xylena_lazarow wrote: »And then you also have to avoid the fear stun and not simply get bombed by the ball group because you stood still blocking. Inevitably you conclude that the only "counter" to RoA is to stay very far away and never engage at all.
5.2 In relation to online/competitive games, you will not exploit any bug, or abuse any game system (such as the scoring or award systems) in a ZeniMax game, Service, forum, or other games or services provided by ZeniMax.
RealLoveBVB wrote: »Just hold block.
No it is not hard to kill solos using RoA, all they can do is clown unaware targets, they have zero chance of using it to punch above their weight class in an actual engagement. It is nonetheless still extremely unfun to suddenly be yanked across the battlefield because some rando far behind you off screen was wearing a set. Often through terrain.RealLoveBVB wrote: »But rush of agony isn't an issue, especially when played by solo players, who wants to fight against groups.
xylena_lazarow wrote: »No it is not hard to kill solos using RoA, all they can do is clown unaware targets, they have zero chance of using it to punch above their weight class in an actual engagement. It is nonetheless still extremely unfun to suddenly be yanked across the battlefield because some rando far behind you off screen was wearing a set. Often through terrain.
Yes it is a problem that Rush of Agony automates the strat of ball groups. The sweatiest tryhard groups are automating their strat with a brainless proc set. Look around you, where did all the zergs go? They all quit in no small thanks to this guar turd of a set turning a hard matchup into unfun unfair cheese. It's not just "the performance" it's also this.
RealLoveBVB wrote: »
I haven't said anything about killing players using RoA. RoA was introduced to counter groups (it's sadly abused by ball groups), so it's actually a nice opportunity to fight many players alone. Or how are you going to fight groups when being alone?
Setting up your dueling build and fighting them 1 by 1, while all others are watching?
The problem is any set that is "designed to counter ball groups" will work for us because we will just use it for clumps of people that, position wise, act as a ball group.
RealLoveBVB wrote: »
Exactly. That's why I am wondering why so much hate and threads against a set, while something totally different (ball groups) is the real issue.
RealLoveBVB wrote: »
Exactly. That's why I am wondering why so much hate and threads against a set, while something totally different (ball groups) is the real issue.
spartaxoxo wrote: »
There can be multiple issues. ROA pulling people through walls is clearly not right
Ball groups, small man groups, zergs, they all are kind of the same on the most basic level.
A ball group is basically just like a trifecta prog. Ball groups spend a ton of time working on strat, min/maxing, etc.
Are there some aspects of ball groups that need to be corrected - absolutley - they are almost un-killable but to say they are "the problem" is a bit short sighted IMO. When I'm running solo the AD zerg is the problem for me... so "the problem" is very subjective.
Yeah, agreed. Thats why I say the set isn't really working as intended IMO due to a few issues - but mainly just the server/clients being out of sync and the lag.
Synapsis123 wrote: »
They just need to add a LOS check at the time the rush chain hits the player rather than just the LOS check at the time the chain starts moving toward the player.
Yes it is an exploit to pull people directly through walls with it. There is a difference between porting with your shade and dragging people directly through a solid object versus you trying to LOS and you clip the side of the wall when you are pulled. One is certainly done with intention if done multiple times in a row due to the timing required to pull of that trick.
The reason it is an exploit is because you end up pulling people further than intended with the set and being pulled through walls has a moderate chance of desyncing the character or crashing them completely off the game.
xylena_lazarow wrote: »Assuming you're positioned perfectly outside the radius of the fear spam and also block all the subsequent pulls, congratulations you've survived Rushing Agony.
But since you slowed down so much to block, now there's a ball group directly on top of you. You won't survive them just holding block, and their AoE will kill you the moment you let go of block to move. What now?
Alchimiste1 wrote: »
Using shade + rush is not an exploit. Can't believe how disingenuous people are being. The reason someone would rush into shade is to get the hell out before the ball group kills them immediately after. Both the set and the skill are working exactly as they should.
Rush can pull players through corners including pillars, trees, tower corners regardless of any interaction with shade. If you are pulling players into a locked keep with a combination of rush + shade then yes, but as far as I’m aware that’s not possible.
that being said, rush of agony itself is a stupid set and should be nerfed. But you can't blame players for using it.
The problem is any set that is "designed to counter ball groups" will work for us because we will just use it for clumps of people that, position wise, act as a ball group.
Without dramatically making a change to skills (like the upcoming test) I fail to see an instance where a set will counter a ball group.
Yes... there was Azureblight which.... opened a whole new set of worms and IMO wasn't working as intended (the scaling of it didn't align with the tooltip and could be easily exploited which is what made it "work" on ball groups) - but that is a whole different conversation and controversy lol.
RealLoveBVB wrote: »Just hold block.
Have you ever actually tried to X? Yeah you do often pick them off 1 by 1, and you can do things like adapt a DK dueling build to incorporate an AoE strat like Thrive in Chaos + Talons for breaking down groups, while still winning most 1v1s. Nobody was ever winning outnumbered fights against equal or better skilled opponents in the first place. However, you might still be able to clown them unaware if you had an overpowered proc that automates the hardest part...RealLoveBVB wrote: »Setting up your dueling build and fighting them 1 by 1, while all others are watching?
xylena_lazarow wrote: »Have you ever actually tried to X? Yeah you do often pick them off 1 by 1, and you can do things like adapt a DK dueling build to incorporate an AoE strat like Thrive in Chaos + Talons for breaking down groups, while still winning most 1v1s. Nobody was ever winning outnumbered fights against equal or better skilled opponents in the first place. However, you might still be able to clown them unaware if you had an overpowered proc that automates the hardest part...
RealLoveBVB wrote: »
Here is a prime example why RoA is a good set against groups (its still the old version without the delay):https://youtu.be/zz-HMjs4_ao?si=D-I_WvG9UmjnyEQ0
If that wouldn't exist, you wouldn't be able to fight such outnumbered fights.
Alchimiste1 wrote: ».
2 things
1) that is a group of players not a ball group which is what people have a problem with.
2) they were already so neatly stacked; you could have killed them with any other set and VD which is how people use to bomb in the past.
Edit: upon further look I actually don't even think you proc'd rush of agony lol. your tether stunned them before the ROA
With Whitestrakes coming up I thought it would be nice to have some clarification, as to not risk being banned. This set is being commonly used in Cyrodiil to pull in odd ways, and I haven't seen an official response from ZoS. Is this a feature and acceptable use of the set, or does this enter the realm of exploiting and potential banning?
ZOS_GinaBruno wrote: »
The use as being discussed in this thread will not get you banned. That said, we are taking a look at this set for some potential changes in the future.
So, I know this set's quite controversial in PVP, but as a PVE player, I love having this as a tank. If anything, make the pull dependent on Major Slayer or something unique to PVE. This is definitely a case where PVP and PVE balancing need to be separated.
This is definitely a case where PVP and PVE balancing need to be separated.
That's not a "group" those are unaware disorganized zergers, and they all rezzed each other as soon as you were forced to take cover. You can see EP still holding the flag near the end, so while it may be fun to clown on opponents like that, there was no impact on the final result, the big disorganized zerg still wins against even a skilled RoA user.RealLoveBVB wrote: »If that wouldn't exist, you wouldn't be able to fight such outnumbered fights.
As the #1 Rushing Agony hater, I strongly support the "monsters only" path going forward. The mechanic already exists and this would be a perfect application of it, making both PvE and PvP happy.JaxontheUnfortunate wrote: »I agree as a werewolf tank it is really the only reliable way to do a group pull.
xylena_lazarow wrote: »As the #1 Rushing Agony hater, I strongly support the "monsters only" path going forward. The mechanic already exists and this would be a perfect application of it, making both PvE and PvP happy.
ZOS_GinaBruno wrote: »
The use as being discussed in this thread will not get you banned. That said, we are taking a look at this set for some potential changes in the future.
Still prefer to kill it in PvP altogether, but following normal cc rules with a sufficiently long and obvious telegraph would also be fine by me. I'm happy to hear from Gina that the devs are considering changing the set.Izanagi.Xiiib16_ESO wrote: »This would kill the set in PVP, they just need to make the pull effect give CC immunity in PVP and add an aoe indicator around the player.