MasterSpatula wrote: »People asking questions like this perplex me. Like, the idea of someone outright refusing to have anything to do with a set specifically because they see it as overpowered is beyond some folks' comprehension. Regardless of how you feel about Rushing Agony, "overpoweredness" does not mean everyone is going to use the overpowered thing. I promise you, though it seems hard to see at times, there are lots of ethical people playing this game.
I explained this phenomenon in post #11.WaywardArgonian wrote: »The fact remains that if RoA was as OP as is suggested, it would be used much more widely.
xylena_lazarow wrote: »I explained this phenomenon in post #11.WaywardArgonian wrote: »The fact remains that if RoA was as OP as is suggested, it would be used much more widely.
I'll go a step further now. It's something even worse than overpowered, called uncompetitive. That means it rewards "cheese" over skill. It automates the dominant meta strat, reduces the skill and awareness required to pilot it (but not the knowledge barrier to get in), then specifically punishes all of the normal skilled counterplay to crowd control or pulls.
Now answer this. You see any open world minmax comps NOT using RoA? Nope, it literally overpowers the entire damage meta for the game's strongest strat. Pure GvG comps can justify dropping RoA, but not open world comps.
When a combo strat like that overpowers the meta in other more serious competitive games like Magic, they tend to ban one of the halves of the combo, usually targeting the one that sees no play outside the combo, like the creature that would repeatedly steal an opponent's stuff, or the spell that could very randomly end the game on Turn 2.WaywardArgonian wrote: »RoA can be annoying for the specific pull + Fear combo, and it can be doubly annoying in lag, but if more people learned how to have situational awareness and hold block when it matters, the set would already be much less of a problem. I rarely get pulled by this set and when I do I can usually identify my mistake that led to it.
WaywardArgonian wrote: »xylena_lazarow wrote: »I explained this phenomenon in post #11.WaywardArgonian wrote: »The fact remains that if RoA was as OP as is suggested, it would be used much more widely.
I'll go a step further now. It's something even worse than overpowered, called uncompetitive. That means it rewards "cheese" over skill. It automates the dominant meta strat, reduces the skill and awareness required to pilot it (but not the knowledge barrier to get in), then specifically punishes all of the normal skilled counterplay to crowd control or pulls.
Now answer this. You see any open world minmax comps NOT using RoA? Nope, it literally overpowers the entire damage meta for the game's strongest strat. Pure GvG comps can justify dropping RoA, but not open world comps.
It is used towards a specific purpose because it is the best set at fulfilling that purpose. That doesn't make it OP, in the same way that Powerful Assault or Vicious Death aren't OP just because every open world comp worth their salt uses these sets.
Like Decimus said earlier, there are sets and abilities that purposefully break the rules of the game to prevent players from crutching on one specific form of counterplay. We already have abilities such as Streak and Javelin that go through block and prevent people from just permablocking; we have ultimates like Onslaught that ignore enemy resistances, and now we have a set that prevents groups from popping an immovability potion and blindly charging into another group. If you think about it this way, Snow Treaders is a much more OP item because it effectively removes one whole category of CC from the game. RoA is in fact one of the very few threats to you when you're wearing Snow Treaders and have an immovability pot active.
RoA can be annoying for the specific pull + Fear combo, and it can be doubly annoying in lag, but if more people learned how to have situational awareness and hold block when it matters, the set would already be much less of a problem. I rarely get pulled by this set and when I do I can usually identify my mistake that led to it.
xylena_lazarow wrote: »When a combo strat like that overpowers the meta in other more serious competitive games like Magic, they tend to ban one of the halves of the combo, usually targeting the one that sees no play outside the combo, like the creature that would repeatedly steal an opponent's stuff, or the spell that could very randomly end the game on Turn 2.WaywardArgonian wrote: »RoA can be annoying for the specific pull + Fear combo, and it can be doubly annoying in lag, but if more people learned how to have situational awareness and hold block when it matters, the set would already be much less of a problem. I rarely get pulled by this set and when I do I can usually identify my mistake that led to it.
Fear stuns are seriously not an issue on their own, they're healthy counterplay to a variety of annoyances. That leaves the other half of the combo, Rushing Agony, which sees no play outside this specific build and strat, yet dominates the open world meta when it appears, choking out any other offensive strat for optimized comp groups.
The barrier is system knowledge, logistics, and access to comp groups, not combat skill. There is an unusually high combat skill barrier to countering Rushing Agony. The combat skill barrier for piloting Rushing Agony is unusually lower than every other form of bombing, you enjoy a simple short rotation with automation replacing awareness and timing.
So if it makes piloting comp groups easier, and countering them harder, the battlefield is now artificially tilted in favor of comp group tryhards, who get to enjoy reduced combat skill demands and abuse of rule-breaking mechanics, while casuals have to work twice as hard in an already hard matchup, need to learn entirely new counterplay tactics beyond "just block bro" and leave the fight feeling like they got cheesed by rule-breaking mechanics, not outplayed.
You now have 12 guys gloating, and 60 guys considering quitting PvP. Look at this place outside Mayhem. Dead empty 20 hours a day. Where did all the zergs go? They quit because garbage like Rushing Agony makes large scale PvP unfun for the players who make large scale PvP happen in the first place. Who do the 12 farm now? Npcs and doors?
xylena_lazarow wrote: »When a combo strat like that overpowers the meta in other more serious competitive games like Magic, they tend to ban one of the halves of the combo, usually targeting the one that sees no play outside the combo, like the creature that would repeatedly steal an opponent's stuff, or the spell that could very randomly end the game on Turn 2.WaywardArgonian wrote: »RoA can be annoying for the specific pull + Fear combo, and it can be doubly annoying in lag, but if more people learned how to have situational awareness and hold block when it matters, the set would already be much less of a problem. I rarely get pulled by this set and when I do I can usually identify my mistake that led to it.
Fear stuns are seriously not an issue on their own, they're healthy counterplay to a variety of annoyances. That leaves the other half of the combo, Rushing Agony, which sees no play outside this specific build and strat, yet dominates the open world meta when it appears, choking out any other offensive strat for optimized comp groups.
The barrier is system knowledge, logistics, and access to comp groups, not combat skill. There is an unusually high combat skill barrier to countering Rushing Agony. The combat skill barrier for piloting Rushing Agony is unusually lower than every other form of bombing, you enjoy a simple short rotation with automation replacing awareness and timing.
So if it makes piloting comp groups easier, and countering them harder, the battlefield is now artificially tilted in favor of comp group tryhards, who get to enjoy reduced combat skill demands and abuse of rule-breaking mechanics, while casuals have to work twice as hard in an already hard matchup, need to learn entirely new counterplay tactics beyond "just block bro" and leave the fight feeling like they got cheesed by rule-breaking mechanics, not outplayed.
You now have 12 guys gloating, and 60 guys considering quitting PvP. Look at this place outside Mayhem. Dead empty 20 hours a day. Where did all the zergs go? They quit because garbage like Rushing Agony makes large scale PvP unfun for the players who make large scale PvP happen in the first place. Who do the 12 farm now? Npcs and doors?
When it comes to ball groups, RoA is the least of my worries for sure.
RoA is literally my only worry. Before RoA, I spent a decade running around and through ball groups, knowing I'd easily be able to get out of the way as soon as I see them about to attack.Ball groups have been ruining PvP long before RoA even existed.
xylena_lazarow wrote: »When it comes to ball groups, RoA is the least of my worries for sure.RoA is literally my only worry. Before RoA, I spent a decade running around and through ball groups, knowing I'd easily be able to get out of the way as soon as I see them about to attack.Ball groups have been ruining PvP long before RoA even existed.
This is now suicidal. I need to stay beyond the 22m gap closer range plus the 12m RoA range, and then a little further to account for lag. So basically right at my 41m max attack range, where there's little I can do but left click a siege, maybe drop a Meteor, or a Negate if I'm on StamSorc... and pray for a lucky bomb.
If my positioning isn't absolutely perfect all the time, I die on the spot. Stay 100% sweaty focused the entire time just so you can do... that? Who the hell wants to play like that? Not me, looking around Cyro outside Mayhem, nobody.
Yeah and I can still run through them when they're not bombing, and still survive being chunked by their AoE if I'm not being pulled into a stun. If Rushing Agony is up, I need to be 41m away immediately, or I'm dead.Have you stopped to consider the possibility that the reason you die in those situations is because every player in that ball group deals twice the damage (including with the RoA) they should?
xylena_lazarow wrote: »Yeah and I can still run through them when they're not bombing, and still survive being chunked by their AoE if I'm not being pulled into a stun. If Rushing Agony is up, I need to be 41m away immediately, or I'm dead.Have you stopped to consider the possibility that the reason you die in those situations is because every player in that ball group deals twice the damage (including with the RoA) they should?
And if you aren't on the class that can Block-Streak across the map? You block, now you've slowed down too much and you die because you're out of position. You don't block, you get pulled and die on the spot. So the only sure way to deal with RoA balls is to stay 41m away at all times, or don't bother fighting at all. That 2nd option keeps getting more popular. And don't forget that comps aren't just running one single RoA pull, they're doing multiples in succession.Blocking also works, especially as a stam sorc
xylena_lazarow wrote: »And if you aren't on the class that can Block-Streak across the map? You block, now you've slowed down too much and you die because you're out of position. You don't block, you get pulled and die on the spot. So the only sure way to deal with RoA balls is to stay 41m away at all times, or don't bother fighting at all. That 2nd option keeps getting more popular. And don't forget that comps aren't just running one single RoA pull, they're doing multiples in succession.Blocking also works, especially as a stam sorc
xylena_lazarow wrote: »I explained this phenomenon in post #11.WaywardArgonian wrote: »The fact remains that if RoA was as OP as is suggested, it would be used much more widely.
I'll go a step further now. It's something even worse than overpowered, called uncompetitive. That means it rewards "cheese" over skill. It automates the dominant meta strat, reduces the skill and awareness required to pilot it (but not the knowledge barrier to get in), then specifically punishes all of the normal skilled counterplay to crowd control or pulls.
Now answer this. You see any open world minmax comps NOT using RoA? Nope, it literally overpowers the entire damage meta for the game's strongest strat. Pure GvG comps can justify dropping RoA, but not open world comps.
Yeah so you and I can do that, but all the hundreds of casual zergers that quit? And even then, like I said you're out of position, you're way too close to a bombing ball group, making it way too easy for them to just run you over.You either time a block tap after the gap closer and hope it isn't lagging if you want to min-max it or you block while jumping to maintain momentum.
In a 3v3 or whatever? Sure, my non-comp x'er groups have beaten plenty of small ball RoA comp groups on the flags, even slightly outnumbered. But the set isn't broken in this environment, it's broken in large scale, where its appearance dominates the large chaotic battlefield above any other single set mechanic or class skill.YandereGirlfriend wrote: »Simply watching a high-level GvG would be excellent learning material for loads of players currently struggling with the set. And also a clear reminder that, yes, it is possible to basically trivialize the set if you know what you are doing and know what to look for.
xylena_lazarow wrote: »Yeah so you and I can do that, but all the hundreds of casual zergers that quit? And even then, like I said you're out of position, you're way too close to a bombing ball group, making it way too easy for them to just run you over.You either time a block tap after the gap closer and hope it isn't lagging if you want to min-max it or you block while jumping to maintain momentum.
Everything can be countered somehow, doesn't make it balanced. If the counterplay is too niche that it warps builds, like demanding one single specific 2pc monster set, then it's not balanced. If the counterplay has a disproportionately higher skill barrier compared to piloting a.. uh... off-gcd single-bar gear proc? Not even a skill? That can't be right.Yeah I know what you're saying, but this is exactly why I'd rather see more counters to stacking buff sets than nerfs to something that can currently be countered.
xylena_lazarow wrote: »Everything can be countered somehow, doesn't make it balanced. If the counterplay is too niche that it warps builds, like demanding one single specific 2pc monster set, then it's not balanced. If the counterplay has a disproportionately higher skill barrier compared to piloting a.. uh... off-gcd single-bar gear proc? Not even a skill? That can't be right.Yeah I know what you're saying, but this is exactly why I'd rather see more counters to stacking buff sets than nerfs to something that can currently be countered.
Their solution to the ball meta is Vengeance, whether we like that or not. Outside that environment, RoA is still affecting solo Battlegrounds in a similarly negative manner. If build PvP is going to survive, we need to get rid of crap like RoA.
A better ball group. Yes, this means the strat is broken, but I think we agree on that.Ehm, so how is one supposed to "counter" buff sets at the moment? And how exactly is RoA affecting solo BGs?
xylena_lazarow wrote: »A better ball group. Yes, this means the strat is broken, but I think we agree on that.Ehm, so how is one supposed to "counter" buff sets at the moment? And how exactly is RoA affecting solo BGs?
It's not mutually exclusive with RoA being broken. In BGs, again you and I can counter it, but the noob in 8v8 that I'm trying to carry just exploded on me. I'm now annoyed and artificially set on the run, while the noob that got pulled, stunned, and exploded just rage quit the BG. The match ends, the RoA guy doesn't even have that good a KDA, his team lost, and that poor noob is never setting foot in PvP again. RoA brings absolutely nothing positive to the game.
xylena_lazarow wrote: »When a combo strat like that overpowers the meta in other more serious competitive games like Magic, they tend to ban one of the halves of the combo, usually targeting the one that sees no play outside the combo, like the creature that would repeatedly steal an opponent's stuff, or the spell that could very randomly end the game on Turn 2.WaywardArgonian wrote: »RoA can be annoying for the specific pull + Fear combo, and it can be doubly annoying in lag, but if more people learned how to have situational awareness and hold block when it matters, the set would already be much less of a problem. I rarely get pulled by this set and when I do I can usually identify my mistake that led to it.
Fear stuns are seriously not an issue on their own, they're healthy counterplay to a variety of annoyances. That leaves the other half of the combo, Rushing Agony, which sees no play outside this specific build and strat, yet dominates the open world meta when it appears, choking out any other offensive strat for optimized comp groups.
The barrier is system knowledge, logistics, and access to comp groups, not combat skill. There is an unusually high combat skill barrier to countering Rushing Agony. The combat skill barrier for piloting Rushing Agony is unusually lower than every other form of bombing, you enjoy a simple short rotation with automation replacing awareness and timing.
So if it makes piloting comp groups easier, and countering them harder, the battlefield is now artificially tilted in favor of comp group tryhards, who get to enjoy reduced combat skill demands and abuse of rule-breaking mechanics, while casuals have to work twice as hard in an already hard matchup, need to learn entirely new counterplay tactics beyond "just block bro" and leave the fight feeling like they got cheesed by rule-breaking mechanics, not outplayed.
You now have 12 guys gloating, and 60 guys considering quitting PvP. Look at this place outside Mayhem. Dead empty 20 hours a day. Where did all the zergs go? They quit because garbage like Rushing Agony makes large scale PvP unfun for the players who make large scale PvP happen in the first place. Who do the 12 farm now? Npcs and doors?
100%
With a lot of the RoA farming, even if you live through a push there's not a lot to do after. I've been last man standing in a RoA push several times. We get everyone up and here they come and farm again until they're bored. It's becoming delete button spam. Delete this group of players, let them res, delete again. It highlights/compounds with other issues that are currently in pvp. Currently at least one group in pcna GH that no one wants to play/engage with. So now they appear at every fight to farm because most people are avoiding them. In fact, it really looks like the groups that do this on each faction don't even want to play with each other, because they all show up to farm whichever faction isn't currently using RoA spam groups and generally don't bother with each other. Keep attack tactics, or lack thereof, are starting to look weird because of it.
Similarly, I think they could consider adding more 5p sets or a mythic that counters pull mechanics if people want to build around their personal pain points in PvP - Nibenay is a good monster set to slot atm (15k shield when you get pulled).
xylena_lazarow wrote: »A better ball group. Yes, this means the strat is broken, but I think we agree on that.Ehm, so how is one supposed to "counter" buff sets at the moment? And how exactly is RoA affecting solo BGs?
It's not mutually exclusive with RoA being broken. In BGs, again you and I can counter it, but the noob in 8v8 that I'm trying to carry just exploded on me. I'm now annoyed and artificially set on the run, while the noob that got pulled, stunned, and exploded just rage quit the BG. The match ends, the RoA guy doesn't even have that good a KDA, his team lost, and that poor noob is never setting foot in PvP again. RoA brings absolutely nothing positive to the game.
dark_hunterxmg wrote: »YandereGirlfriend wrote: »
I quite like this.
Knock-up abilities are also THE most likely abilities in the game to cause de-sync and they glitch you into things like ceilings (which players 100% do intentionally).
Yep. Knock up/back, slow pulls, etc. Almost always cause desync. DK essentially gets 3x CC abilities. Now fight a bunch of them and you'll never move again. Break free is bugged still and it always favors the cc animation completing before the player gets free.
DK pull actually has a hard coded 99% snare on the target - it doesn't prevent you from blocking or using abilities, but can feel like you got CC'd.
Ironically this was put in place to actually make it land since it's an AoE around the target's location when you cast it - without this it'd be very prone to just missing and dealing zero damage as players would've moved out of the radius of the AoE before it lands and due to the very same positional desyncs that affect Rush of Agony as well the game cannot update a target's location fast enough.
With good timing, you can still Mist Form/Arcanist Portal/Streak to avoid Leap entirely, since those abilities aren't affected by the 99% snare.
Never seen that on NA server. Maybe one guy on Acuity DK. Isn't Null Arca getting nerfed anyway? It's Acuity Wardens here that get some complaints, but nothing compared to the rage over Rushing Agony, even though a pretty big chunk of the NA server is in fact building 40k+ hp and holding block, only to be blown up anyway thanks to the fear stun.Oh trust me, there's a lot worse things you can do to people in BGs than RoA pull them... It's nice on some builds but that's about it - for overall most broken thing atm I'd probably say acuity null arca DK right now since it has very little counter outside of building 40k+ health & holding block
xylena_lazarow wrote: »A better ball group. Yes, this means the strat is broken, but I think we agree on that.Ehm, so how is one supposed to "counter" buff sets at the moment? And how exactly is RoA affecting solo BGs?
It's not mutually exclusive with RoA being broken. In BGs, again you and I can counter it, but the noob in 8v8 that I'm trying to carry just exploded on me. I'm now annoyed and artificially set on the run, while the noob that got pulled, stunned, and exploded just rage quit the BG. The match ends, the RoA guy doesn't even have that good a KDA, his team lost, and that poor noob is never setting foot in PvP again. RoA brings absolutely nothing positive to the game.
This. My friend group won’t set foot in (group) bgs and can barely set foot in cyrodiil because of RoA. They only begrudgingly went into cyrodiil to try to emp a guildie.