This categorically makes your build worse for 45sec, you're giving up one of your very significant Major regen buffs just to deal with a single proc set in the meta for a whole 15sec (and then RoA kills you anyway while it's on cooldown). Yes I know you can make your build even worse to increase your uptime on detection. This is called warping the meta.Or run immov pots?
Oh no argument to it being a rare and funny occurrence. Rush should be nerfed though, not cause of this one off match, but for the multitude of reasons stated in this thread.
I've seen people in this thread claiming rush should get nerfed because it can pull when you are already cc immune. Half the people raging in this thread don't know what they are even mad about. There are legitimate complaints too, but the thread is being fluffed by people who don't understand why they are jumping on the anti-rush bandwagon. That being said, with the level of complaining coming from the playerbase, a nerf is probably inevitable. I just hope they don't go too far, or remove it from pvp altogether, that would be a shame.
Yeah I wouldn’t want it gutted necessarily. Solo bombing has its place and this set helps enable that. But there’s too much power in the set imo, and it is typically only really a major problem with ballgroups in cyro. My bg match was just an account of me noting vet nbs who don’t typically run rush are now in a seemingly trolly sorta way. Main pain points imo, cc immunity, desync pulls, los pulls, much too short cooldown for what the proc does, and poor telegraph. I’m okay with the damage, the radius is fine if the desync isn’t outrageous. But being pulled through walls well outside the radius is pretty annoying. I don’t think it needs to be deleted but it just breaks too many rules. Your before mention of acuity wardens, not comparable in my mind. Strong sure. Vs 6 of them woof that would suck too. Strong spec absolutely, but the spec doesn’t bend or break rules the rest of the procs in the game follow like RoA does. It’s actually predictable and has a reasonable cooldown. Vs 6 anything comped sucks i agree. But I’d rather fight strong specs instead of actually broken ones. Also, i don’t think I’ve ever seen the community so unified in the decision to nerf anything to this degree.
Thumbless_Bot wrote: »
Oh no argument to it being a rare and funny occurrence. Rush should be nerfed though, not cause of this one off match, but for the multitude of reasons stated in this thread.
I've seen people in this thread claiming rush should get nerfed because it can pull when you are already cc immune. Half the people raging in this thread don't know what they are even mad about. There are legitimate complaints too, but the thread is being fluffed by people who don't understand why they are jumping on the anti-rush bandwagon. That being said, with the level of complaining coming from the playerbase, a nerf is probably inevitable. I just hope they don't go too far, or remove it from pvp altogether, that would be a shame.
Yeah I wouldn’t want it gutted necessarily. Solo bombing has its place and this set helps enable that. But there’s too much power in the set imo, and it is typically only really a major problem with ballgroups in cyro. My bg match was just an account of me noting vet nbs who don’t typically run rush are now in a seemingly trolly sorta way. Main pain points imo, cc immunity, desync pulls, los pulls, much too short cooldown for what the proc does, and poor telegraph. I’m okay with the damage, the radius is fine if the desync isn’t outrageous. But being pulled through walls well outside the radius is pretty annoying. I don’t think it needs to be deleted but it just breaks too many rules. Your before mention of acuity wardens, not comparable in my mind. Strong sure. Vs 6 of them woof that would suck too. Strong spec absolutely, but the spec doesn’t bend or break rules the rest of the procs in the game follow like RoA does. It’s actually predictable and has a reasonable cooldown. Vs 6 anything comped sucks i agree. But I’d rather fight strong specs instead of actually broken ones. Also, i don’t think I’ve ever seen the community so unified in the decision to nerf anything to this degree.
Ngl, while i agree that acuitydens are a different problem, I'd be 100% fine if they yeeted acuity from pvp as well. I'm not asking for that, but I've never used it, don't like the concept of it, and think it's a bit cheezy.
xylena_lazarow wrote: »Bombers and 1vX existed before RoA, they'll exist after. I'd suggest rethinking "bombing" beyond unfair instagib mechanics, Storm Wardens bomb, my Thrive/Talons DK bombs, a concept I took from Thrive/Laser Arc bombers...
I run tri stat primarily. And depending on how annoying things get, detect/immov. Even so, there are plenty that don’t, and that alone will kill you via VD procs.
Sometimes you can vault or streak out of the way, but not everyone’s a sorc and good luck counting more than what you can on your hands the number of people who legitimately use vault lol.
It won't and shouldn't? That was my comment at the end about rethinking what "bombing" means. Nerfing Rush would however, justifiably remove the sweaty constant persistent long range threat of suddenly being sucked into a black hole and instakilled, from someone invisible or off screen, usually with no telegraph (cmon you know this game).I don't think nerfing/removing rush would end bombing
xylena_lazarow wrote: »This categorically makes your build worse for 45sec, you're giving up one of your very significant Major regen buffs just to deal with a single proc set in the meta for a whole 15sec (and then RoA kills you anyway while it's on cooldown). Yes I know you can make your build even worse to increase your uptime on detection. This is called warping the meta.Or run immov pots?
Don't we see you far more often on a DK and other brawly/healy toons? Do you do anything other than run in an RoA group on your NB?Immov/detect is main pot on my nbs, i dont build into stam at all. The immov means you dont need to break free and vigour is my main heal.
You don't play RushBlade at all? Have you ever? If not, try it, especially if you can get a chance to do it in a comp group. Then compare what you're doing with Rush to Warden Storms or Destro X or whatever other form of bombing.xylena_lazerow why are you telling me to rethink bombing when i dont use rush tho?
xylena_lazarow wrote: »You don't play RushBlade at all? Have you ever?
xylena_lazarow wrote: »
Oh no argument to it being a rare and funny occurrence. Rush should be nerfed though, not cause of this one off match, but for the multitude of reasons stated in this thread.
I've seen people in this thread claiming rush should get nerfed because it can pull when you are already cc immune. Half the people raging in this thread don't know what they are even mad about. There are legitimate complaints too, but the thread is being fluffed by people who don't understand why they are jumping on the anti-rush bandwagon. That being said, with the level of complaining coming from the playerbase, a nerf is probably inevitable. I just hope they don't go too far, or remove it from pvp altogether, that would be a shame.
Joy_Division wrote: »My question is, why is this trash rule breaking crutch set so special it needs to be saved, it is worth drawing a line in the sand, does this set actually make the game better, more interesting, more appealing, more skillful? ZOS could not possibly go far enough such that the mechanic of an AoE pull, high damage, high frequency, ball group meta defining, core rule-breaking set might not ever be used again in any PvP scenario.
Which is why I don't get why you want to preserve it. Your own builds prove that Rush doesn't need to exist.You know me Xy, you know I am playing solo BGs most of the time. You've also seen my bomb wipe all 8 enemy players at once, without rush...
xylena_lazarow wrote: »
Plenty of unique sets around that don't break the game and literally make people quit. Rush isn't even that unique, Dark Con exists as a fair version of its effect, and there are fair short radius AoE pulls in Scribing and on Arc.I just like unique/interesting sets
xylena_lazarow wrote: »
Joy_Division wrote: »My question is, why is this trash rule breaking crutch set so special it needs to be saved, it is worth drawing a line in the sand, does this set actually make the game better, more interesting, more appealing, more skillful? ZOS could not possibly go far enough such that the mechanic of an AoE pull, high damage, high frequency, ball group meta defining, core rule-breaking set might not ever be used again in any PvP scenario.
My point, even if it is an unpopular one, is that yes... rush of agony does make the game more fun. I like the idea of outlier "rule-breaking" sets, in this case cc immunity. RoA is the only set in the game that let's you run a double pull build and that is cool imo. I would like to see other sets do interesting unique things too. If you remove every interesting set from pvp, and make it as appealing to as many people as possible, regardless of whether they enjoy ESO pvp or not, it eventually turns into Vengeance.
I don't fully disagree that some kind of change isn't appropriate for rush, I like the idea of giving it a static pull point. That would stop people having a reason to complain about the janky pull radius. I think probably zos will homogenise the set: increase the cooldown and remove the unique cc interaction. To me that's a sad thing, and I feel like I've been over this before in previous comment, but I hope that's as far as they go and don't remove it altogether.
I don't like the way the game has been going of separating sets by fully disabling them in pvp/pve. Plaguebreak was the first one I remember (my favourite pve set), then Azureblight was the only set that gave people a chance to fight ballgroups without being a ballgroup, but they removed that from pvp. I don't like that direction or how it is egged on by hot headed forum users, salivating at the thought of being able to exercise their will on the game because they can't handle dying every so often.
It's perfectly fair for someone to not appreciate rule-breaking sets, I hear it a lot from decent PVP players, it's just a sentiment I don't agree with. Those people can make their case, but before anything is decided I wanted to give a different point of view and throw my two cents into the echo-chamber.
wxylena_lazarow wrote: »
People quit over anything, usually a skill issue. Like dying too much to rush is a skill issue. Rush is unique because it is the only pull in the game that doesn't give cc immunity. Both Rush and Dark Con have large visual and audio telegraphs, they're both blockable. Dark Con is better against large groups when you are bombing because it has no pull cap. Rush is better for coordinated group because of a shorter cooldown but you have to risk more by fighting melee.
Talking about scribing pulls/knockbacks, my character has been bugged out more times by them than any other pull/stun in the game, rush included.
It's demonstrably not a skill issue. No level of skill is blocking 200k worth of VD procs from non sweaty players, unless you count "avoid playing with your own team" as a form of skill? Also using Rush is like, minimal skill.Like dying too much to rush is a skill issue.
xylena_lazarow wrote: »
My 8 person BGs team is a zerg?it's live by the zerg, die by the zerg
Please read my previous comments bud, because I feel like we mostly agree with each other. I like rush, I don't run rush on any builds right now and haven't for years, I find it fun and a nice addition to the build diversity of the game. I would like to see more sets like it (not pull sets, sets with a unique effect).
The two legit complaints about rush as I see it: 1) the pull is janky because the pull's final location is constantly updated as it is happening. To fix this give it a static location that it pulls to. 2) It doesn't give cc immunity after pulling. Not wanting any exceptions to cc rules in the game is a fair thing to want, and the "fix" is obvious... but I like the idea of having rare exceptions to the rules, so I hope that doesn't get changed.
Rush isn't that good outside of specific situations. Unfortunately for zerglings, leading a comp group is one of those situations. Rush is not a carry outside of those situations though. It is good for fast-paced, high octane, melee fighting; but most people running it outside of co-ordinated groups are not that good with it and are easy to kill. It's not like 1st gen oakensoul, or mara's balm. The efficacy and ubiquitousness of rush is blown way out of proportion in this thread. From reading it you would assume everyone and their nan is running rush, but that is not the case. Even people who do well with it don't always want to be playing the rush style that you are locked into while wearing it.
Now if you are getting yanked across the screen repeatedly, not even at the centre of the pull, you need to work on your awareness and learn to block when you see the gap close/chains or when you hear the sound of the chains shooting to you. Everyone gets caught off guard sometimes, but if it's happening enough that you feel like the set should be removed, there are things you could improve on (like being aware of NBs position, movement, if they are going to gap close, when was their last rush pull - are they on cooldown, etc.) It's a very generous window you have to block and negate the pull if you see/hear it coming.
xylena_lazarow wrote: »
Thumbless_Bot wrote: »
Fair. I didn't read all of the back and forth.
Edit: to be fair again, the set is 100% not balanced even if your suggestions were implemented. It's too strong as is. It's basically dk chains up to 8 in an 8v8 bg or more in cyro every 8 seconds with no need to target, way too wide of a radius and no cc immunity. And it hits pretty hard.
I'm generally fine with single target melee gankers that demand you respond in 1 gcd or you die. They need to land their ultimate to kill you, and don't currently have any dumb procs that automate their strat.No, sometimes you get caught off guard, it's not the end of the world.