Fix RoA now…Enough is enough

ercknn
ercknn
✭✭✭
It’s ridiculous at this point. Please fix this set.
I don’t even need to say why.

Everyone who PvP knows why.

Fix it now. If you all at the studio PvP you should understand why this set is so broken.

Put a hard CC and call it a day.

Everyone and their grandmother runs this set in Cyro. Build diversity is dead with this set.

Pinball’ing is a new/has been a newer way to perma CC with RoA.

While I’m here, also make warden charm blockable and not glitch you through walls. Also make the aoe the correct dimensions. You can be slightly out of the aoe and it still charms.

I’m making this post to continue raising awareness of this problem that has yet to be fixed and not swept under the rug.

Thank you.
  • Artim_X
    Artim_X
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    I believe it is getting fixed in the next patch to have a better indicator and other nerfs, which will ideally make it easier to counter.
    (AD) Artim X/Xirtām/Måtrix |PC/NA| Casual staff wielding vampire sorcerer/templar/arcanist
    Electric-Stun
    https://media.giphy.com/media/Av0zcKH3i2BkaY1GXW/giphy.gif/https://c.tenor.com/jQHdFftrgwMAAAAC/tenor.gif
    • Roleplay Damage Dealing Build.
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (infused/shock enchant), and Kinras's jewelry (bloodthirsty with spell damage enchant)/lightning staff (infused/flame/weapon damage enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Critical Surge, Boundless Storm, Mages' Wrath, Lightning Flood, Shocking Soul (Shock damage, Class Mastery Signature Script, and Empower), and Power Overload.
    • Ability-Bar 2: Storm Pulsar, Streak, Shock Reach, Unstable Wall of Storms, Shocking Burst (Shock Damage, remove 1 negative effect, and interrupt) and Thunderous Rage.
      Solo: Use Kinras's chest, replace Mora with Ring of the Pale Order, and use a heavy Slimcraw piece for max critical.
    Electric-Pets
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExNHVjemwxZHI2ZmQ2bTg1ZG0xOTZ3b2QwajBzNGxmaHh6OXRpN3p6YSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/eBgWizk5dmZRS/giphy.gif
    • Stress free one bar pet build .
    • Gear: 5 Infallible Aether (All apparel light and Divines with Max Mag Enchants. No chest piece), 1 medium Slimecraw for max spell critical (Divines, medium, Max Mag Enchants), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant ring and necklace (bloodthirsty with spell damage enchant), Oakensoul ring (bloodthirsty with spell damage enchant)
    • Ability-Bar: Daedric Prey, Summon Volatile Familiar, Bound Armaments, Unstable Wall of Storms, Summon Twilight Matriarch, and Greater storm Atronach.
    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    • My Healer Build.
    • Gear: 5 Spell Power Cure (All apparel light and Divines with Max Mag Enchants), 1 Slimecraw Guise for max spell critical (Divines, light, Max Mag Enchants), Maelstrom's Perfected Lightning Staff (Charged/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (Powered with absorb magicka enchant). 1 Mora's Whispers.
    • Ability-Bar 1: Power Surge, Boundless Storm, Blessing of Restoration, Energy Orb, Twilight Matriarch, and Replenishing Barrier.
    • Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Blockade of Storms, Twilight Matriarch, and Aggressive Horn.
    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    • My Meme Tank Build that uses high resistance and variety of wards.
    • Gear: 5 Brands of Imperium (All body pieces except Head and Shoulders, with Divine trait, and with Prismatic Defense Enchants), full Iceheart (1 light and 1 medium. Divines and Prismatic Enchant), and Combat Physician jewelry (bloodthirsty with Prismatic Recovery Enchants), Combat Physician restoration staff (Infused with hardening enchant), and combat physician ice staff (Infused with crusher enchant).
    • Ability-Bar 1: Critical Surge, Bound Aegis, Deep Thoughts, Boundless Storm, Healing Ward, and Replenishing Barrier.
    • Ability-Bar 2: Silver Leash (Elemental Drain if healer isn't running it), Bound Aegis, Frost Clench, Blockade of Frost, Empowered Ward, and Temporal Guard.
    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (medium chest and body pieces light. All Impenetrable with Prismatic Enchants). Gaze of Sithis and 1 light Mighty Chudan/Pirate Skeleton (light shoulders, and impenetrable with Prismtaic Enchants). Knight Slayer (Swift with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant).
    • Ability-Bar 1: Structured Entropy, Boundless Storm, Soul Splitting Trap, Radiating Regeneration, Healing Ward, and Life Giver.
    • Ability-Bar 2: Drain Vigor (Elemental Susceptibility), Race Against Time, Rune Cage, Radiant Magelight, Regenerative Ward, and Shatter Soul.
    Dawnfang
    https://media.tenor.com/ogWfvDdsqBIAAAAd/anime-black-clover.gif
    • My casual one bar heavy attack Templar build that primarily utilizes Aedric Spear abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Puncturing Sweep, Aurora Javelin, Toppling Charge, Blazing Spear, Radiant Ward/Breath of life, and Crescent Sweep.
    Duskfang
    https://media.tenor.com/Jo8aG_ouy_oAAAAd/ac-odyssey.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Radiant Oppression, Race Against Time, Aurora Javelin, Breath of Life, Resolving Vigor, and Life Giver.
    Eye of the Queen
    https://i.pinimg.com/originals/fd/44/1c/fd441c8242af6ec35ada94496feb0901.gif
    • My casual one bar heavy attack Arcanist build that primarily utilizes Herald of the Tome abilities.
    • Gear: 5 Noble Duelist (Head or Shoulder and body pieces except Chest. All body pieces Divines with Max Mag Enchants), 1 light Slimecraw for max spell critical (Divines, light, Max Mag Enchant), Lightning Staff of the Sergeant (precise/shock enchant), Sergeant's chest (Divines and max magicka enchant), and Sergeant's Mail jewelry (One Ring and one Neck. Both bloodthirsty with spell damage enchant). 1 Oakensoul Ring (bloodthirsty with spell damage enchant).
    • Ability-Bar 1: Escalating Runeblades, Pragmatic Fatecarver, Cephaliarch's Flail, Rune of Displacement, Inspired Scholarship/Evolving Runemend, and The Languid Eye.
    Eye of the King
    https://i.giphy.com/media/v1.Y2lkPTc5MGI3NjExOTAzdjV1eTgwbDFmM3lrZmxuMXRqdDR3Y3h1ZDRpajR0M3VjZzQ3NSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/zXmbOaTpbY6mA/giphy.gif
    • Tanky stage 4 vampire utility focused PvP healer that can take down very inexperienced players but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    • Gear: 5 Torug's Pact (Heavy Chest with light Head, Waist, Hands, and Feet. All body pieces Impenetrable. Health enchant on chest/head/legs and everything else Prismatic Enchants), 1 Medium Mighty Chudan/Pirate Skeleton Shoulder (Impenetrable, Prismatic Enchant), Knight Slayer Restoration Staff (Infused/Decrease Health enchant), and Knight Slayer jewelry (One Ring and one Neck. Both Swift with spell damage enchant). 1 Oakensoul Ring (Swift with Spell Damage Enchant).
    • Ability-Bar 1: Escalating Runeblades, Race Against Time, Rune of Uncanny Adoration, Evolving Runemend, Resolving Vigor, and Life Giver.
    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    • Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or divines. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap.
    • Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).
    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    • High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.
    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    • PvP: The Steed for speed. Gotta go fast!
    • PvE Healing/Damage: The Thief for decent crit rate.
    • PvE Tanking: The Lady to get close to resistance cap.
    Current Champion Points
    https://media.giphy.com/media/l4FGDAx6u3hthMhgI/giphy.gif
    • DPS: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Exploiter, Weapons Expert, Fighting Finesse, Master-at-Arms, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Healer Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Hope Infusion, Weapon's Expert, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    • Tanky Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Ironclad, Enduring Resolve, Reinforced, Duelist's Rebuff, Bastion, Ward Master, Rejuvenation, Fortified.
    • PvP Sorc: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, Occult Overload, Arcane Supremacy, Bastion, Rejuvenation, Fortified, Boundless Vitality.
    • PvP Temp/Arcanist: Shadowstrike/ Master Gatherer, Meticulous Disassembly/Plentiful Harvest, Steed's Blessing, Sustaining Shadows, Enlivening Overflow, Weapon's Expert, From the Brink, Arcane Supremacy, Celerity, Rejuvenation, Fortified, Boundless Vitality.
    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    • Parse Food for PvE:(DPS) Ghastly Eye Bowl (increases Max Magicka by 4592 and Magicka Recovery by 459 for 2 hours).
    • Gold/Purple Food for Sorc PvP and Meme Tanking:(PvP) Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours). Witchmother's Potent Brew (Increase Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours.
    • Trash Potions when feeling cheap: Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.
    • Crafted Potions: Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy on my Sorc, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch, and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking). My templar/arcanist will mostly use Essence of Health (Tri-Stat Potion) Ingredients: (Mountain Flower, Columbine, and Bugloss).
  • fufu_from_ps4
    fufu_from_ps4
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    Artim_X wrote: »
    I believe it is getting fixed in the next patch to have a better indicator and other nerfs, which will ideally make it easier to counter.

    the indicator will be nice but it should be counting as a stun.

    also i think pulls shouldnt exist in pvp... but if its going to exist it ought to follow the rules like everything else in the rest of the game (besides double stun from mount which is also kind of lame )
  • PureeEvil
    PureeEvil
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    lol they ban me for post about Endless Fury and sorc and that dude not baned loong time after posting that cry about ROA. Zos you ban only necro who dont like sorc Endless Fury?

    in first they already broke ROA It became less attractive so you can stop crying about that long time ago. ROA have verry notable. only what have ROA now its good damage which is already postponed and can be avoided. if they must delete ROA they must delete strik and Endless Fury from sorc and cloak from nb.

    I not dreset ROA after subclassing before not until I ran into two spammers of Endless Fury in one BG math and now i run only in ROA + other prog. only maximum cc. maximum pressing and not allowing to leave the spawn area. only a dishonest game. No mercy. not a bit of athletic behavior anymore. I only want more sources of cc with out imun.

    Your offer is disgusting. I hope they remove sorc from the game instead

    MORE cc with out imun! MORE! So far, Sorka has Endless Fury i whant more cc with out imun. as long as they're using this cheap garbage, I want to be able to keep them under control and prevent them from pressing any skills or performing any actions.
    Edited by PureeEvil on August 10, 2025 6:14AM
  • LPapirius
    LPapirius
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    Seems like if ZOS had any plans to rework RoA they would have done it years ago when the set first came out. Instead we get crickets in response to our many pleas and nothing has changed.

    But hey, we've got vengeance.....which will drive away the few remaining PvP mains left.
  • KiltMaster
    KiltMaster
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    If you pay any attention to the PTS you would see they are planning to rework that set.
    PC/NA
    GM of "Kilts for Sale"
    twitch.tv/thekiltmaster
    He/Him
  • LadyGP
    LadyGP
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    KiltMaster wrote: »
    If you pay any attention to the PTS you would see they are planning to rework that set.

    While I acknolwedge they are trying to make it easier to see it coming.. I'm of the opinion that this will have little to no impact on the desired effect they are hoping for.

    The issue isn't that you can't see the pull coming - anyone who has been in PvP for more than two hows should be able to tell when/where RoA is coming from (just block the pull and walk away from it).

    Where the issue comes into play, and the "I got pulled from a mile away" conversation happens, is how RoA performs under heavy server load. I feel like this is something that gets so easily dismissed and swept under the rug but it's at the center of the issue around RoA.

    I've said it before... when someone with rush goes into pull on a person, and the server is laggy, anyone who was within that range (and is no longer when the actual pull goes off) still gets pulled. I've literally gone inside keeps or up on castle walls before and still got pulled.

    The size of the pull doesn't matter.. it's all about where you were when the initial pull was triggered (not the pull itself but the skill setting it off). It honestly feels like the (who gets pulled) is being calculated when the skill is cast and not when the person leaps in or the chains go out. Isn't there a two second delay or something? It seems like at second 0 the "who gets pulled" is determined and not at the end of the second.. second.

    Not sure if that makes any sense at all.. but just throw heavy server load into the mix and this set just performs sooooo far off from how the tooltip reads - which again.. is where all the comlaints come from.

    Also.. the fact there is no CC and you can get puylled time and again is kind of mind blowing to me.

    * I say all of this from the PoV as somehow who uses rush in a ball group.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • YandereGirlfriend
    YandereGirlfriend
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    LadyGP wrote: »
    KiltMaster wrote: »
    If you pay any attention to the PTS you would see they are planning to rework that set.

    While I acknolwedge they are trying to make it easier to see it coming.. I'm of the opinion that this will have little to no impact on the desired effect they are hoping for.

    The issue isn't that you can't see the pull coming - anyone who has been in PvP for more than two hows should be able to tell when/where RoA is coming from (just block the pull and walk away from it).

    Where the issue comes into play, and the "I got pulled from a mile away" conversation happens, is how RoA performs under heavy server load. I feel like this is something that gets so easily dismissed and swept under the rug but it's at the center of the issue around RoA.

    I've said it before... when someone with rush goes into pull on a person, and the server is laggy, anyone who was within that range (and is no longer when the actual pull goes off) still gets pulled. I've literally gone inside keeps or up on castle walls before and still got pulled.

    The size of the pull doesn't matter.. it's all about where you were when the initial pull was triggered (not the pull itself but the skill setting it off). It honestly feels like the (who gets pulled) is being calculated when the skill is cast and not when the person leaps in or the chains go out. Isn't there a two second delay or something? It seems like at second 0 the "who gets pulled" is determined and not at the end of the second.. second.

    Not sure if that makes any sense at all.. but just throw heavy server load into the mix and this set just performs sooooo far off from how the tooltip reads - which again.. is where all the comlaints come from.

    Also.. the fact there is no CC and you can get puylled time and again is kind of mind blowing to me.

    * I say all of this from the PoV as somehow who uses rush in a ball group.

    Nothing works correctly when the servers are dying, though. It's not just a Rush thing.

    Single-target pull spam from zergs also causes massive de-sync under similar conditions, though instead of simply being "pulled from too far away" that is full-on health, stats, and position de-sync.
  • i11ionward
    i11ionward
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    LadyGP wrote: »
    KiltMaster wrote: »
    If you pay any attention to the PTS you would see they are planning to rework that set.

    While I acknolwedge they are trying to make it easier to see it coming.. I'm of the opinion that this will have little to no impact on the desired effect they are hoping for.
    Decimus wrote: »
    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.

    If you are able to press the block immediately after a clear visual indicator appears, then RoA is likely no longer going to be a problem for you.
    Edited by i11ionward on August 10, 2025 7:23PM
  • LadyGP
    LadyGP
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    LadyGP wrote: »
    KiltMaster wrote: »
    If you pay any attention to the PTS you would see they are planning to rework that set.

    While I acknolwedge they are trying to make it easier to see it coming.. I'm of the opinion that this will have little to no impact on the desired effect they are hoping for.

    The issue isn't that you can't see the pull coming - anyone who has been in PvP for more than two hows should be able to tell when/where RoA is coming from (just block the pull and walk away from it).

    Where the issue comes into play, and the "I got pulled from a mile away" conversation happens, is how RoA performs under heavy server load. I feel like this is something that gets so easily dismissed and swept under the rug but it's at the center of the issue around RoA.

    I've said it before... when someone with rush goes into pull on a person, and the server is laggy, anyone who was within that range (and is no longer when the actual pull goes off) still gets pulled. I've literally gone inside keeps or up on castle walls before and still got pulled.

    The size of the pull doesn't matter.. it's all about where you were when the initial pull was triggered (not the pull itself but the skill setting it off). It honestly feels like the (who gets pulled) is being calculated when the skill is cast and not when the person leaps in or the chains go out. Isn't there a two second delay or something? It seems like at second 0 the "who gets pulled" is determined and not at the end of the second.. second.

    Not sure if that makes any sense at all.. but just throw heavy server load into the mix and this set just performs sooooo far off from how the tooltip reads - which again.. is where all the comlaints come from.

    Also.. the fact there is no CC and you can get puylled time and again is kind of mind blowing to me.

    * I say all of this from the PoV as somehow who uses rush in a ball group.

    Nothing works correctly when the servers are dying, though. It's not just a Rush thing.

    Single-target pull spam from zergs also causes massive de-sync under similar conditions, though instead of simply being "pulled from too far away" that is full-on health, stats, and position de-sync.

    Agreed.
    i11ionward wrote: »
    LadyGP wrote: »
    KiltMaster wrote: »
    If you pay any attention to the PTS you would see they are planning to rework that set.

    While I acknolwedge they are trying to make it easier to see it coming.. I'm of the opinion that this will have little to no impact on the desired effect they are hoping for.
    Decimus wrote: »
    Nope, because you have a very clear (and cool, I might add) visual indicator for the area... You can actually see if you're in the radius where you get pulled or not.

    How it works on Live is that someone can gap close someone away from you, sprint towards you and pull you because it considers pullling player's position rather than a static one.

    This is very prone to positional desyncs because the servers have a hard time figuring out actual player locations, hence why dawnbreakers and other AoEs can miss point blank, why you often can't land abilities on someone running around a pillar even if they're in your range etc.

    Think of the new one as Dark Convergence, just different proc timer/visual.

    If you are able to press the block immediately after a clear visual indicator appears, then RoA is likely no longer going to be a problem for you.

    Also agree.
    LadyGP/xCatGuy
    PC/NA

    Having network issues? Discconects? DM me and I will help you troubleshoot with PingPlotter to figure out what is going on.
  • PureeEvil
    PureeEvil
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    why we have "agree" button but havent
    KiltMaster wrote: »
    If you pay any attention to the PTS you would see they are planning to rework that set.

    you say they want to fix ROA but they consider endless fury to be normal? That's right, I've planned to cut off eso+. If they touch ROA before all the sorc skills, I won't give them a single cent. as for me, they should also refund the money for the dlc if they do anything else with this set, or give some cops. They don't really think that their brilliant storyline and dungeons can sell anything.ROA is probably one of the most successful sets in terms of sales. It sells DLCs and subscriptions. Solstice doesn't sell anything, and no one needs it.
    Edited by PureeEvil on August 10, 2025 10:40PM
  • WalkingBomb
    WalkingBomb
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    PureeEvil wrote: »
    why we have "agree" button but havent
    KiltMaster wrote: »
    If you pay any attention to the PTS you would see they are planning to rework that set.

    you say they want to fix ROA but they consider endless fury to be normal? That's right, I've planned to cut off eso+. If they touch ROA before all the sorc skills, I won't give them a single cent. as for me, they should also refund the money for the dlc if they do anything else with this set, or give some cops. They don't really think that their brilliant storyline and dungeons can sell anything.ROA is probably one of the most successful sets in terms of sales. It sells DLCs and subscriptions. Solstice doesn't sell anything, and no one needs it.

    Huh? Out of all the issues you pick the worst value execute in the game that has already been nerfed to have its duration cut in half? I don't know what your beef is with endless fury, there's better skills to slot both in PvP and PvE... If you're regularly dying to endless fury I would probably focus on improving yourself instead of trying to get a mediocre skill nerfed by the developer. Rush of Agony on the other hand is considered problematic by a large majority of PvP players, so it seems more relevant to adress that on the forums; In the 11 years I've been around you're the first I've seen complaining about Endless Fury.

    Aside from the fact you're derailing someone else's thread with your misplaced grievances which is probably not the purpose of the forums. Let's stay on topic.
    Edited by WalkingBomb on August 11, 2025 8:27AM
  • CatoUnchained
    CatoUnchained
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    KiltMaster wrote: »
    If you pay any attention to the PTS you would see they are planning to rework that set.

    You're assuming that the PTS changes will go live, and assuming that the "fix" will actually work.

    Better to judge on what happens rather than what is promised.
  • CatoUnchained
    CatoUnchained
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    PureeEvil wrote: »
    why we have "agree" button but havent
    KiltMaster wrote: »
    If you pay any attention to the PTS you would see they are planning to rework that set.

    you say they want to fix ROA but they consider endless fury to be normal? That's right, I've planned to cut off eso+. If they touch ROA before all the sorc skills, I won't give them a single cent. as for me, they should also refund the money for the dlc if they do anything else with this set, or give some cops. They don't really think that their brilliant storyline and dungeons can sell anything.ROA is probably one of the most successful sets in terms of sales. It sells DLCs and subscriptions. Solstice doesn't sell anything, and no one needs it.

    RoA is the most broken, rule breaking set ZOS has ever introduced into ESO. RoA breaks ZOS' own stated rules on how sets should perform.
  • ercknn
    ercknn
    ✭✭✭
    We have yet to receive the update on PS5.

    Any PTS or PC players think the updated AoE nerf to RoA actually balances the set?

    Or is it another slop fix?

    A part of me is having a feeling that groups will still hard chain with a synced charge attack to warden charm to lock you into the aoe.

    If the AoE has a longer delay time before activating then this set can FINALLY be laid to rest 🙏.

    Pinball’ing ulti dumps from ball groups is the most broken thing I’ve ever encountered in this game when it comes to insta killing; no counter when performed.

    Bottom line there should be a counter to every type of build in PvP.
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