Turtle_Bot wrote: »You've derided this person as bias/alienating, but then completely dismissed (or ignored?) an extremely valid point they made about Rush (even ignoring everything else that person said, most of which I agree with you on) ...
You stated that AB was an issue when stacked by multiple players, causing an "insane damage spike" of 100k within 1-2 seconds, yet you constantly only talk about Rush as a "single proc" never talking about it being stacked like AB was, this deflection on Rush completely ignores the desync inducing ping pong effect stacking 2, 3 or even 4 procs of Rush of Agony has that causes the targets game to desync.
Turtle_Bot wrote: »
This desync forces the targets block to be dropped for the second pull onwards, so no, blocking does NOT work, this set cannot be dodged since it's an AoE which are undodgeable and "Stepping out" is impossible without having access to (and block casting) specifically streak multiple times. Even with streak, it is completely ping + lag dependent on being able to avoid the bomb radius and completely RNG on being able to avoid a second or third pull. Due to this dependency on good ping/server-client sync, even streak is unreliable with how random the servers can be if they are good or not and forget about it if you don't live in the same area as the servers.
Turtle_Bot wrote: »There's another issue that Rush currently has, that I didn't want to mention, but it has been getting more prevalent recently, which used to occur with Meteor. The "slow pull".
This is where the pull slowly drags your character across the map at walking (not run or sprint, actual slow walk) speed, leaving your character hard CC'd that cannot be broken (like getting knocked off a mount), the entire time/distance your character is sliding, unable to do anything at all, except watch your character slowly slide into the kill zone then drop dead (sometimes even dropping dead mid slide because for some reason your character is still targetable within that slow pull and can be focused down while unable to do anything).
No counterplay, no chance, can't even blame lack of skill/being unaware, just straight up uncounterable/unpreventable slow slide into instant/guaranteed death. Oh, and this one doesn't even require multiple procs of Rush either, a single proc can be enough.
Turtle_Bot wrote: »It's issues like this and exploits like the ping pong desync when stacking multiple instances of Rush are why Rush and AB are more like comparing green and red apples, not apples to oranges. It is also why it is such an egregious let down on ZOS end that they completely killed off (in PvP) AB that gave everyone else the required damage to have a chance to fight ball groups, but then are refusing to do anything about Rush that is being abused by ball groups to literally farm (not even fight, just farm) everyone else.
RoA in its current state is absolutley lowering the ceiling in PvP and with subclassing has made non-strategic spamming the meta.
I’m sorry but just saying “don’t stack” isn’t a good enough of an argument here.
I agree, players shouldn’t be Zerg stacked .. but .. what people are falling to understand with RoA is that because of its ridiculous range players don’t need to be Zerg stacked. And let’s be clear, “proximity” doesn’t equal Zerg stacking.
There’s a lot of PvP gameplay mechanics that require some degree of proximity; team healing, location based objectives, etc. This is true for all manners of PvP gameplay, whether your team is trying to take a keep or capture a flag in BG.
The biggest flaw with RoA IMO is that it doesn’t apply CC immunity. This is allowing users to, essentially, create their own Zerg group where one didn’t exist.
RoA either needs to apply the CC immunity or have its range reduced. We can’t just sit here and say that being within range of your teams healer is justification enough for a set like RoA to swoop up and grab players and then follow up to the degree someone can.
There’s very little risk factor but huge reward factor and that’s the issue.
Listen, it’s never the right thing to do, gameplay wise, to inject a broken mechanic to address an existing broken mechanic; two breaks does not a balanced game make.
All I hear when anyone mentioned RoA (or Vicious Death) is the ball group Zergs; but the truth is these sets have made these aspects of PvP WORSE, not better.
PvP already has too many limited counter mechanics now with subclassing; some of these sets are just over the top.
I can’t imagine how we’re still defending RoA by using the position of breaking up Zergs or spam groups when RoA has an insane range of 12m! People here really believe that anything less than 12m worth of distance between players is punishable by a no skill set proc?
Sorry, not buying it. The set itself can have a place in PvP and exist, but the specs on it don’t align with the reason it was introduced in the first place and that’s what needs to be fixed, either apply CC immunity or cut the range.
Applying CC immunity will require the set wearer to strategically utilize the proc with proper follow up attack rather than just spamming broad AoE CC like what we’re seeing here.
Reducing the range is another option that would see the set really only pulling groups who were stacked rather than grabbing up everyone within 12m.
To be fair I’m more inclined to have the CC immunity because a lot of the area based PvP objectives arent large enough to avoid RoA even with a reduced range so unless the devs are going to expand the recognized objective AoE then CC immunity is probably the better approach.
Turtle and NxJoeyD hit the nail on the head with those explanations!
lol and the “SLOW” meteor ☄️ effect 😂. I hate hold block on what feels like 10 sec only to get RoA pulled into an unblocked meteor. Feels the worst. It’s even worse when groups specifically time those to trap you in ceiling or keep walls.
Fixing the broken aspects of meteor should have been fixed over a year ago.
But guess what, meteor is just like another RoA in the sense that it’s something not working as intended, and players exploit it and then ZOS doesn’t do anything about it because you then have a split player base. Players that use and abuse exploits to have an upper end; taking easy street; WANT a low skill ceiling. And then you have players who don’t and want things to work as intended on fair grounds.
Someone above mentioned that I alienated the 1vX play style as BIAS in my last post.
You don’t understand.
I feel like I need to explain this to you and others that might be reading so we can get our point across why RoA is toxic and ruining the long term PvP experience.
The 1vX play style is Objectively the highest ceiling you can go when it comes to in ESO PvP. Every end game, long term, veteran PvP’er knows this, and because of this the 1vX is the most respectable play style.
I know because I have earned it this way, and not through bombing, cross heal botting, unkillable necro tank, etc
Bombing is NOT, despite people making glorified videos, despite people taking out 15+ in one go.
The 1vX style has and has always been and will be the master of all PvP routes. It is the sublime end game that only the truly mastered players will achieve.
ROA spam by either 3+ pinball groups and cross healing on RoA systematic proc goers ruins this play style by creating a toxic loop that can only be conquered by either adding more cross heals to your group or more RoA spam with 2+ negates, DK or scribing chain pull all times with soul tether, Goliath ulti dumps.
We need to stop RoA. and for the sake of the conversation, cross healing as well
Just end it now, and things will be so much better.
The ceiling will open up and players will have much more to work with and play with.
This will extend the longevity of PvP and make the experience better as a whole.
Turtle and NxJoeyD hit the nail on the head with those explanations!
lol and the “SLOW” meteor ☄️ effect 😂. I hate hold block on what feels like 10 sec only to get RoA pulled into an unblocked meteor. Feels the worst. It’s even worse when groups specifically time those to trap you in ceiling or keep walls.
Fixing the broken aspects of meteor should have been fixed over a year ago.
But guess what, meteor is just like another RoA in the sense that it’s something not working as intended, and players exploit it and then ZOS doesn’t do anything about it because you then have a split player base. Players that use and abuse exploits to have an upper end; taking easy street; WANT a low skill ceiling. And then you have players who don’t and want things to work as intended on fair grounds.
Someone above mentioned that I alienated the 1vX play style as BIAS in my last post.
You don’t understand.
I feel like I need to explain this to you and others that might be reading so we can get our point across why RoA is toxic and ruining the long term PvP experience.
The 1vX play style is Objectively the highest ceiling you can go when it comes to in ESO PvP. Every end game, long term, veteran PvP’er knows this, and because of this the 1vX is the most respectable play style.
I know because I have earned it this way, and not through bombing, cross heal botting, unkillable necro tank, etc
Bombing is NOT, despite people making glorified videos, despite people taking out 15+ in one go.
The 1vX style has and has always been and will be the master of all PvP routes. It is the sublime end game that only the truly mastered players will achieve.
ROA spam by either 3+ pinball groups and cross healing on RoA systematic proc goers ruins this play style by creating a toxic loop that can only be conquered by either adding more cross heals to your group or more RoA spam with 2+ negates, DK or scribing chain pull all times with soul tether, Goliath ulti dumps.
We need to stop RoA. and for the sake of the conversation, cross healing as well
Just end it now, and things will be so much better.
The ceiling will open up and players will have much more to work with and play with.
This will extend the longevity of PvP and make the experience better as a whole.
The vast majority of people don't "try" to get you stuck in a wall. It just happens if you get hit with a meteor under heavy lag. There are one or two trolls out there who do it.. and.. they should get a slap on the wrist because it's annoying.
Add CC to rush - problem solved with the ping pong.
Cross heals need a cap - but because they refuse to utilize battle spirit for this they won't make the change because the end game trial community would lose their absolute minds. Somethings got to give here IMO because yes... we can stack too many heals and shields in a ball group 100%. We actually have been pretty vocal about that for a few years now.
Each person has their own play style and I don't think it helps the conversation or game as a whole when people in general try to shame a certain person because of their play style. Some people don't like to be social and just want to run by themself. Some people like the stealth... patience aspect... of bombing (I can't do it I lack patience). Some people love having 10 people on them and 1vX. Some people love the 5+ hours post raid at 2am looking at logs and theory crafting on what worked in their ball group, what people are using now to hit them harder, what mitigations we can do, etc (this is my fun zone), and then coming up with a plan and seeing how the logs compared.
We should embrace all play styles. That doesn't mean we can't have conversations about cross healing or broken sets , though.