TLDR: 'My bomb blade group is annoyed that they're facing a solid counter'.
If anything, makes things more interesting since such bomb groups kind of need to make sure they have two waves in rapid succession, the first to get the EG to pop, and the second to mow people down during the cooldown.
I find it a lot more interesting in terms of figthing than just wiping to a stealth EotS bomb.
(1) It's really hard to keep track of the EG cooldown unless you're the only one running it in a group, to be honest. Unless some add-on can track it now, I'm just not aware of any. The set has many downsides, especially if you have a tendency to overheal. I use it on my healer and if anything it's made me a lot more careful about what I heal than I did before, because it's so strategic now. It procs off pets, guards, doors and walls even. It's very easy to waste it.
(2) I don't really get the complaint about people using siege and whatnot. Sure, it's annoying, especially if you have smaller numbers, but then again not everyone is running an AOE-centric build. If you're fighting a magica and heals heavy tight group, maybe shooting a lightning ballista into them instead of the usual fire is smarter.
(3) People usually stay at range of your group because they know you're mostly all on Vicious Death and Eye of the Flame. That's not likely to change, EG or not. I'd also add that 8 people killing 24 is fun, but in a balanced game shouldn't really be the expected result.
It's really hard to keep track of the EG cooldown unless you're the only one running it in a group, to be honest. Unless some add-on can track it now, I'm just not aware of any. The set has many downsides, especially if you have a tendency to overheal. I use it on my healer and if anything it's made me a lot more careful about what I heal than I did before, because it's so strategic now. It procs off pets, guards, doors and walls even. It's very easy to waste it.
I don't really get the complaint about people using siege and whatnot. Sure, it's annoying, especially if you have smaller numbers, but then again not everyone is running an AOE-centric build. If you're fighting a magica and heals heavy tight group, maybe shooting a lightning ballista into them instead of the usual fire is smarter.
People usually stay at range of your group because they know you're mostly all on Vicious Death and Eye of the Flame. That's not likely to change, EG or not. I'd also add that 8 people killing 24 is fun, but in a balanced game shouldn't really be the expected result.
VaranisArano wrote: »Cyrodiil is designed for groups of 8 to 24 players. This is a set that clearly benefits groups of 8 to 24 players. Oddly enough, this seems to fit into the general design of Cyrodii.
HoloYoitsu wrote: »Lastly, to he people parroting ideas of "8 ppl shouldn't be able to take out 24" ect. You're mentality is a perfect example of what's wrong with a lot of the player base and many of the game changes over the past few years. Smaller groups absolutely should be able to take out superior numbers if they manage to outplay them.
The problem with Earth Gore is that it does so much to diminish the ability to have an impact on a fright by outplaying your opponent!
VaranisArano wrote: »HoloYoitsu wrote: »Lastly, to he people parroting ideas of "8 ppl shouldn't be able to take out 24" ect. You're mentality is a perfect example of what's wrong with a lot of the player base and many of the game changes over the past few years. Smaller groups absolutely should be able to take out superior numbers if they manage to outplay them.
The problem with Earth Gore is that it does so much to diminish the ability to have an impact on a fright by outplaying your opponent!
Sure, 8 players should be able to take out 24 players if they outplay them. So, why exactly should those 24 players not get a set that benefits them? Oh, because it makes it harder for your 8 player group? Hmm.
Earthgore used in numbers in an organized raid is not a one-gear-set -win-button. I've been in an organized raid fighting those raids with earthgore. Organized raid vs organized raid usually does come down to who has the better tactics and executed them effectively, not who has the better cheese.
In that example, the 24 players already have the steep advantage of outnumbering the 8 by three to one. No need to get snarky about it.VaranisArano wrote: »HoloYoitsu wrote: »Lastly, to he people parroting ideas of "8 ppl shouldn't be able to take out 24" ect. You're mentality is a perfect example of what's wrong with a lot of the player base and many of the game changes over the past few years. Smaller groups absolutely should be able to take out superior numbers if they manage to outplay them.
The problem with Earth Gore is that it does so much to diminish the ability to have an impact on a fright by outplaying your opponent!
Sure, 8 players should be able to take out 24 players if they outplay them. So, why exactly should those 24 players not get a set that benefits them? Oh, because it makes it harder for your 8 player group? Hmm.
Earthgore used in numbers in an organized raid is not a one-gear-set -win-button. I've been in an organized raid fighting those raids with earthgore. Organized raid vs organized raid usually does come down to who has the better tactics and executed them effectively, not who has the better cheese.
asneakybanana wrote: »Earthgore - The Zerg Set
VaranisArano wrote: »I'll be as clear as I can. I believe this set is balanced for raid-to-raid combat. In an organized raid vs organized raid, Earthgore stacking is not a clear advantage and can be beaten by well-executed tactics.
However, Earthgore is clearly not balanced for organized raid vs small group combat, when the raid is the one with the Earthgore stacking. At least, I'm judging by your experiences that small groups find it very difficult to overcome such tactics.
Since Cyrodiil is designed for groups of 8 to 24 players, and raid to raid combat is a large part of Cyrodiil's gameplay in addition to many other types including raid vs small group, I understand why you think that Earthgore stacking is detrimental in any setting involving a raid vs a smaller group whereas I see it as a tolerable addition to raid vs raid combat.
However, since the set is balanced for a raid vs raid scenario, I question why a set that benefits but not overpowers a raid who does raid vs raid combat should be nerfed because an 8-man group wants a better shot at that raid. It seems to me that having a set that's balanced for raid vs raid isn't a bad addition to Cyrodiil.
VaranisArano wrote: »I'll be as clear as I can. I believe this set is balanced for raid-to-raid combat. In an organized raid vs organized raid, Earthgore stacking is not a clear advantage and can be beaten by well-executed tactics.
However, Earthgore is clearly not balanced for organized raid vs small group combat, when the raid is the one with the Earthgore stacking. At least, I'm judging by your experiences that small groups find it very difficult to overcome such tactics.
Vilestride wrote: »uhhmmm, I think I understand what you're saying about it being raid vs raid. In that you essentially mean both raids would be carrying this set negating the advantage given by the other group carrying this set as they both have said advantage. But That is not the problem.
asneakybanana wrote: »Just because something is counterable in some situations does not make it balanced. You have to consider all other options for sets in those slots and see if anything compares or is better and simply no other set in the game holds a candle to earthgore. Not a 5 piece set or a monster set. Sure maybe a bomber isn't going to want to use it instead of alch or vd when they're solo or a solo sorc doesn't want to wear it (although it's pretty op combined w/ shield stacking).
In the history of pvp, how many sets have had such a broad benefit and required entire raids to start using it? Arguably plague did that to raids, but still only certain groups picked up on it, which was then nerfed anyway. But other than that I can't think of a single set that was introduced that was practically a must for EVERY SINGLE SPEC. I'm not just talking bis for dps like vd has become I'm talking bis for healers and support and DPS and tanks and every single role. Even in PVE there has never been a set that was picked up so vastly by every single role. Sure you have sets that every single DPS or every single tank run but usually when something becomes BiS for a single role it gets nerfed but being BiS for every role? Idk maybe a nerf isn't enough, maybe a total rework of the set or removing some of it's components completely or changing proc conditions to be way harder. Something though.