FTFYSkaraMinoc wrote: »Step 1: NB Stealth
Step 2: Teleport
Step 3: Rush of Agony
Step 4: Unblockable AoE Fear with GUARANTEED 1 second cc duration
JustLovely wrote: »Wipe an entire group of 12 if they're stacked, to answer your question.
You need more proccs to go with your proccs, after all, in eso....pvp stands for procc versus procc.
xylena_lazarow wrote: »FTFYSkaraMinoc wrote: »Step 1: NB Stealth
Step 2: Teleport
Step 3: Rush of Agony
Step 4: Unblockable AoE Fear with GUARANTEED 1 second cc duration
Cmon this is like blaming Crushing Shock for Sorc being overpowered.
SkaraMinoc wrote: »xylena_lazarow wrote: »FTFYSkaraMinoc wrote: »Step 1: NB Stealth
Step 2: Teleport
Step 3: Rush of Agony
Step 4: Unblockable AoE Fear with GUARANTEED 1 second cc duration
Cmon this is like blaming Crushing Shock for Sorc being overpowered.
The point is that a ball group can catch you with a 1 second cc and there's nothing you can do to avoid death. You don't even need other players around you. I only added Rush of Agony to highlight the most common scenario but that's not the main issue. Rush of Agony VD is avoidable. The NB / Fighter's Guild fear isn't.
SkaraMinoc wrote: »xylena_lazarow wrote: »FTFYSkaraMinoc wrote: »Step 1: NB Stealth
Step 2: Teleport
Step 3: Rush of Agony
Step 4: Unblockable AoE Fear with GUARANTEED 1 second cc duration
Cmon this is like blaming Crushing Shock for Sorc being overpowered.
The point is that a ball group can catch you with a 1 second cc and there's nothing you can do to avoid death. You don't even need other players around you. I only added Rush of Agony to highlight the most common scenario but that's not the main issue. Rush of Agony VD is avoidable. The NB / Fighter's Guild fear isn't.
Wouldn't a chain/pull spam on individual targets be a much more effective tool for catching players compared to "gap closer --> short range pull through RoA (you are already on that target since gap closer was used) --> melee stun --> wait 1s for your goons to catch up"? I am not sure if there is really a point in this thread and if it is well thought through. Not that I particularly like RoA the NB stun, but I do not see a huge issue here.
SkaraMinoc wrote: »xylena_lazarow wrote: »FTFYSkaraMinoc wrote: »Step 1: NB Stealth
Step 2: Teleport
Step 3: Rush of Agony
Step 4: Unblockable AoE Fear with GUARANTEED 1 second cc duration
Cmon this is like blaming Crushing Shock for Sorc being overpowered.
A better comparison would be Streak which is also unblockable. Except Streak doesn't have a guaranteed 1 second cc.
The point is that a ball group can catch you with a 1 second cc and there's nothing you can do to avoid death. You don't even need other players around you. I only added Rush of Agony to highlight the most common scenario but that's not the main issue. Rush of Agony VD is avoidable. The NB / Fighter's Guild fear isn't.*
Rush of Agony has many threads. This is about highlighting what ball groups are using to get free kills on individual players.
*Let's be pre-emptively pedantic and list some of the ways AOE fear can be avoided (cc immunty pots, unbreakable/immovable skill, stay out of gap closer range, move in the same direction as enemy to cause client/server position desync, etc) 🤣
xylena_lazarow wrote: »Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.
Avran_Sylt wrote: »SkaraMinoc wrote: »Avran_Sylt wrote: »SkaraMinoc wrote: »xylena_lazarow wrote: »Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.
Oh really? Here's a scenario.
A group of 5 players run into you from off screen during a siege. The puller teleports and uses AOE fear. You pre-emptively block from muscle memory but the fear bypasses block. You are now feared for a minimum 1 second duration. The 4 other players are now able to burst you down during the tail end of that 1 second window. Rush of Agony didn't even proc.
Fear should have a 0 second minimum duration like every other cc. The intent should be to break free as fast as your reaction time allows, 150-300ms generally. The cc should never have been the full duration of the fear animation.
Oh no. You died because of teamwork and proper timing. This is obviously a travesty as you should never die.
Oh no. If they had teamwork and proper timing they wouldn't need to rely on an ability that doesn't follow cc standards. This is obviously a travesty that you don't know how the game works but that's okay, you're still learning.
You die from time to time
SkaraMinoc wrote: »Avran_Sylt wrote: »SkaraMinoc wrote: »Avran_Sylt wrote: »SkaraMinoc wrote: »xylena_lazarow wrote: »Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.
Oh really? Here's a scenario.
A group of 5 players run into you from off screen during a siege. The puller teleports and uses AOE fear. You pre-emptively block from muscle memory but the fear bypasses block. You are now feared for a minimum 1 second duration. The 4 other players are now able to burst you down during the tail end of that 1 second window. Rush of Agony didn't even proc.
Fear should have a 0 second minimum duration like every other cc. The intent should be to break free as fast as your reaction time allows, 150-300ms generally. The cc should never have been the full duration of the fear animation.
Oh no. You died because of teamwork and proper timing. This is obviously a travesty as you should never die.
Oh no. If they had teamwork and proper timing they wouldn't need to rely on an ability that doesn't follow cc standards. This is obviously a travesty that you don't know how the game works but that's okay, you're still learning.
You die from time to time, and from a game design standpoint you certainly should.
Actually, I die all the time yet rarely die to fear bombs because I know what to look for. Ball groups are predictable.
Doesn't mean fear isn't the mechanic of the month 🤣
Avran_Sylt wrote: »SkaraMinoc wrote: »Avran_Sylt wrote: »SkaraMinoc wrote: »xylena_lazarow wrote: »Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.
Oh really? Here's a scenario.
A group of 5 players run into you from off screen during a siege. The puller teleports and uses AOE fear. You pre-emptively block from muscle memory but the fear bypasses block. You are now feared for a minimum 1 second duration. The 4 other players are now able to burst you down during the tail end of that 1 second window. Rush of Agony didn't even proc.
Fear should have a 0 second minimum duration like every other cc. The intent should be to break free as fast as your reaction time allows, 150-300ms generally. The cc should never have been the full duration of the fear animation.
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Just_Attivi wrote: »Avran_Sylt wrote: »SkaraMinoc wrote: »Avran_Sylt wrote: »SkaraMinoc wrote: »xylena_lazarow wrote: »Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.
Oh really? Here's a scenario.
A group of 5 players run into you from off screen during a siege. The puller teleports and uses AOE fear. You pre-emptively block from muscle memory but the fear bypasses block. You are now feared for a minimum 1 second duration. The 4 other players are now able to burst you down during the tail end of that 1 second window. Rush of Agony didn't even proc.
Fear should have a 0 second minimum duration like every other cc. The intent should be to break free as fast as your reaction time allows, 150-300ms generally. The cc should never have been the full duration of the fear animation.
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I think its less about the fact that fear bypasses block (counterplay is a good thing!) we all get outplayed from time to time.
The problem is that Fear effects force you to take near a full second of CC regardless of you trying to breakfree, because it forces an animation and ignores your inputs until it is done. Most other CC you can break free instantly, and often do so without even a thought if you are bash weaving, for example. Fear forces you to stand there and hold your head spazzing out for a second, no matter how much you spam breakfree. The point raised is very valid, not just someone whining about dying.
Whether this is intentionally designed behavior or not, only ZOS knows. Personally I think all CC should behave the same, and Im not totally against a minimum duration of CC, but having 1 outlier amongst the bunch is a problem. Then again, ZOS loves to break their own rules with things all the time, so who knows.
Just_Attivi wrote: »Avran_Sylt wrote: »SkaraMinoc wrote: »Avran_Sylt wrote: »SkaraMinoc wrote: »xylena_lazarow wrote: »Unblockable AoE stuns have existed since the beginning and offer useful counterplay to a variety of obnoxious cheese strats. They are not a problem on their own or in any other current attack combo, only when Rushing Agony enters the picture. The blame clearly lies on Rushing Agony, an inexcusable proc.
Oh really? Here's a scenario.
A group of 5 players run into you from off screen during a siege. The puller teleports and uses AOE fear. You pre-emptively block from muscle memory but the fear bypasses block. You are now feared for a minimum 1 second duration. The 4 other players are now able to burst you down during the tail end of that 1 second window. Rush of Agony didn't even proc.
Fear should have a 0 second minimum duration like every other cc. The intent should be to break free as fast as your reaction time allows, 150-300ms generally. The cc should never have been the full duration of the fear animation.
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[snip]
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I think its less about the fact that fear bypasses block (counterplay is a good thing!) we all get outplayed from time to time.
The problem is that Fear effects force you to take near a full second of CC regardless of you trying to breakfree, because it forces an animation and ignores your inputs until it is done. Most other CC you can break free instantly, and often do so without even a thought if you are bash weaving, for example. Fear forces you to stand there and hold your head spazzing out for a second, no matter how much you spam breakfree. The point raised is very valid, not just someone whining about dying.
Whether this is intentionally designed behavior or not, only ZOS knows. Personally I think all CC should behave the same, and Im not totally against a minimum duration of CC, but having 1 outlier amongst the bunch is a problem. Then again, ZOS loves to break their own rules with things all the time, so who knows.
Tommy_The_Gun wrote: »The reason why Fear CC ignores blocking is to counter perma-blocking builds. And fear is not the only aoe CC like this. Arcanist charm for example ignores dodge. Design philosophy is identical as with invisibility & detection. Cast a skill to outright remove the ability for other players to use certain mechanics.
It would be way better if instead of hard-countering certain mechanics it would simply reduce effectiveness of certain mechanics. But it is what it is. It is flawed designed.
Btw. Fear is not NB exclusive CC. Also... try to imagine how it would look like if it did not ignored blocking. You would be able to pretty much perma-block & at least on paper you could potentially have "low floor" skill level unkillable players.
Still.. a counter like this (badly designed & flawed) is better than having no counter-play at all.
Also as for what OP is mentioning about that 1 second. I don't think this CC alone works like this. Very often I am able to break free quite fast & it is more or less same reaction time when it comes to other CCs. I think the issue here is what comes after. You can stack multiple CCs and stuff that ignores CC immunity (breaking free does provide that). Hence the reason why many players run Slippery CP. Cuz it breaks CC stacking combo.
Major_Mangle wrote: »Fear and other unblockable stuns are generally fine (small case could be made against streak but not a topic for this thread), but anyone who´s not a super biased group oriented PvP player knows that RoA is overtuned and should be adjusted (better visuals showing the pull + giving cc immunity). Ideally we shouldn´t have pull sets at all in PvP but we know ZOS doesn´t go back on changes as a rule and it´s better to ask for realistic adjustments instead.
Say no more. Problem identified.SkaraMinoc wrote: »Oh really? Here's a scenario. A group of 5 players run into you from off screen during a siege. The puller
Avran_Sylt wrote: »Tommy_The_Gun wrote: »The reason why Fear CC ignores blocking is to counter perma-blocking builds. And fear is not the only aoe CC like this. Arcanist charm for example ignores dodge. Design philosophy is identical as with invisibility & detection. Cast a skill to outright remove the ability for other players to use certain mechanics.
It would be way better if instead of hard-countering certain mechanics it would simply reduce effectiveness of certain mechanics. But it is what it is. It is flawed designed.
Btw. Fear is not NB exclusive CC. Also... try to imagine how it would look like if it did not ignored blocking. You would be able to pretty much perma-block & at least on paper you could potentially have "low floor" skill level unkillable players.
Still.. a counter like this (badly designed & flawed) is better than having no counter-play at all.
Also as for what OP is mentioning about that 1 second. I don't think this CC alone works like this. Very often I am able to break free quite fast & it is more or less same reaction time when it comes to other CCs. I think the issue here is what comes after. You can stack multiple CCs and stuff that ignores CC immunity (breaking free does provide that). Hence the reason why many players run Slippery CP. Cuz it breaks CC stacking combo.
I think what they're getting at is the Animation itself (from Fear) doesn't allow any Break Free attempts. I don't know if that is actually the case, but I wouldn't be surprised at PvP oversight.
This would need testing. Since OP has not provided any example at all (good job OP).
SkaraMinoc wrote: »1) Streak doesn't have a guaranteed 1 second cc. AOE fear does. The minimum duration on Streak cc is 0 seconds and I have clips of players instantly breaking out of Streak with no cc animation playing. This can't be done with AOE fear and can't be done with Slippery.
2) The point of this thread is not about Rush of Agony. I agree that Rush of Agony needs changes but for the love of Akatosh go complain in one of the dozens of other threads.