ms to block and get away from the Fear that is certain to follow. You absolutely can do this consistently.
If you don't block, you will be pulled into the bomb, if you don't move, you'll be feared. If you're pulled or feared you will die.
Both of these are avoidable.
When an organized group is running at you, you should know this is coming, be prepared to block the chains at a moments notice. A ballgroup isn't exactly a subtle telegraph.
If you die to Rush of Agony, it is because you made an avoidable mistake.
You died to lack of situational awareness (not paying attention to someone gap closing onto your position ahead of a group; stacking right on top of a bunch of other people), or a build issue (lacking self heals/damage shields/major evasion).
Now if the set should, or should not, apply it's own CC immunity is a separate issue, but the degree to which RoA gets blamed for issues that are actually caused by a lack of understanding of gameplay mechanics is unwarranted.
There are several flops on this. The set is primarily used in group bombing. The counterplay if you can even see the animation in the first place is to block it....... When a ball zerg ult dumps what is going to happen if you block? You will be hit with a cc that goes through block. So either you dont block and get pulled and stunned or you do block and get killed anyways.
The only counterplay is to either do not be in the 15m gap + 12m aoe area in the first place or use an immovable pot and sprint away. Keep in mind in 8s you will have to do this again or have made it 27m away in that time. If you do not have an immov pot the only other option is to hopefully be on a flat asset surface and do a sprint bunny hop away while blocking....which is not easy to do in 800ms for 99% of the playerbase.
Telegraph: what are good examples? Probably meteor or DC are the best examples for telegraphed nukes. Although now zos made valkyn, an inconsequential proc set, have the same animation as a nuke ultimate...... cmon design 101. The chains could be more pronounced or make the chains sound effect at the beginning of the proc. This is a greater design issue with the game where zos ran rampant with dlc proc sets and now there are 10000000 little animations that overlap and hide each other. There was no design control on releases for this stuff and now it has drastically hurt combat.
Timing: Is 800ms or 1gcd good enough? IMO it is close, but DC is 1s and meteor is about 2s. Somewhere inbetween is the sweetspot. I believe 1.2s is probably more ideal. This is at least 4-5 average human reactions which has always been somewhat fair for both sides in previous counterplay mechanics.
CC wise: the pull should apply a stun, meaning that if I get pulled I will be stuck crouched over upon landing. This also means at any point in the pull I can cc break and walk away.
Damage wise: the damage should be instantly applied to the defending party upon landing at the target location. Honestly an aoe pull is already strong enough that it doesn't need another 5 piece proc on top of itself. The current 2s delay damage was intended to offset the tooltip value..... which then didnt work because players would instinctively be panicked to escape and never get hit.....thus zos trying to solve a problem they just created in a roundabout way made the pull not apply cc immunity. So not only can you get your cake, but you get to eat it too.
Cooldown: seriously, 8s......cmon its a bomb set. At best most people only get dawnbreaker every 20s. Even acuity wardens built for ult gen have to wait 30s. Why give ball groups the most over powered tool every 8s? If this set was "designed to counter groups" like the dev note said, why is it set on a cooldown that is vastly unnecessary for solo and small teams, but enables ball group abuse?
IDK it just clearly fails on all 5 major components of its design.