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.
TechMaybeHic wrote: »I don't even care about the arguments on its balance or not. It's a group bombing meta that's due to change. Gone on way too long. If it's not required as ball groups say, then good. It can be changed out to mix up the gameplay a bit. Everybody happy.
Synapsis123 wrote: »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.
How does rush matter at all in your argument? If you stand in the path of a ball group and get hit by a hard CC while they were ult dumping you were going to die anyway.
Alchimiste1 wrote: »Synapsis123 wrote: »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.
How does rush matter at all in your argument? If you stand in the path of a ball group and get hit by a hard CC while they were ult dumping you were going to die anyway.
because rush forces you to block and when you block you have a severe penalty to move speed, so that ball group rushing you that is cc+ immobilize immune with 3x swift/ rapids / 3 Destro/or northerns going off is going to catch up to you. If they pick you as the prime target, you are dead.
I can evade ball groups pretty effectively, until an off-screen pull from a million meters behind me yanks me through terrain into unblockable stun spam. Their movements aren't hard to read and they can't change directions as fast as I can. There was a ball group in full Azureblight before the nerf, no Rushing Agony, I kited them from BRK all the way to the Niben, because all they could do was put weak dots on me as long as I kept moving. On a DK no less.Synapsis123 wrote: »If you are the prime target of a ball group you are probably going to die anyway.
xylena_lazarow wrote: »I can evade ball groups pretty effectively, until an off-screen pull from a million meters behind me yanks me through terrain into unblockable stun spam. Their movements aren't hard to read and they can't change directions as fast as I can. There was a ball group in full Azureblight before the nerf, no Rushing Agony, I kited them from BRK all the way to the Niben, because all they could do was put weak dots on me as long as I kept moving. On a DK no less.Synapsis123 wrote: »If you are the prime target of a ball group you are probably going to die anyway.
If they had Rushing Agony, they would've killed me instantly at BRK thanks to a proc automating their strat.
xylena_lazarow wrote: »I can evade ball groups pretty effectively, until an off-screen pull from a million meters behind me yanks me through terrain into unblockable stun spam. Their movements aren't hard to read and they can't change directions as fast as I can. There was a ball group in full Azureblight before the nerf, no Rushing Agony, I kited them from BRK all the way to the Niben, because all they could do was put weak dots on me as long as I kept moving. On a DK no less.Synapsis123 wrote: »If you are the prime target of a ball group you are probably going to die anyway.
If they had Rushing Agony, they would've killed me instantly at BRK thanks to a proc automating their strat.
Synapsis123 wrote: »xylena_lazarow wrote: »I can evade ball groups pretty effectively, until an off-screen pull from a million meters behind me yanks me through terrain into unblockable stun spam. Their movements aren't hard to read and they can't change directions as fast as I can. There was a ball group in full Azureblight before the nerf, no Rushing Agony, I kited them from BRK all the way to the Niben, because all they could do was put weak dots on me as long as I kept moving. On a DK no less.Synapsis123 wrote: »If you are the prime target of a ball group you are probably going to die anyway.
If they had Rushing Agony, they would've killed me instantly at BRK thanks to a proc automating their strat.
Rush doesn't pull through terrain, you can't spam stuns because you gain CC immunity, the range of rush isn't a million meters, and there were no real ball groups that ran azureblight. Can you please stop spreading misinformation? If you want to have a constructive conversation you have to engage with accurate information and genuine arguments instead of hyperbole. Misrepresenting mechanics doesn’t help anyone, and it just derails the discussion. Let’s keep it factual and productive.
acastanza_ESO wrote: »Synapsis123 wrote: »xylena_lazarow wrote: »I can evade ball groups pretty effectively, until an off-screen pull from a million meters behind me yanks me through terrain into unblockable stun spam. Their movements aren't hard to read and they can't change directions as fast as I can. There was a ball group in full Azureblight before the nerf, no Rushing Agony, I kited them from BRK all the way to the Niben, because all they could do was put weak dots on me as long as I kept moving. On a DK no less.Synapsis123 wrote: »If you are the prime target of a ball group you are probably going to die anyway.
If they had Rushing Agony, they would've killed me instantly at BRK thanks to a proc automating their strat.
Rush doesn't pull through terrain, you can't spam stuns because you gain CC immunity, the range of rush isn't a million meters, and there were no real ball groups that ran azureblight. Can you please stop spreading misinformation? If you want to have a constructive conversation you have to engage with accurate information and genuine arguments instead of hyperbole. Misrepresenting mechanics doesn’t help anyone, and it just derails the discussion. Let’s keep it factual and productive.
Thank you.
Rush can actually pull you through terrain/obstructions, and from further than it should though. It's rare but it does happen. It's not really a rush of agony specific issue though, it's a game lag/performance issue, and any kind of chain can do the same thing in bad performance conditions.
acastanza_ESO wrote: »Synapsis123 wrote: »xylena_lazarow wrote: »I can evade ball groups pretty effectively, until an off-screen pull from a million meters behind me yanks me through terrain into unblockable stun spam. Their movements aren't hard to read and they can't change directions as fast as I can. There was a ball group in full Azureblight before the nerf, no Rushing Agony, I kited them from BRK all the way to the Niben, because all they could do was put weak dots on me as long as I kept moving. On a DK no less.Synapsis123 wrote: »If you are the prime target of a ball group you are probably going to die anyway.
If they had Rushing Agony, they would've killed me instantly at BRK thanks to a proc automating their strat.
Rush doesn't pull through terrain, you can't spam stuns because you gain CC immunity, the range of rush isn't a million meters, and there were no real ball groups that ran azureblight. Can you please stop spreading misinformation? If you want to have a constructive conversation you have to engage with accurate information and genuine arguments instead of hyperbole. Misrepresenting mechanics doesn’t help anyone, and it just derails the discussion. Let’s keep it factual and productive.
Thank you.
Rush can actually pull you through terrain/obstructions, and from further than it should though. It's rare but it does happen. It's not really a rush of agony specific issue though, it's a game lag/performance issue, and any kind of chain can do the same thing in bad performance conditions.
Yeah. Mid group.acastanza_ESO wrote: »I know the group you're talking about
Synapsis123 wrote: »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.
How does rush matter at all in your argument? If you stand in the path of a ball group and get hit by a hard CC while they were ult dumping you were going to die anyway.
MincMincMinc wrote: »Synapsis123 wrote: »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.
How does rush matter at all in your argument? If you stand in the path of a ball group and get hit by a hard CC while they were ult dumping you were going to die anyway.
Rush fails design wise on all of the fronts I pointed out regardless of ball groups or not.
xylena_lazarow wrote: »Yeah. Mid group.acastanza_ESO wrote: »I know the group you're talking about
With Rushing Agony, they can automate their strat and easily kill me if I go anywhere near them.
Without Rushing Agony, they will struggle to kill me, if they can catch me at all.
Synapsis123 wrote: »MincMincMinc wrote: »Synapsis123 wrote: »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.
How does rush matter at all in your argument? If you stand in the path of a ball group and get hit by a hard CC while they were ult dumping you were going to die anyway.
Rush fails design wise on all of the fronts I pointed out regardless of ball groups or not.
If that was true then you should provide the examples where it fails its design without invocating ball groups.
This entire conversation seems to be about ball groups and not rush.
MincMincMinc wrote: ».Synapsis123 wrote: »MincMincMinc wrote: »Synapsis123 wrote: »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.
How does rush matter at all in your argument? If you stand in the path of a ball group and get hit by a hard CC while they were ult dumping you were going to die anyway.
Rush fails design wise on all of the fronts I pointed out regardless of ball groups or not.
If that was true then you should provide the examples where it fails its design without invocating ball groups.
This entire conversation seems to be about ball groups and not rush.
Did you read the post? Of the 5 points I made, only the cooldown I involved ball groups because is is the most abusable and editable part to tune for zos.
- Telegraph could be a more pronounced animation and sound effect
- pull delay is too short in most use cases compared to other similar counterplay mechanics
- pull should stun and apply immunity when broken at any point in the pull.
- The damage could entirely be removed or instant instead of requiring a weird delay and no cc immunity
- The cooldown is short enough a solo player would hardly be affected by it being longer. However this is easily abusable by a group that can line up ult dumps off cooldown.
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.
Avran_Sylt 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.
Unless you actually were within the 12m range of someone else that got gap closed and didn’t notice it given you were focused on someone/something else, and get yanked by the chain over 30m out of position of allied healers and smacked because the Nightblade coupled it with Shadow Image.
I love the set in PvE for mobbing, but it has problems in PvP.
I also have issues with set design that tries to let one player nuke 50.
Give em a better one-shot on a single-target when overwhelmed (possibly problematic for 1vX allowing healer/tanks to kill and not die), but not something that scales to kill everything at once.
Synapsis123 wrote: »MincMincMinc wrote: ».Synapsis123 wrote: »MincMincMinc wrote: »Synapsis123 wrote: »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.
How does rush matter at all in your argument? If you stand in the path of a ball group and get hit by a hard CC while they were ult dumping you were going to die anyway.
Rush fails design wise on all of the fronts I pointed out regardless of ball groups or not.
If that was true then you should provide the examples where it fails its design without invocating ball groups.
This entire conversation seems to be about ball groups and not rush.
Did you read the post? Of the 5 points I made, only the cooldown I involved ball groups because is is the most abusable and editable part to tune for zos.
- Telegraph could be a more pronounced animation and sound effect
- pull delay is too short in most use cases compared to other similar counterplay mechanics
- pull should stun and apply immunity when broken at any point in the pull.
- The damage could entirely be removed or instant instead of requiring a weird delay and no cc immunity
- The cooldown is short enough a solo player would hardly be affected by it being longer. However this is easily abusable by a group that can line up ult dumps off cooldown.
I agree that improving the telegraph with a more pronounced animation and sound effect would be a good change. They could add a sound similar to tarnished nightmare and that should address all the issues people should have with this set. However, I disagree with the idea that the pull delay is too short—blocking is instant, so there’s already counterplay available. You also haven’t given any reasoning for why the pull should stun or why the damage should be removed/changed. As for the cooldown, you haven’t explained why it needs to be adjusted, and even if it were increased, ball groups could just stack more Rush sets to bypass it anyway. Without proper justification for these changes, they don’t seem necessary.
FionaFlute wrote: »Avran_Sylt 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.
Unless you actually were within the 12m range of someone else that got gap closed and didn’t notice it given you were focused on someone/something else, and get yanked by the chain over 30m out of position of allied healers and smacked because the Nightblade coupled it with Shadow Image.
I love the set in PvE for mobbing, but it has problems in PvP.
I also have issues with set design that tries to let one player nuke 50.
Give em a better one-shot on a single-target when overwhelmed (possibly problematic for 1vX allowing healer/tanks to kill and not die), but not something that scales to kill everything at once.
Can we stop engaging in hyperbole and misinformation? The nightblade shadow image pull was fixed already. What you're describing is a bug and not an issue with the rush set.
As to the second part, the target cap of the set is 6 players. You can't pull 50 players at once.
Synapsis123 wrote: »Alchimiste1 wrote: »Synapsis123 wrote: »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.
How does rush matter at all in your argument? If you stand in the path of a ball group and get hit by a hard CC while they were ult dumping you were going to die anyway.
because rush forces you to block and when you block you have a severe penalty to move speed, so that ball group rushing you that is cc+ immobilize immune with 3x swift/ rapids / 3 Destro/or northerns going off is going to catch up to you. If they pick you as the prime target, you are dead.
What does that have to do with rush of agony? If you are the prime target of a ball group you are probably going to die anyway. If you aren't the prime target then you see them coming and run away/block rush. All your complaints stem from ball groups and ult dumps. Were you afk while they were running towards you glowing red? Also ball groups they are immobilize immune are going to be moving at about 170% movement speed. That means you can outrun them. The only way to activate rush is to allow them to run towards you and get within 22 meter range. What were you doing while they were running towards you? If you are getting killed as a pug by ball groups its a learn to play issue.
Synapsis123 wrote: »MincMincMinc wrote: »Synapsis123 wrote: »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.
How does rush matter at all in your argument? If you stand in the path of a ball group and get hit by a hard CC while they were ult dumping you were going to die anyway.
Rush fails design wise on all of the fronts I pointed out regardless of ball groups or not.
If that was true then you should provide the examples where it fails its design without invocating ball groups.
This entire conversation seems to be about ball groups and not rush.
Alchimiste1 wrote: »you can try and spin it however you want but at the end of the day all of us know
pull sets are a problem.