DovahkiinHealsYou wrote: »DovahkiinHealsYou wrote: »DovahkiinHealsYou wrote: »DovahkiinHealsYou wrote: »
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Of course I agree with the fact that RoA is not avoided by roll dodging, but should that be the case? I would love to debate that.
As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.
MeridiaFavorsMe wrote: »As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.
It has a huge, red, telegraphed circle. Just hold block and you won’t have any issues. If you’re having trouble holding block, then it’s a skill issue—not a set issue.
MeridiaFavorsMe wrote: »As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.
It has a huge, red, telegraphed circle. Just hold block and you won’t have any issues. If you’re having trouble holding block, then it’s a skill issue—not a set issue.
No. It should be removed from the game. Organized ballgroups of old had to use actual skill and positioning to bomb groups. Group pull sets have done nothing but make the overall pvp climate worse.
Oblivion_Protocol wrote: »I’ve used Rush of Agony pretty heavily, and I’ve got to say, I pull more than two people maybe every 3 out of 10 times. It’s so easy to see coming and stop that no one should die to it. Like ever.
Now, all the stuff around RoA (Charm, ball groups, ult dumping, aoe spam) makes things seem super deadly. But that stuff would be a problem regardless.
Ask yourselves this. Why all this vitriol against RoA, but not against Dark Convergence? It pulls in way more people, doesn’t always respect CC rules, does damage, has an easy triggering condition, and can’t be dodge rolled. It’s cooldown is way longer, but that’s really about it.
MeridiaFavorsMe wrote: »Even pugs block this set most of the time. This is 100% a skill issue.
Teeba_Shei wrote: »MeridiaFavorsMe wrote: »As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.
It has a huge, red, telegraphed circle. Just hold block and you won’t have any issues. If you’re having trouble holding block, then it’s a skill issue—not a set issue.
No. It should be removed from the game. Organized ballgroups of old had to use actual skill and positioning to bomb groups. Group pull sets have done nothing but make the overall pvp climate worse.
Ah, I see—you just don’t like modern PvP because it’s harder than what you’re used to. Group pull sets aren’t ruining the game; they’re just highlighting that the old strategies you relied on don’t work as well anymore.
Also learn to hold block and you won't have any issues.
First of all, it’s only easy to see coming if you are not experiencing significant lag in Cyrodiil.
Second, I don’t know how long you have been playing but when DC was introduced there were (rightfully) tons of discussions and complaints on the forums because it was pulling people off keeps, pulling people through walls, pulling outside of its aoe, etc. After ZOS finally nerfed the set and ROA was introduced, more people started using ROA. DC is now mainly used by bombers while ROA is used by a higher percentage of players. So my hunch is that it’s because it’s just seen much more often than DC these days.
Oblivion_Protocol wrote: »First of all, it’s only easy to see coming if you are not experiencing significant lag in Cyrodiil.
Second, I don’t know how long you have been playing but when DC was introduced there were (rightfully) tons of discussions and complaints on the forums because it was pulling people off keeps, pulling people through walls, pulling outside of its aoe, etc. After ZOS finally nerfed the set and ROA was introduced, more people started using ROA. DC is now mainly used by bombers while ROA is used by a higher percentage of players. So my hunch is that it’s because it’s just seen much more often than DC these days.
To your first point, then it sounds like the problem is lag, which is a whole different can of worms to open.
To your second point, I’ve been playing since the pandemic first came down. I remember the early days of the Dark Convergence/Hrothgar’s meta. Those were dark times… However, the nerfs the devs did to Dark Convergence are very similar to the ones they gave. RoA is slightly more accessible, but without lag and ball groups behind it, it wouldn’t be anywhere near the Boogeyman set it is now.
MeridiaFavorsMe wrote: »As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.
It has a huge, red, telegraphed circle. Just hold block and you won’t have any issues. If you’re having trouble holding block, then it’s a skill issue—not a set issue.
Militan1404 wrote: »MeridiaFavorsMe wrote: »As predicted all the ballgroupers join in to defend citing "skill issue". Doesn't matter how much counterplay this obnoxious set has. It is obnoxious, over-bloated, disobeys game mechanics, and has no business being a 5pc set anyone can wear.
It has a huge, red, telegraphed circle. Just hold block and you won’t have any issues. If you’re having trouble holding block, then it’s a skill issue—not a set issue.
Many times and more often then not becouse of lag this set pull player even when blocking as many have stated before. So if you failed to noticed that yet you either dont pvp much and has no business comenting here or you just here baiting and trying to provoke others..
Sets and skills like ROA and warden charm only achive to drive more players away from the game along with ballgroups, and even if it worked as attended it still breaks to many game rules.
RoA is a weak set….
However, when you pair it with CHARM it’s a different animal. You CC even the people blocking, and pull the ones that don’t right into the kill zone.
The problem is CHARM. It’s an awful broken skill that ZOS for some odd reason won’t comment on.
YandereGirlfriend wrote: »RoA is a weak set….
However, when you pair it with CHARM it’s a different animal. You CC even the people blocking, and pull the ones that don’t right into the kill zone.
The problem is CHARM. It’s an awful broken skill that ZOS for some odd reason won’t comment on.
Agree with this take.
Getting pulled by Rush in 2026 is either due to lag or player error. (I do agree that it should apply CC, though.)
But with Charm at the center you are presented with a basically no-win scenario. You can block the Rush and eat the Charm or you can try to escape the Charm and likely get pulled by Rush. There is a Goldilocks solution where you can block-jump with speed out of the area but that counterplay skill requirement is much higher than the original play of simply casting the ability that procced the Rush.
Rush without Charm in 2026 is a pretty trash set. My group dropped it a few patches ago and have never looked back.
You know they are going to pull and push back in choke points.
A bell needs to ring before charm or Roa hits you.
Roa should be a bit easier to avoid now just by blocking. That it does not trigger cc immune is the problem with the set. It will usually come with a stun before or after. I think this is the problematic part.
Charm is actually harder to avoid if you are not on the move, the area is way too large and a single person can lock down an entire choke point. IDK how things are conceptualised before release sometimes.
You are right that these effects need to be balanced, the clip is just not the greatest illustration on why.
katanagirl1 wrote: »One other thing I wanted to mention:
If you are blocking for RoA and you get hit by Charm, it will cause you to drop block as well. I have died many times that way.
katanagirl1 wrote: »You know they are going to pull and push back in choke points.
A bell needs to ring before charm or Roa hits you.
Roa should be a bit easier to avoid now just by blocking. That it does not trigger cc immune is the problem with the set. It will usually come with a stun before or after. I think this is the problematic part.
Charm is actually harder to avoid if you are not on the move, the area is way too large and a single person can lock down an entire choke point. IDK how things are conceptualised before release sometimes.
You are right that these effects need to be balanced, the clip is just not the greatest illustration on why.
So what kind of situation would be a good example? My PS5 is always saving video, all I have to do is remember to hit Share to make a permanent video afterward. Sometimes things get busy and I forget but I could look out for anything in particular. I am often the first defender at home keeps so I see these groups just running circles around the keeps often.