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.
KiltMaster wrote: »If you pay any attention to the PTS you would see they are planning to rework that set.
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.
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.
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.
YandereGirlfriend 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 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.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.
KiltMaster wrote: »If you pay any attention to the PTS you would see they are planning to rework that set.
why we have "agree" button but haventKiltMaster 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.
KiltMaster wrote: »If you pay any attention to the PTS you would see they are planning to rework that set.
why we have "agree" button but haventKiltMaster 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.