Earthgore: The zerglings bandaid to making mistakes and wiping to less.
Destro ult: 1. press R with the other 7 destro monkeys you run in your 16+ man raid 2. Run around because you don’t know how to kill someone otherwise.
Destro ults and earthgore should both be tweaked or removed.
I’ve previously offered a change to destro making it more small scale or utility based.
Inferno: single target fireball that does x damage and burns the target for 8 seconds increasing your damage by 8% to the single target:
Lightning: conal disorient stun that deals x damage (mag db)
Ice: aoe frost clenches that ripple outwards snaring the enemy and dealing damage. Every ice ripple to hit the same enemy after the first deals % less than the last. (Ic ice atro boss)
Earthgore should cap on how many it can heal and for how much. Or simply removed for a new effect.
It’s far too easy to slot multiple earthgores in a large raid and completely negate outplays by other raids and or groups with significantly less numbers.
Yes you can bait out the proc. Yes I know don’t stand in the destro. Yes I know l2p.
The current meta is just unhealthy gameplay that is continuing to empower the many.
Next up: shuffle snare immunity and heavy, encase you didn’t know.
Waffennacht wrote: »
Really? Hrm, it's actually pretty common for me to pass untouched by most Zergs, I however, only roam alone and I always thought the hassle of giving chase to some random would mess up their plans...
Now I kinda feel bad if they're chasing down poor people
Chiming in here too to say that my duo always is chased down.
Waffennacht wrote: »very few zergs actually chase
Waffennacht wrote: »very few zergs actually chase
Next you'll be saying there's no salty whispers on XBox either.
This game's balancing team seems intent on destroying any abilities or strategies that allow a small group to beat a large group. In their minds, whoever has more people should win. Efficiently using certain abilities combined with good positioning means that those abilities need to be nerfed...
which is ***.
Soon we'll see full caster extend groups because that will be the only way to 8vX a zergball. but that'll really suck for any current stam player if they aren't playing a peel tank.
Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
@Irylia the fact you think groups are dropping 8 destroys at a time shows your lack of knowledge tbh
GreenSoup2HoT wrote: »@Irylia the fact you think groups are dropping 8 destroys at a time shows your lack of knowledge tbh
That players lack of knowledge doesn't refute the fact eots and earthgore are god tier currently in the pvp meta be it small/medium/large coordinated or pug groups. I'm not going to explain why these two things are god tier because it should be obvious.
I'm pretty excited to see the EotS changes coming next pts phase but i hope i won't be disappointed and see something like "-5% damage".
Earthgore is not on the level of EotS when it comes to needing re-balancing. All i think that could be changed is when it proc's. Make it when allies are under 75% health. This means earthgore proc's can be baited.
Waffennacht wrote: »
Really? Hrm, it's actually pretty common for me to pass untouched by most Zergs, I however, only roam alone and I always thought the hassle of giving chase to some random would mess up their plans...
Now I kinda feel bad if they're chasing down poor people
Waffennacht wrote: »
Really? Hrm, it's actually pretty common for me to pass untouched by most Zergs, I however, only roam alone and I always thought the hassle of giving chase to some random would mess up their plans...
Now I kinda feel bad if they're chasing down poor people
As a medium armor stamplar, I am never not chased. They see me shuffling off all their snares and purging off all their defiles and it just makes them so angry they turn into wildebeests.
Izanagi.Xiiib16_ESO wrote: »GreenSoup2HoT wrote: »@Irylia the fact you think groups are dropping 8 destroys at a time shows your lack of knowledge tbh
That players lack of knowledge doesn't refute the fact eots and earthgore are god tier currently in the pvp meta be it small/medium/large coordinated or pug groups. I'm not going to explain why these two things are god tier because it should be obvious.
I'm pretty excited to see the EotS changes coming next pts phase but i hope i won't be disappointed and see something like "-5% damage".
Earthgore is not on the level of EotS when it comes to needing re-balancing. All i think that could be changed is when it proc's. Make it when allies are under 75% health. This means earthgore proc's can be baited.
I completely disagree with you. Eots nerfs will hurt smaller groups more than larger groups. As a 16m the only thing that can really kill us is a well timed 2-3 storms negate and siege. This is assuming our earthgore doesn't proc/ we don't move / we don't make a mistake. I mean sure we can get completely zerged down by wave after wave of enemy group or make a simple error in our play but that's just pvp. Nerfing Eots will make us nearly untouchable (by smaller groups) whilst not making any difference to how we function as a group.
People seem to forget all the tools employed by organised groups are designed to fight outnumbered situations. Our raid specialises in fighting against 3-4x our number. That's how we gear and build.
If you aren't using destro ulti outnumbered in a small largescale group (4-8 ppl looking to fight the pug zerg / enemy raids) you are doing something wrong tbh (and the people dieing are doing something even worse)
I completely agree about earthgore being over tuned and not necessary. However in order to use earthgore (as dps) in groups like ours you are substituting approximately 10% group dps. In a 16m we currently run 4-5 earthgore. Sure you find groups running 16 of them but tbh I don't really find those groups challenging to kill.
To those saying running large groups is easy mode I'd love to see a video of your successes with 16+ fighting 40 or more players. Note running in your own factions zerg vs them doesn't count.
WillhelmBlack wrote: »Izanagi.Xiiib16_ESO wrote: »GreenSoup2HoT wrote: »@Irylia the fact you think groups are dropping 8 destroys at a time shows your lack of knowledge tbh
That players lack of knowledge doesn't refute the fact eots and earthgore are god tier currently in the pvp meta be it small/medium/large coordinated or pug groups. I'm not going to explain why these two things are god tier because it should be obvious.
I'm pretty excited to see the EotS changes coming next pts phase but i hope i won't be disappointed and see something like "-5% damage".
Earthgore is not on the level of EotS when it comes to needing re-balancing. All i think that could be changed is when it proc's. Make it when allies are under 75% health. This means earthgore proc's can be baited.
I completely disagree with you. Eots nerfs will hurt smaller groups more than larger groups. As a 16m the only thing that can really kill us is a well timed 2-3 storms negate and siege. This is assuming our earthgore doesn't proc/ we don't move / we don't make a mistake. I mean sure we can get completely zerged down by wave after wave of enemy group or make a simple error in our play but that's just pvp. Nerfing Eots will make us nearly untouchable (by smaller groups) whilst not making any difference to how we function as a group.
People seem to forget all the tools employed by organised groups are designed to fight outnumbered situations. Our raid specialises in fighting against 3-4x our number. That's how we gear and build.
If you aren't using destro ulti outnumbered in a small largescale group (4-8 ppl looking to fight the pug zerg / enemy raids) you are doing something wrong tbh (and the people dieing are doing something even worse)
I completely agree about earthgore being over tuned and not necessary. However in order to use earthgore (as dps) in groups like ours you are substituting approximately 10% group dps. In a 16m we currently run 4-5 earthgore. Sure you find groups running 16 of them but tbh I don't really find those groups challenging to kill.
To those saying running large groups is easy mode I'd love to see a video of your successes with 16+ fighting 40 or more players. Note running in your own factions zerg vs them doesn't count.
Our guild is effective without destro ult. We pick out players using coordination in Teamspeak. We wipe many larger destro/proxy raids, still doesn't mean destro ultimate isn't overpowered. It's THAT overpowered it's all these tards can do, that and spam Healing Springs and Vamp Drain. Take away Destro ult and there'd be less of these A-holes lagging out the servers.
Izanagi.Xiiib16_ESO wrote: »WillhelmBlack wrote: »Izanagi.Xiiib16_ESO wrote: »GreenSoup2HoT wrote: »@Irylia the fact you think groups are dropping 8 destroys at a time shows your lack of knowledge tbh
That players lack of knowledge doesn't refute the fact eots and earthgore are god tier currently in the pvp meta be it small/medium/large coordinated or pug groups. I'm not going to explain why these two things are god tier because it should be obvious.
I'm pretty excited to see the EotS changes coming next pts phase but i hope i won't be disappointed and see something like "-5% damage".
Earthgore is not on the level of EotS when it comes to needing re-balancing. All i think that could be changed is when it proc's. Make it when allies are under 75% health. This means earthgore proc's can be baited.
I completely disagree with you. Eots nerfs will hurt smaller groups more than larger groups. As a 16m the only thing that can really kill us is a well timed 2-3 storms negate and siege. This is assuming our earthgore doesn't proc/ we don't move / we don't make a mistake. I mean sure we can get completely zerged down by wave after wave of enemy group or make a simple error in our play but that's just pvp. Nerfing Eots will make us nearly untouchable (by smaller groups) whilst not making any difference to how we function as a group.
People seem to forget all the tools employed by organised groups are designed to fight outnumbered situations. Our raid specialises in fighting against 3-4x our number. That's how we gear and build.
If you aren't using destro ulti outnumbered in a small largescale group (4-8 ppl looking to fight the pug zerg / enemy raids) you are doing something wrong tbh (and the people dieing are doing something even worse)
I completely agree about earthgore being over tuned and not necessary. However in order to use earthgore (as dps) in groups like ours you are substituting approximately 10% group dps. In a 16m we currently run 4-5 earthgore. Sure you find groups running 16 of them but tbh I don't really find those groups challenging to kill.
To those saying running large groups is easy mode I'd love to see a video of your successes with 16+ fighting 40 or more players. Note running in your own factions zerg vs them doesn't count.
Our guild is effective without destro ult. We pick out players using coordination in Teamspeak. We wipe many larger destro/proxy raids, still doesn't mean destro ultimate isn't overpowered. It's THAT overpowered it's all these tards can do, that and spam Healing Springs and Vamp Drain. Take away Destro ult and there'd be less of these A-holes lagging out the servers.
Then you aren't fighting the numbers we're fighting. Tbh based on your comments regarding the skills they are using it sounds like you are fighting a pug group.
Perhaps you can provide a video as reference
Merlin13KAGL wrote: »There needs to be skills that actually break up zergs - ones that actually require them to dissipate into smaller batches, not just heal/damage their way through it.
As recommended long, long ago skills having damage output based onwould potentially cut down on some of this. There is little downside to zerging. There is little benefit to small scale trying to counter. Buffs/debuffs could help level the playing field.
- The number of people you're actually hitting
- The number of people in your current zergball
- Possibly cost changes based on either of the above
As it stands, I don't anticipate Earthgore staying in its current form much longer.
The ultimate fix for all of this is for gear to have a separate effect when in Cyro than when not, and separate (no cost) CP loadout for the same.
They could then balance gear sets, skills, and CP's more of less independently and many of these issues would lessen, if not go away entirely.