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.
They often don't play until after the server has decided you've been pulled, or don't play at all, or get obscured by a million other brighter louder (but non threatening) effects. This is more likely in Cyro than BGs. Like mentioned earlier, normal sets like Rallying Cry or MDW don't turn the entire battlefield upside down every time the game lags, RoA though...The visual cue would be the gap closer, and there is a very loud sound cue of the rush chains being deployed
The visual cue would be the gap closer, and there is a very loud sound cue of the rush chains being deployed. Both the pull from rush and dark convergence are blockable.
For the record you still can not, and should never try, dodge rolling out of dark convergence, lest ye be doomed.
The visual cue would be the gap closer, and there is a very loud sound cue of the rush chains being deployed. Both the pull from rush and dark convergence are blockable.
For the record you still can not, and should never try, dodge rolling out of dark convergence, lest ye be doomed.
Right? Like why are we so obsessed with having a set that breaks the rules of combat that we're going to put (5+ months?) of dev time into making it so the set works better, but not actually fix the part where it doesn't grant CC immunity?
If you're fixing location desync in general, great. It's been an issue with knockbacks and pulls for years. But the immediate issue and the subject of this thread (and many other threads!) is rush itself. Make the set give CC immunity.
Just block. I mean, it's not like blocking exists for a reason or anything. We should definitely overhaul an entire set and spend even more dev time instead of using the basic mechanics already in the game. Next thing you know, we’ll be asking for CC immunity on getting sneezed at. Maybe, just maybe, the problem isn’t the set—it’s people refusing to adapt.
The only thing that should be fixed on Rush of Agony is the line-of-sight check where it pulls people through solid objects.
emilyhyoyeon wrote: »To anyone who agreed when they thought I was serious: it's pretty clear spending 10min in Cyrodiil in game that effectively nobody likes that set. It's not a forum complainers issue.
Avran_Sylt wrote: »
If I’m not facing the person that got gap closed, then I don’t get the visual indicator.
1v1,sure, you can make an assumption, though this is a multi-pull set.
RealLoveBVB wrote: »
I like it. I also die to it sometimes. The difference is, that I try to improve myself and think about, how to dodge or avoid damage, while the majority is going to the forums instead and does complaints.
You have to make strategies and counter plays, that's how pvp works. Complaining is just the lazy way.
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.
xylena_lazarow wrote: »They often don't play until after the server has decided you've been pulled, or don't play at all, or get obscured by a million other brighter louder (but non threatening) effects. This is more likely in Cyro than BGs. Like mentioned earlier, normal sets like Rallying Cry or MDW don't turn the entire battlefield upside down every time the game lags, RoA though...
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.
katanagirl1 wrote: »
I have never seen this or heard this in all of my RoA encounters. There have been many.
Yeah, maybe it is just in the performance of Cyrodiil that these very indistinct cues are lagging.
I did run a BG today with someone wearing RoA but our team was getting stomped so bad I didn’t notice anything there either.
EDIT: clarification
TechMaybeHic wrote: »
I never noticed it either, prime time cyro. Went in the day time finally just to try a build and my factions was getting hit at tri keeps by a ball group trying to bomb. Was maybe 9 other randoms there and all we could do was jump from front flag to back flag to try to slow the flip, and the ball pushed back and I made for the mezzanine stairs and I saw it. Its so very rare outside of that very uncrowded space
The set is what I meant.Tommy_The_Gun wrote: »It is not just shade, but every teleport & rapid movement ability (like Streak or Vault). So be careful what you ask for.
ZOS already nerfed Shade, Arcanist Portal and Warden Gate, just because this set exists.
Previously, you could for example use shades in IC to port back to spawn tower. In itself it was non-issue, but with this set, you could pull players back to your spawn's "safe zone" resulting in enemy players being killed by "environmental damage" (kinda like traps & PvE mechanics). As far as I am aware, players were not even credited for the kills, but were keep doing that for their own ego & amusement.... So Skills got nerfed as Set was brand new Paid Content, so ZOS did not nerfed the set (obviously /S)... At least this is how it looks to me.
Since the set is the problem, it a set that should be adjusted.
frogthroat wrote: »The set is what I meant.
It could cancel the pull if you activate a teleport during the "amassing power" phase. This would keep the set alive, but remove the exploit. As in:
When you deal direct damage with a Blink, Charge, Leap, Teleport, or Pull ability, you begin to amass power. After 0.8 seconds, pull enemies within 12 meters.
Would be changed to:
When you deal direct damage with a Blink, Charge, Leap, Teleport, or Pull ability, you begin to amass power. After 0.8 seconds, pull enemies within 12 meters. If you activate a Blink, Charge, Leap, Teleport, or Pull ability again during this time, the pull is cancelled.
RealLoveBVB wrote: »
1) why exactly should there be a ball group? Players here were complaining about ball groups, which are using RoA, where I fully agree. This topic was never about to kill ball groups.
2) +your edit: as mentioned above, it was still the old RoA with an instant pull. RoA procced, as soon as I jumped on them.
A deto bomber would have killed some on the flag too, but then I hadn't a chance to refrag or continue the fight, as deto bombers have only this single burst. Plus the chance of dying is incredibly higher.
I just wanted to show, how RoA is intended to use. Not "abused" by ball groups or dragging players through walls and doors.
Ah, so the set itself is not the cause of the problem, but how delayed pull works in general? I'm more of a casual PVP player and I die so often that RoA is just a drop in the ocean -- that's why I don't personally mind it. But if it would be up to you, how would you solve the issue?It should be pointed that it wasn't even Rush of Agony people were abusing with that, but just the DW Scribe pull (which is also an AoE) - this gave a lot more range to the "yoink".
This of course got people banned as it was abused to instakill people and resulted in Shadow Image no longer being castable in safe zones.
Now compare all that skill you had to learn with the player using RoA. Your skill barrier went up, way up. With RoA their skill barrier goes down, fewer buttons, fewer timers, no extra gcds, automation replacing awareness and timing.Like when DC came out, I've gotten to where I am getting better at blocking and getting out of it and rarely get killed by large groups with it unless I lag and get pulled from too far away (from my client side perspective). It is a lot more subtle though, quieter noise and smaller visual and I honestly can only do it when it's certain groups using it because I am more able to anticipate the group movement and the individual who uses the gap closer. If a random solo uses it I pretty much get pulled. But I also don't die to solos with it.
RealLoveBVB wrote: »
Not anymore. There were also many threads about nightblades invi cloak and they have changed that too due to that.
So it totally works right now, that a bunch of players do some complaining in the forums, instead of working with base mechanics, to make things changed.
So of course RoA will be nerfed and of course new threads will appear like "nerf nbs more, nerf coldfire, nerf oils, mimimi".
RealLoveBVB wrote: »
Not anymore. There were also many threads about nightblades invi cloak and they have changed that too due to that.
So it totally works right now, that a bunch of players do some complaining in the forums, instead of working with base mechanics, to make things changed.
So of course RoA will be nerfed and of course new threads will appear like "nerf nbs more, nerf coldfire, nerf oils, mimimi".
Like when DC came out, I've gotten to where I am getting better at blocking and getting out of it and rarely get killed by large groups with it unless I lag and get pulled from too far away (from my client side perspective). It is a lot more subtle though, quieter noise and smaller visual and I honestly can only do it when it's certain groups using it because I am more able to anticipate the group movement and the individual who uses the gap closer. If a random solo uses it I pretty much get pulled. But I also don't die to solos with it. People complained a lot about DC and now no one cares about DC proc at all.
I also am a medium distance character, I imagine it's a lot harder for melee people to detect and block. With lag it becomes a lot harder. With teleports that pull you from stealth into areas you never were, it's kind of impossible/luck based (or maybe detect pot based).
The teleport behind structures issue, CC immunity issue, and lag are really what makes this set obnoxious. Just my opinion and observation.
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.