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.
Most of the players would not have stood in the path of the ballgroup without getting pulled by rush of agony into it or speed reduction from blocking it.
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.
Most of the players would not have stood in the path of the ballgroup without getting pulled by rush of agony into it or speed reduction from blocking it.
If ZOS’s response to Sacrificial Bones/Grave Lord’s Sacrifice’s overwhelmingly negative reception is any indication, then they will unfortunately ignore player feedback. This shouldn’t have made it past the idea phase.CatoUnchained wrote: »Cyrodiil has never been so toxic as it's been since RoA was introduced. It's absolutely baffling how a set with these traits made it past the dev team, and even more baffling that the set is still in the game unchanged given how many complaints with evidence have been submitted and discussed for so long. We know ZOS has seen the commentary. Why haven't they made any effort to fix their blunder?
sans-culottes wrote: »If ZOS’s response to the Sacrificial Bones/Grave Lord’a Sacrifice’s overwhelmingly negative reception, then they will unfortunately ignore player feedback. This shouldn’t have made it past the idea phase.CatoUnchained wrote: »Cyrodiil has never been so toxic as it's been since RoA was introduced. It's absolutely baffling how a set with these traits made it past the dev team, and even more baffling that the set is still in the game unchanged given how many complaints with evidence have been submitted and discussed for so long. We know ZOS has seen the commentary. Why haven't they made any effort to fix their blunder?
sans-culottes wrote: »If ZOS’s response to the Sacrificial Bones/Grave Lord’a Sacrifice’s overwhelmingly negative reception, then they will unfortunately ignore player feedback. This shouldn’t have made it past the idea phase.CatoUnchained wrote: »Cyrodiil has never been so toxic as it's been since RoA was introduced. It's absolutely baffling how a set with these traits made it past the dev team, and even more baffling that the set is still in the game unchanged given how many complaints with evidence have been submitted and discussed for so long. We know ZOS has seen the commentary. Why haven't they made any effort to fix their blunder?
I'm not feeling very inspired to help test Vengeance, to say the least. Rushing Agony still plagues Battlegrounds regardless of what they're doing with the Cyro ruleset.Remember that time we were told we could get better development communication
I'm still a Necro main in Cyro but I'd be lying if I said it's not depressing to try and make a Necro viable in the current meta, lol. I miss my Harmony bombs
necro_the_crafter wrote: »I'm still a Necro main in Cyro but I'd be lying if I said it's not depressing to try and make a Necro viable in the current meta, lol. I miss my Harmony bombs
A bit offtopic but I suggest you try corpsebuster.
Im using it on the frontbar with dualwield.
Generally you want to cast blightbones into thrive in caos into dazing soul (scribed stun), and then pop your blastbones with detonating siphon or you can place avid on top and countinue combo chain with self-synergy, only I found it a bit more tricky to pop a corpse with boneyard, since our blighted buddy sometimes goes for a stroll, and with det. siphon its easier to pop, since det siphon will become active only after our skeleton reaches its target.
Also after each rebuff, when you have up to 3 corpses lying around you can do triple-pop with detonating dealing massive AoE burst, but that works only against over-agressive players.
StaticWave wrote: »Stole this clip from @Alchimiste1 showcasing how RoA can be abused with Shadow Image to extend the pull range well beyond 12 meters and through terrain. It can even force your character to receive damage from the RoA proc because you're unable to move while being pulled such a long distance.https://youtu.be/7yjh1b6qZe0
Can you imagine a ball group doing this? Have 1 NB pull EVERYONE into your group far away from the actual battle to be ult bombed.
@ZOS_BrianWheeler you need to tell the Dev team to fix this right now. This is beyond ridiculous.
Major_Mangle wrote: »StaticWave wrote: »Stole this clip from @Alchimiste1 showcasing how RoA can be abused with Shadow Image to extend the pull range well beyond 12 meters and through terrain. It can even force your character to receive damage from the RoA proc because you're unable to move while being pulled such a long distance.https://youtu.be/7yjh1b6qZe0
Can you imagine a ball group doing this? Have 1 NB pull EVERYONE into your group far away from the actual battle to be ult bombed.
@ZOS_BrianWheeler you need to tell the Dev team to fix this right now. This is beyond ridiculous.
Gina responded in the other thread about this. Apparently they're looking at a "potential fix", but that it's not something you'll get banned for doing. I honestly hope people abuse this during the upcoming midyear so we once and for all can get rid of pull sets in PvP. The more "carry tools" (like RoA, snowthreaders, crosshielding etc) we can get balanced the better. Sad part is that the only way to get changes these days is to go to silly lenghts to make everyones PvP experience miserable before zos might act.
StaticWave wrote: »
Rush of Agony and Dark Convergence were designed to kill large groups, yet ironically are best used by organized large groups lol.
StaticWave wrote: »
Rush of Agony and Dark Convergence were designed to kill large groups, yet ironically are best used by organized large groups lol.
acastanza_ESO wrote: »StaticWave wrote: »What’s funny to me personally is seasoned 1vXers and small scalers in this thread like @MincMincMinc and @Alchimiste1 are being called “lacking situational awareness” because they think RoA is broken. Keep in mind, these guys are SEASONED and have A LOT more awareness than your average player and also deal with RoA A LOT more. If RoA is that problematic for seasoned players to deal with, then I can’t imagine your average player being yanked around into a full group bomb, not knowing how they died.
No offense intended, but there's a serious undercurrent of "anything that kills me is broken and should be nerfed" and "I should be table to solo tank any group" from the 1vX crowd. So pardon me if I think those category of complaints about RoA are more than a little bad-faith. It's the exact same category of illigitimate complaint as those made about Azureblight.
Dying to RoA is very much an issue with situational awareness, just like Azureblight.
For the record, I was also vocally against the Azureblight nerf as well.
“ when 1vXer need very much situational awareness to 1vX.StaticWave wrote: »are being called “lacking situational awareness” because they think RoA is broken
acastanza_ESO wrote: »StaticWave wrote: »What’s funny to me personally is seasoned 1vXers and small scalers in this thread like @MincMincMinc and @Alchimiste1 are being called “lacking situational awareness” because they think RoA is broken. Keep in mind, these guys are SEASONED and have A LOT more awareness than your average player and also deal with RoA A LOT more. If RoA is that problematic for seasoned players to deal with, then I can’t imagine your average player being yanked around into a full group bomb, not knowing how they died.
No offense intended, but there's a serious undercurrent of "anything that kills me is broken and should be nerfed" and "I should be table to solo tank any group" from the 1vX crowd. So pardon me if I think those category of complaints about RoA are more than a little bad-faith. It's the exact same category of illigitimate complaint as those made about Azureblight.
Dying to RoA is very much an issue with situational awareness, just like Azureblight.
For the record, I was also vocally against the Azureblight nerf as well.
Incredible how you want to trivialize rush of agony as undercurrent of "anything that kills me is broken and should be nerfed" like some random set killing a random player when it is the most broken and hated set in the entire game that almost everyone not abusing it wants to get nerfed.
These complains must be illegitime and bad faith as nobody can really consider a set op that is responsible only for majority of organized group kills(also kills on the one complaining).
Nobody here thinks nor says "I should be table to solo tank any group" even from the 1vX crowd, we are too far away from that too even think about that when the whole faction is often not enaugh to kill a ballgroup and skilled 1vXers having to zerg to counter ballgroup get snacked inbetween (despite active defense). Static only mentioned them because by you they „“ when 1vXer need very much situational awareness to 1vX.StaticWave wrote: »are being called “lacking situational awareness” because they think RoA is broken
MincMincMinc wrote: »This is why it seems the current combat team isnt talking with whatever team is making new sets.
Rushing fails on three fronts
- There is no clear telegraph that you are about to be pulled. Why dont chains shoot out from the target and then pull after 1s. It should be a clear so enemies who get chained can react and block the chain.
- When pulled it doesnt apply immunity which none of us should have to tell the combat team why this is a bad thing.
- After those two get fixed we then have to ask the question why this set even does damage? You do the strongest effect in the game just to also do damage equivalent to an aoe burst skill that is a delayed timeable skill.
xylena_lazarow 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.StaticWave wrote: »
Rush of Agony and Dark Convergence were designed to kill large groups, yet ironically are best used by organized large groups lol.
It says large groups, not ballgroup, which in the second sentence is revealed to mean zergs .
(large groups even when not grouped in group tool)
The problem with killing a ballgroup is not to get them stacked(so you can hit all at once) which they already are but to get enaugh dmg to reduce the hp of the ones you hit to 0 with all their defenses after destroying their shields before they can get healed up by 12 echoing vigor and 6 healer/support. Rush of agony is definitely not what players wanting to kill ballgroups asked for and not even worth using.
Better to use a dmg set like (mechanical acuity) or even go single target(to avoid 36%mitigation from major+minor evasion and cp star) to kill at least the one(s) you hit.
This set was designed for ballgroups(or bombers) to bomb(punish for stacking) players that are not stacked and is not a failed ballgroupcounter more effectively used by ballgroups like ballgroups like to claim.
This is a good summary of how Rushing Agony drives away new and casual players. They're punished just for trying to participate at all, and then mocked for not knowing or executing esoteric metagame counterplay. No wonder players don't bother coming back, who would want to when that's their first impression of this PvP?Avran_Sylt wrote: »Basically sets to punch down on the underdog, because it requires a chain reaction from a kill happening in the first place, which are typically scrubs.
"lol, not only is that scrub a bad player, but they're actively throwing by participating and killing their team as a result."
Avran_Sylt 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.StaticWave wrote: »
Rush of Agony and Dark Convergence were designed to kill large groups, yet ironically are best used by organized large groups lol.
It says large groups, not ballgroup, which in the second sentence is revealed to mean zergs .
(large groups even when not grouped in group tool)
The problem with killing a ballgroup is not to get them stacked(so you can hit all at once) which they already are but to get enaugh dmg to reduce the hp of the ones you hit to 0 with all their defenses after destroying their shields before they can get healed up by 12 echoing vigor and 6 healer/support. Rush of agony is definitely not what players wanting to kill ballgroups asked for and not even worth using.
Better to use a dmg set like (mechanical acuity) or even go single target(to avoid 36%mitigation from major+minor evasion and cp star) to kill at least the one(s) you hit.
This set was designed for ballgroups(or bombers) to bomb(punish for stacking) players that are not stacked and is not a failed ballgroupcounter more effectively used by ballgroups like ballgroups like to claim.
I really don't get this take.
VD/RoA/DC aren't meant to kill zergs, they're meant to kill bad/undergeared players.
Basically sets to punch down on the underdog, because it requires a chain reaction from a kill happening in the first place, which are typically scrubs.
It's more or less a streamers set: take advantage of those you don't play as much as you/aren't as good as you, and leverage that to kill even more people.
lol, not only is that scrub a bad player, but they're actively throwing by participating and killing their team as a result.