The two most requested changes seem to be: CC immunity and a cooldown. Are either or both of those being considered?ZOS_JessicaFolsom wrote: »For the Rush of Agony set, specifically, we are looking at a few options to help reduce the chances of the current issue where some player characters are getting into a bad state after being a target of the pull.
ZOS_JessicaFolsom wrote: »Hi everyone. We’ve had some conversations yesterday about this discussion, the Rush of Agony set, and the more recent community concerns and reports. This also included consideration for the overall feedback since we released the set.
To give a little background, all movement-type actions and skills, including pulls, have the potential to be impacted by variables including character movement speed and position, high ping, the amount of data being sent between the server and the client, and anything that negatively impacts server and client latency (including attacks by bad actors). What this can result in with any pull-type action or skill, not just the Rush of Agony set pull, is cases where the client thinks the target is in one spot and the server thinks it’s in another. One of the reasons this has been surfacing more with Rush of Agony is due to how popular the set is – more people using the set creates more opportunities for the pull to be impacted.
We have some work in progress that aims to reduce the overall amount of data being sent back and forth between the client and server, investigations into some known crashes related to player bonuses, and additional logging that will help us better identify crash and disconnect causes.
For the Rush of Agony set, specifically, we are looking at a few options to help reduce the chances of the current issue where some player characters are getting into a bad state after being a target of the pull. One possible solution we are considering is having the pull bring the target player back to a specific location instead of to the source player. This will decrease the amount of movement-related data the client needs to send to the server, though it could still happen. This is still in discussion as a potential option and not locked in. We're also discussing options to reduce the overall frequency at which a player could be pulled by this set.
These changes require some dev and engineering work to be done and tested, so realistically we are looking at Update 46 timing at the earliest. Thank you for all the input and suggestions related to this.
Turtle_Bot wrote: »
Thanks for getting back to us with this info, glad to hear the set is finally being looked at.
As some have noted, the set is fine in PvE (and is sourced from PvE content), so maybe just make it only work in PvE content could be a simple (even if temporary) fix to allow the team more time to design something long term? That way the PvE crowd don't lose a nice tool, but it removes the set from PvP where it is causing issues and gives the team (and engineers) more time to test and design a solution that would keep majority of players happy, so there's not a massive rush (pun intended) to completely redesign the set.
It is not just shade, but every teleport & rapid movement ability (like Streak or Vault). So be careful what you ask for.frogthroat wrote: »Looks like using Shade is the key to replication here. Might be it happens also during mobile fights but to successfully replicate it on demand you need the Shade.
Maybe Undo would work, too?
But this is good info to communicate to ZOS if the Shade is a key element here. I'm sure they can fix it that Rush of Agony pull is cancelled if the player teleports using Shade or Undo.
Yep... that is the answer right there. Also... making it to pull players to a specific location is even worse. You would have players being pulled into "kill zones" without other players (casters/users of the set) being even in a slight risk or worse - players will pull others off bridges or to lava or other "no go" zone. Hence I do think it should not work on players at all or maybe (if it has to) to give some different CC effect like stun or fear etc.Personofsecrets wrote: »One solution that could work is making Rush of Agony not pull players.
I am not sure if this caught your attention but the issue you describe is not only from Rush of Agony or other "pull" sets but also from Knockbacks and Knockups like Meteor and Templar Aedric Spear to mention some examples.
What my guild and multiple other guilds have realized as that the described behaviour only happens when the person does not break free fast enough.
Therefore I do not think changing the location of the Pull is gonna change anything to be completely honest..
Greetings Scy
ZOS_JessicaFolsom wrote: »
Yep, you're right Scy and we're aware. Any movement-related skill (blink, leaps, charges, etc.) can be affected in unintended ways when the data being sent between the server and the client is impacted. That's why the one example mentioned wouldn't be a catch-all solution, and why we're still talking through solutions.
Izanagi.Xiiib16_ESO wrote: »A solution would be to move the pull to a ground effect left at the feet of the target affected instead of allowing the pull to drag to a player
What you describe is how dark convergence works. So your solution is just to remove rush of agony?
What you describe is how dark convergence works. So your solution is just to remove rush of agony?
Izanagi.Xiiib16_ESO wrote: »
Different proc condition, different damage effect - The aoe dmg would still emanate from the player. Only the pull effect would be ground based.
ZOS_JessicaFolsom wrote: »Hi everyone. We’ve had some conversations yesterday about this discussion, the Rush of Agony set, and the more recent community concerns and reports. This also included consideration for the overall feedback since we released the set.
To give a little background, all movement-type actions and skills, including pulls, have the potential to be impacted by variables including character movement speed and position, high ping, the amount of data being sent between the server and the client, and anything that negatively impacts server and client latency (including attacks by bad actors). What this can result in with any pull-type action or skill, not just the Rush of Agony set pull, is cases where the client thinks the target is in one spot and the server thinks it’s in another. One of the reasons this has been surfacing more with Rush of Agony is due to how popular the set is – more people using the set creates more opportunities for the pull to be impacted.
We have some work in progress that aims to reduce the overall amount of data being sent back and forth between the client and server, investigations into some known crashes related to player bonuses, and additional logging that will help us better identify crash and disconnect causes.
For the Rush of Agony set, specifically, we are looking at a few options to help reduce the chances of the current issue where some player characters are getting into a bad state after being a target of the pull. One possible solution we are considering is having the pull bring the target player back to a specific location instead of to the source player. This will decrease the amount of movement-related data the client needs to send to the server, though it could still happen. This is still in discussion as a potential option and not locked in. We're also discussing options to reduce the overall frequency at which a player could be pulled by this set.
These changes require some dev and engineering work to be done and tested, so realistically we are looking at Update 46 timing at the earliest. Thank you for all the input and suggestions related to this.
Alchimiste1 wrote: »
ZOS_JessicaFolsom wrote: »
Yep, you're right Scy and we're aware. Any movement-related skill (blink, leaps, charges, etc.) can be affected in unintended ways when the data being sent between the server and the client is impacted. That's why the one example mentioned wouldn't be a catch-all solution, and why we're still talking through solutions.
ZOS_JessicaFolsom wrote: »Hi everyone. We’ve had some conversations yesterday about this discussion, the Rush of Agony set, and the more recent community concerns and reports. This also included consideration for the overall feedback since we released the set.
To give a little background, all movement-type actions and skills, including pulls, have the potential to be impacted by variables including character movement speed and position, high ping, the amount of data being sent between the server and the client, and anything that negatively impacts server and client latency (including attacks by bad actors). What this can result in with any pull-type action or skill, not just the Rush of Agony set pull, is cases where the client thinks the target is in one spot and the server thinks it’s in another. One of the reasons this has been surfacing more with Rush of Agony is due to how popular the set is – more people using the set creates more opportunities for the pull to be impacted.
We have some work in progress that aims to reduce the overall amount of data being sent back and forth between the client and server, investigations into some known crashes related to player bonuses, and additional logging that will help us better identify crash and disconnect causes.
For the Rush of Agony set, specifically, we are looking at a few options to help reduce the chances of the current issue where some player characters are getting into a bad state after being a target of the pull. One possible solution we are considering is having the pull bring the target player back to a specific location instead of to the source player. This will decrease the amount of movement-related data the client needs to send to the server, though it could still happen. This is still in discussion as a potential option and not locked in. We're also discussing options to reduce the overall frequency at which a player could be pulled by this set.
These changes require some dev and engineering work to be done and tested, so realistically we are looking at Update 46 timing at the earliest. Thank you for all the input and suggestions related to this.
TheAwesomeChimpanzee wrote: »
Well, now that we finally have confirmation that the set is not bugged and is working as intended, I’ll be sure to start using it exactly as designed—pulling people from absurd distances and through solid walls, just as the devs have clarified it should function.
I’d like to apologize to everyone I’ve argued with in the forums over the past few days. In the end, we should have had this clarification much sooner from a developer to save us all the time and back-and-forth on this specific topic of wether or not this was exploiting an unintended game mechanic. Now we know it’s not a bug or an exploit by definition—but an intended mechanic. The devs confirmed the set works as designed, because otherwise it would be in violation of segment 5.2 of the TOS that was alluded to earlier on this thread. Now there’s no reason not to take full advantage of it with no risk of getting banned.
[snip]
[Edit to remove video.]
I can't understand the insistence of a small vocal minority to remove every unique/interesting set from the game.
emilyhyoyeon wrote: »
It's definitely a small vocal minority who hates RoA for sure!
Alchimiste1 wrote: »
Oh really ?
https://forums.elderscrollsonline.com/en/discussion/671959/get-rid-of-rushing-agony-from-pvp-right-now-please#latest
I think this thread here would say otherwise. It has some of the highest engagement of likes of any I've seen.
Thank you and the team for taking a reasoned approach to this discussion. There are plenty of PVP players who haven't been vocal in this thread who do not want rush of agony removed from the PVP side of the game.
The idea of having it pull to a static location is good. It could solve the bugginess of the set without making it unusable, like an overly excessive cooldown would.
I don't even have the set on any of my builds right now, but the proc is blockable. I can't understand the insistence of a small vocal minority to remove every unique/interesting set from the game.
frogthroat wrote: »Looks like using Shade is the key to replication here. Might be it happens also during mobile fights but to successfully replicate it on demand you need the Shade.
Maybe Undo would work, too?
But this is good info to communicate to ZOS if the Shade is a key element here. I'm sure they can fix it that Rush of Agony pull is cancelled if the player teleports using Shade or Undo.
50 users on a forum dictating what is fun for the 1000s of people who "regularly" engage with pvp would indeed be a small vocal minority in the truest sense of the words.
Alchimiste1 wrote: »
it's called a sample size. You shouldn't compare it to the population of all eso players. You should compare it to the engagement of other controversial topics in the eso forums. It has some of the greatest consensus among forum users.
katanagirl1 wrote: »I had to skim through a lot of this, but I didn’t see anything about adding a visual clue for the pull. At least Dark Convergence has a large aoe and the swirling black hole kind of visual effects. With Rush of Agony, suddenly you are sucked into a mass of other players and annihilated before you even know anything is happening. You can block or dodge roll out of Dark Convergence now.