xylena_lazarow wrote: »The new subclass Rushing Agony build specifically circumvents blocking by dropping Colossus ult into fear stun. There's a split second to react when they first become visible. You block, you get fear stunned and instakilled. So now on top of the awkward narrow counterplay, you also need Ultra Instinct. Because someone wore a gear proc. Enough is enough.
xylena_lazarow wrote: »The new subclass Rushing Agony build specifically circumvents blocking by dropping Colossus ult into fear stun. There's a split second to react when they first become visible. You block, you get fear stunned and instakilled. So now on top of the awkward narrow counterplay, you also need Ultra Instinct. Because someone wore a gear proc. Enough is enough.
Ah the good ol' we hate pulls in the game thread.
I feel like we people complain about rush every few months for years.
I'm a big fan of ROA at its core. I think it's a great gap closer set and it can really alter a fight (both from an offensive and defensive point of view).
With that being said though - there is something very... interesting going on with this set and I think lag (client to server and server to client) makes the set appear as though it's broken or not in line with the tool tip.
Example: Player A is in front of me and I use rush on their position. During that leap to player A player B was within the pull distance. When the pull actually goes off player B is miles away from me but they still get pulled because the server or client (I don't have access to their infrastructure so I don't know exactly where the problem/gap is) thinks they are actually much closer than on their screen they really are... so they get pulled. Thats how you get the "I got pulled through a wall" or "I got pulled from behind a house" comments come from. I've personally seen this from both POVs, someone who does the pulling and someone who blocks the pull or was no where near the pull when it happened... it ALWAYS happens when there is heavy lag. I have never been able to replicate the issue in a no laggy environment.
/end tangent
If I had to take a guess... they sidelined this for now because of the Cyro test. If I had to take a second guess... they sidelined it because they know this set will be simplified when they get done reworking the skills for Cyro. So why would they work on it now when they know the team will do a pass on this set down the road.
Don't have any info to back up that claim... just what the "vibe" is telling me.
xylena_lazarow wrote: »The new subclass Rushing Agony build specifically circumvents blocking by dropping Colossus ult into fear stun. There's a split second to react when they first become visible. You block, you get fear stunned and instakilled. So now on top of the awkward narrow counterplay, you also need Ultra Instinct. Because someone wore a gear proc. Enough is enough.
Going to play devils advocate here and bring back the same comments everyone said when ball groups complained about azureblight.
Spread out. Don't stack. Block.
Use imov pots. Throw Flares.
There are ALWAYS ways to counter ball groups - most people are just lazy.
xylena_lazarow wrote: »The new subclass Rushing Agony build specifically circumvents blocking by dropping Colossus ult into fear stun. There's a split second to react when they first become visible. You block, you get fear stunned and instakilled. So now on top of the awkward narrow counterplay, you also need Ultra Instinct. Because someone wore a gear proc. Enough is enough.
Going to play devils advocate here and bring back the same comments everyone said when ball groups complained about azureblight.
Spread out. Don't stack. Block.
Use imov pots. Throw Flares.
There are ALWAYS ways to counter ball groups - most people are just lazy.
Turtle_Bot wrote: »xylena_lazarow wrote: »The new subclass Rushing Agony build specifically circumvents blocking by dropping Colossus ult into fear stun. There's a split second to react when they first become visible. You block, you get fear stunned and instakilled. So now on top of the awkward narrow counterplay, you also need Ultra Instinct. Because someone wore a gear proc. Enough is enough.
Going to play devils advocate here and bring back the same comments everyone said when ball groups complained about azureblight.
Spread out. Don't stack. Block.
Use imov pots. Throw Flares.
There are ALWAYS ways to counter ball groups - most people are just lazy.
If we are going to play devils advocate, then ZOS should follow suit and do to Rush what ZOS did to Azureblight and delete it from the game.
Thumbless_Bot wrote: »xylena_lazarow wrote: »The new subclass Rushing Agony build specifically circumvents blocking by dropping Colossus ult into fear stun. There's a split second to react when they first become visible. You block, you get fear stunned and instakilled. So now on top of the awkward narrow counterplay, you also need Ultra Instinct. Because someone wore a gear proc. Enough is enough.
Going to play devils advocate here and bring back the same comments everyone said when ball groups complained about azureblight.
Spread out. Don't stack. Block.
Use imov pots. Throw Flares.
There are ALWAYS ways to counter ball groups - most people are just lazy.
See my comments on why this set is not balanced. They are probably on every other apologetic comment/thread on this set. Even when the set isn't pulling you from ny to los Angeles its not balanced.
Do ball groups really need a set to automate their bombs for them? Should Rushing Agony end up nuked into orbit because its automation rewards lazy gameplay, your ball group would have the work ethic to adapt, yes?most people are just lazy
I've seen different fear stuns and they all have the same result. Instant death unless you react the instant they become visible, and you're right that Streak is the only reliable way out. Really reinforces the Storm Calling meta.IncultaWolf wrote: »Are you talking about the rush combo with the warden class mastery charm? Because yeah unless you have streak, it's very difficult to escape getting hit by anything there.
Turtle_Bot wrote: »xylena_lazarow wrote: »The new subclass Rushing Agony build specifically circumvents blocking by dropping Colossus ult into fear stun. There's a split second to react when they first become visible. You block, you get fear stunned and instakilled. So now on top of the awkward narrow counterplay, you also need Ultra Instinct. Because someone wore a gear proc. Enough is enough.
Going to play devils advocate here and bring back the same comments everyone said when ball groups complained about azureblight.
Spread out. Don't stack. Block.
Use imov pots. Throw Flares.
There are ALWAYS ways to counter ball groups - most people are just lazy.
If we are going to play devils advocate, then ZOS should follow suit and do to Rush what ZOS did to Azureblight and delete it from the game.
They didn't delete it - they just changed it in a way that was more balanced (but the community hated it).
We tested azure thouroughly - it was not performing as the tooltip explained and it was multiplying the explosions in dmg across all the people wearing it. There was more to it but honestly I can't recal what else was broken with it.
I'm totally for rush being reworked - in no rational conversation am I saying it's fine how it is. I run with a ball group - it's broken. I've said that in many threads.
Alchimiste1 wrote: »Just a friendly reminder
@ZOS_GinaBruno @ZOS_Kevin @ZOS_Gilliam you guys talked about changing Rush of agony pull some months ago and have not made any further changes.
We haven't forgotten.
Any update?
Turtle_Bot wrote: »xylena_lazarow wrote: »The new subclass Rushing Agony build specifically circumvents blocking by dropping Colossus ult into fear stun. There's a split second to react when they first become visible. You block, you get fear stunned and instakilled. So now on top of the awkward narrow counterplay, you also need Ultra Instinct. Because someone wore a gear proc. Enough is enough.
Going to play devils advocate here and bring back the same comments everyone said when ball groups complained about azureblight.
Spread out. Don't stack. Block.
Use imov pots. Throw Flares.
There are ALWAYS ways to counter ball groups - most people are just lazy.
If we are going to play devils advocate, then ZOS should follow suit and do to Rush what ZOS did to Azureblight and delete it from the game.
They didn't delete it - they just changed it in a way that was more balanced (but the community hated it).
We tested azure thouroughly - it was not performing as the tooltip explained and it was multiplying the explosions in dmg across all the people wearing it. There was more to it but honestly I can't recal what else was broken with it.
I'm totally for rush being reworked - in no rational conversation am I saying it's fine how it is. I run with a ball group - it's broken. I've said that in many threads.Thumbless_Bot wrote: »xylena_lazarow wrote: »The new subclass Rushing Agony build specifically circumvents blocking by dropping Colossus ult into fear stun. There's a split second to react when they first become visible. You block, you get fear stunned and instakilled. So now on top of the awkward narrow counterplay, you also need Ultra Instinct. Because someone wore a gear proc. Enough is enough.
Going to play devils advocate here and bring back the same comments everyone said when ball groups complained about azureblight.
Spread out. Don't stack. Block.
Use imov pots. Throw Flares.
There are ALWAYS ways to counter ball groups - most people are just lazy.
See my comments on why this set is not balanced. They are probably on every other apologetic comment/thread on this set. Even when the set isn't pulling you from ny to los Angeles its not balanced.
Wrong.
Again, I have said it's not balanced. But one can't deny it's fairly easy to avoid getting pulled by rush if you truly tried. People just get lazy... follow the zerg... people go right to the choke and chase the ball group.. knowing full well what is about to happen (the logic hasn't changed in years why would it change now).. they get pulled...they die...the come to forums and complain.
It's the same cycle.
With that being said though - there is something very... interesting going on with this set and I think lag (client to server and server to client) makes the set appear as though it's broken or not in line with the tool tip.
It’s not an overly complicated problem to solve, they don’t even need to remove anything from the set…
Just bake a stun into the set that procs immediately after the pull so there’s a follow-up immunity, without destroying the identity of the set for those who enjoy it, also killing it’s worst use scenario.
BXR_Lonestar wrote: »With that being said though - there is something very... interesting going on with this set and I think lag (client to server and server to client) makes the set appear as though it's broken or not in line with the tool tip.
Honestly, I think SOME of the issues with RoA can be attributed to poor server performance and desyncing that can also cause some big issues. They fix that, and they fix most, if not all the issues with the set IMO.
I'm not saying there isn't a fair amount of manipulation with the pull itself, since players can, to a certain degree, manipulate the pull to their favor by moving in certain directions prior to the pull, but it is not the major issue that people make this set out to be IMO. I do believe the manipulation is a product of them delaying the pull (to give players a chance to block it) and not having to do with the set being "broken." If they want to fix that aspect of the set, the fix is simple - make it an instant pull set again.
I get it, nobody likes getting pulled together with a squishy player and blown up, but at this point, it's just the reality of the game. Whether its a ball group or a bomb, people getting pulled is going to happen, ESPECIALLY if you are not being vigilant with your blocking and buffs.
The bottom line is that if you stay soft-stacked, hold block or practice block-casting, maintain good uptime on your buffs (we have add-ons now so you have NO excuse for letting your buffs drop!), and avoid standing next to squish players, you can SIGNIFICANTLY reduce the likelihood that you are going to get pulled. By anything. RoA, Dark Convergence, Single Target, etc.
IMO, if they just fix server performance and desync, and fix those instances where you seem to be able to get pulled multiple times in a single instance (also likely a result of bad lag, poor server performance, desync, etc.) they'll have addressed probably 80-90% of what makes this set problematic to begin with.
Turtle_Bot wrote: »Turtle_Bot wrote: »xylena_lazarow wrote: »The new subclass Rushing Agony build specifically circumvents blocking by dropping Colossus ult into fear stun. There's a split second to react when they first become visible. You block, you get fear stunned and instakilled. So now on top of the awkward narrow counterplay, you also need Ultra Instinct. Because someone wore a gear proc. Enough is enough.
Going to play devils advocate here and bring back the same comments everyone said when ball groups complained about azureblight.
Spread out. Don't stack. Block.
Use imov pots. Throw Flares.
There are ALWAYS ways to counter ball groups - most people are just lazy.
If we are going to play devils advocate, then ZOS should follow suit and do to Rush what ZOS did to Azureblight and delete it from the game.
They didn't delete it - they just changed it in a way that was more balanced (but the community hated it).
If we're going to split hairs, then lets split those hairs properly.
ZOS should completely remove Rush of Agony from PVP, by making it only work against monsters, then also nerf it a bunch of times as well, just like they did with Azureblight (which is all there in the patch notes for anyone to check).We tested azure thouroughly - it was not performing as the tooltip explained and it was multiplying the explosions in dmg across all the people wearing it. There was more to it but honestly I can't recal what else was broken with it.
And Rush is also not performing as the tooltip explains, pulling players much further than it should, pulling through walls, doors and other solid obsticles, yet no rework on rush at all (not even to fix what are highly exploitable bugs the set has, bugs that I won't repeat here since that would be against ToS).
But 1 single forum thread on AB, less than 1 month of complaints from an extremely small minority of players that only play a single playstyle and despite huge counter points in favor of AB from the majority, 1 PTS cycle later, AB was completely removed from PvP "while ZOS worked on a fix" and then subsequently nerfed again in a later patch...
The bare minimum ZOS could do is make Rush of Agony only work against monsters (it is sourced from a PvE dungeon after all) while they take their time to figure out how to fix the set. This is what they did with AB, so why is it so controversial to want the same to happen with Rush of Agony?I'm totally for rush being reworked - in no rational conversation am I saying it's fine how it is. I run with a ball group - it's broken. I've said that in many threads.
Then maybe stop "playing devils advocate" and giving excuses/defenses (even if in jest) for Rush, that only serve to end up massively downplaying the issues of Rush. Doing so, only serves to provoke irrational conversation, which lets ZOS continue to ignore such a broken and exploitable crutch set that is killing (or has killed) PvP as a mode in this game.
The_Meathead wrote: »It's low hanging fruit that makes even mediocre Ballgroups too effective. I get that awesome Ballgroups with incredible leadership and theory are going to be nigh unbeatable, but this single set makes the ones that would otherwise be somewhat laughable into something very functional.
With all the massive advantages already intrinsic to the playstyle, do you REALLY need Rush of Agony on such a short timer to easy mode gather all your enemies as well?
If they can't correct the weird effects that go with this set such as crazy distance pulls, weird timing and correlation with other abilities/sets, etc, then they simply need to place a MUCH longer cooldown on the effect. It could still be a useful set for Bombers, but would no longer be the total gimme for Ballgroups that it really is.
EDIT: I won't lie, I'd much rather they just remove the damnable thing from play - which is what will probably happen in the (very, very, very, very) long run because that's how things are always handled in all or nothing fashion. A very large cooldown increase might be an acceptable compromise?
Just nerf cross healing in PvP
Then make RoA a hard CC set
Now players can finally stop the carry sets and get good as 1vX’ers
All I see is ball group RoA players. It’s a toxic low ceiling play style that makes others not want to engage in PvP. I see players log off or specifically avoid ball groups because of this.
The RoA, cross healing bot gameplay is systematic, automated and rinse and repeat without a high skill ceiling. You proc up robotically and do the same thing every time.
The 1vX play style is the peak PvP experience that forces the user to adapt to their environment and manage their resources effectively as well as utilizing LoS to defeat their opponents while out numbered. This game play is respectable and veteran PvP’ers know this.
The 1vX play style is not broken and will crumble; be challenged against other high skilled players. This makes a more balanced respectable PvP experience in most scenarios and also challenge other players to get better and continue wanting to PvP.
Cross healing ball groups decimate due to what feels like exploitive skills. I’ve seen players go from 1vX’ers to bombers and have lost their environmental awareness, ability to control the battlefield, manage resources, and LoS in prime situations. Bombing makes players worse at general pvp through lack of critical thinking and by performing a systematic gameplay loop over and over again. (All they do is look for the lowest health target and proc time).
I want players to be better, I want them to avoid the cheese 🧀 builds/sets and use their brains to make “Wow that was cool” moments.
-Bombs are not it
-Invincible pearls-of-ehlnofey healer Templar ultimate cross healer spams are not it
-RoA carry sets are not it
-Warden aoe charm Templar hybrid ulti dump balorgh is not it.
-the list of 🧀 sets and exploits can go on and on but that’s it.
Lastly ball groups will “Stack” RoA making any counter impossible due to being stuck in block; being forced out of block and being pin balled around and then being ultimately dumped on by 6+ players.
Everything in this game has a counter, and most things do to some extent, which makes PvP still somewhat desired.
But RoA spam is not it, it cannot be countered once spammed by 4+ people all at once then ulti dumped.
Please developers, fix this set 🙏
Make it at least be on cooldown.
Stating:
“A player can only be affected by this sets pull every 6 seconds regardless of how many times you are affected by this sets pull every in a 6 second window
Just nerf cross healing in PvPThen make RoA a hard CC set
Now players can finally stop the carry sets and get good as 1vX’ers
All I see is ball group RoA players. It’s a toxic low ceiling play style that makes others not want to engage in PvP. I see players log off or specifically avoid ball groups because of this.
The RoA, cross healing bot gameplay is systematic, automated and rinse and repeat without a high skill ceiling. You proc up robotically and do the same thing every time.
The 1vX play style is the peak PvP experience that forces the user to adapt to their environment and manage their resources effectively as well as utilizing LoS to defeat their opponents while out numbered. This game play is respectable and veteran PvP’ers know this.
The 1vX play style is not broken and will crumble; be challenged against other high skilled players. This makes a more balanced respectable PvP experience in most scenarios and also challenge other players to get better and continue wanting to PvP.
Cross healing ball groups decimate due to what feels like exploitive skills. I’ve seen players go from 1vX’ers to bombers and have lost their environmental awareness, ability to control the battlefield, manage resources, and LoS in prime situations. Bombing makes players worse at general pvp through lack of critical thinking and by performing a systematic gameplay loop over and over again. (All they do is look for the lowest health target and proc time).
I want players to be better, I want them to avoid the cheese 🧀 builds/sets and use their brains to make “Wow that was cool” moments.
-Bombs are not it
-Invincible pearls-of-ehlnofey healer Templar ultimate cross healer spams are not it
-RoA carry sets are not it
-Warden aoe charm Templar hybrid ulti dump balorgh is not it.
-the list of 🧀 sets and exploits can go on and on but that’s it.
Lastly ball groups will “Stack” RoA making any counter impossible due to being stuck in block; being forced out of block and being pin balled around and then being ultimately dumped on by 6+ players.
Everything in this game has a counter, and most things do to some extent, which makes PvP still somewhat desired.
But RoA spam is not it, it cannot be countered once spammed by 4+ people all at once then ulti dumped.
Please developers, fix this set 🙏
Make it at least be on cooldown.
Stating:
“A player can only be affected by this sets pull every 6 seconds regardless of how many times you are affected by this sets pull every in a 6 second window
You, in a nutshell, alienate every single playstyle except the one (1vX) that you prefer.
I'm not going to respond to every single comment you made but virtually every single one has a very obvious bias/dislike in it and isn't based in fact so I don't see a point.
it cannot be countered once spammed by 4+ people.
Turtle_Bot wrote: »Turtle_Bot wrote: »xylena_lazarow wrote: »The new subclass Rushing Agony build specifically circumvents blocking by dropping Colossus ult into fear stun. There's a split second to react when they first become visible. You block, you get fear stunned and instakilled. So now on top of the awkward narrow counterplay, you also need Ultra Instinct. Because someone wore a gear proc. Enough is enough.
Going to play devils advocate here and bring back the same comments everyone said when ball groups complained about azureblight.
Spread out. Don't stack. Block.
Use imov pots. Throw Flares.
There are ALWAYS ways to counter ball groups - most people are just lazy.
If we are going to play devils advocate, then ZOS should follow suit and do to Rush what ZOS did to Azureblight and delete it from the game.
They didn't delete it - they just changed it in a way that was more balanced (but the community hated it).
If we're going to split hairs, then lets split those hairs properly.
ZOS should completely remove Rush of Agony from PVP, by making it only work against monsters, then also nerf it a bunch of times as well, just like they did with Azureblight (which is all there in the patch notes for anyone to check).We tested azure thouroughly - it was not performing as the tooltip explained and it was multiplying the explosions in dmg across all the people wearing it. There was more to it but honestly I can't recal what else was broken with it.
And Rush is also not performing as the tooltip explains, pulling players much further than it should, pulling through walls, doors and other solid obsticles, yet no rework on rush at all (not even to fix what are highly exploitable bugs the set has, bugs that I won't repeat here since that would be against ToS).
But 1 single forum thread on AB, less than 1 month of complaints from an extremely small minority of players that only play a single playstyle and despite huge counter points in favor of AB from the majority, 1 PTS cycle later, AB was completely removed from PvP "while ZOS worked on a fix" and then subsequently nerfed again in a later patch...
The bare minimum ZOS could do is make Rush of Agony only work against monsters (it is sourced from a PvE dungeon after all) while they take their time to figure out how to fix the set. This is what they did with AB, so why is it so controversial to want the same to happen with Rush of Agony?I'm totally for rush being reworked - in no rational conversation am I saying it's fine how it is. I run with a ball group - it's broken. I've said that in many threads.
Then maybe stop "playing devils advocate" and giving excuses/defenses (even if in jest) for Rush, that only serve to end up massively downplaying the issues of Rush. Doing so, only serves to provoke irrational conversation, which lets ZOS continue to ignore such a broken and exploitable crutch set that is killing (or has killed) PvP as a mode in this game.
I hear you.
The damage was insane—over 100,000 in a couple seconds—with no blocking or healing able to stop it, even outside ball groups. This got worse when griefers teamed up in groups of four to six. I was in guilds that tested it, and we had data showing that under specific conditions (like the number of players wearing it), the set could 10x the damage with just one skill cast. If the whole group synced it, you’d see damage spike well over 100,000 in a second or two. The tooltip math never matched up, and we even had freezes and crashes in someone’s house—not even in Cyro—when those bombs went off. With that level of chaos, no counterplay, and the Veng test looming with performance data in hand, ZOS had to act.
Rush of Agony, though? It’s got its quirks—pulling through walls or too far during lag spikes—but it’s not on the same level. You can block it, dodge it, or step out when you see the bomb coming. It’s annoying, sure, and I’ve vented about it in coms as a ball group player who actually likes the set. But it’s not crashing people or killing PVP like Azureblight did.
I’m all for a rework—those issues should’ve been fixed ages ago—but with Veng testing around the corner, ZOS probably isn’t rushing unless it’s a total disaster.
I wasn’t happy with how ZOS pulled Azureblight from PVP—it felt like a lazy fix, and I’d have loved to see them adjust the math for a fair fight against ball groups. The forum backlash alone should’ve made them pause (the optics of their move... oof). But the lag and toxic playstyle were massive factors, way beyond just ball group complaints. Comparing it to Rush feels like apples and oranges.
I’m on board for fixing Rush, but let’s not pretend they’re equally broken.
Spread out. Don't stack