Anyone with half a brain could take one look at earthgore and realize it’s benefit zergballs the most.
Agrippa_Invisus wrote: »
Agrippa_Invisus wrote: »
https://forums.elderscrollsonline.com/en/discussion/comment/4371625/#Comment_4371625
https://forums.elderscrollsonline.com/en/discussion/comment/4371641#Comment_4371641
I posted in two different threads it was going to be overpowered for obvious reasons
If I can take one look at something and instantly realize its going to be stupid...someone else on that Team had to of done the same thing.
Also note; I didn't even test the set on PTS....I just read the item tooltip and knew instantly how stupid it would be.
So a burst 15k heal is bad for PVP keeping in mind it's a small what 6m radius(?) stationary heal over 3 seconds. OMG let me get hasty prayer off my bar before my 12 m radius (probably 20 meter radius but It's 530am and i've not had my first cup of coffee) mobile immediate 18k heal becomes a problem in PVP. Does anyone find this entire conversation just odd.
So a burst 15k heal is bad for PVP keeping in mind it's a small what 6m radius(?) stationary heal over 3 seconds. OMG let me get hasty prayer off my bar before my 12 m radius (probably 20 meter radius but It's 530am and i've not had my first cup of coffee) mobile immediate 18k heal becomes a problem in PVP. Does anyone find this entire conversation just odd.
Seriously though does the set overperform in both healing and negating. Yeah probably a little and perhaps it could be tuned down some on the healing side. Does the negate that comes with the set outperform the sorc ultimate. Maybe but the 3 seconds and small area it covers is probably not really an issue. I guess the real issue here is using it in large numbers. If you have a raid of 24 and 12 players have it on that's probably the issue. As we can all see the common theme of this entire post from page 1 to 10 is about excess. Too many destro's layered in a group. Too many Earth gores layered in a group. Too many of one class layered in a group. Too many of this too many of that and players still want to micro focus on sets and abilities when the real issue are just ignored. So a good tool in the wrong hands gets abused. Maybe it's time to look at the hands and not the tool for once. It's totally within the power of the individual to alter the group choices. Earth Gore and Destro Ulti's are best in slot but not the only things available. If you want change, I've always heard it begins with your choice. The old saying you can lead a horse to water but you can't make it drink applies to everything these days.
Bottom line: Gluttony..... NA go on a friggin diet.
Izanagi.Xiiib16_ESO wrote: »So a burst 15k heal is bad for PVP keeping in mind it's a small what 6m radius(?) stationary heal over 3 seconds. OMG let me get hasty prayer off my bar before my 12 m radius (probably 20 meter radius but It's 530am and i've not had my first cup of coffee) mobile immediate 18k heal becomes a problem in PVP. Does anyone find this entire conversation just odd.
Actually this comparison isn't a good one. Hasty prayer can be interrupted and negated or the cost can be too high if you have been run out of resources there are elements to counter play there.
Earthgore has no counter other than trying to proc it on a fake push so you can fight in its cooldown window.
This is why it does need adjustment. It isn't a numbers issue. In a 16m for example we use maybe 2-4 earthgore. That's far from every member in the raid using it.
Also earthgore heals for about double the amount of hasty prayer/budding seed
So a burst 15k heal is bad for PVP keeping in mind it's a small what 6m radius(?) stationary heal over 3 seconds. OMG let me get hasty prayer off my bar before my 12 m radius (probably 20 meter radius but It's 530am and i've not had my first cup of coffee) mobile immediate 18k heal becomes a problem in PVP. Does anyone find this entire conversation just odd.
Seriously though does the set overperform in both healing and negating. Yeah probably a little and perhaps it could be tuned down some on the healing side. Does the negate that comes with the set outperform the sorc ultimate. Maybe but the 3 seconds and small area it covers is probably not really an issue. I guess the real issue here is using it in large numbers. If you have a raid of 24 and 12 players have it on that's probably the issue. As we can all see the common theme of this entire post from page 1 to 10 is about excess. Too many destro's layered in a group. Too many Earth gores layered in a group. Too many of one class layered in a group. Too many of this too many of that and players still want to micro focus on sets and abilities when the real issue are just ignored. So a good tool in the wrong hands gets abused. Maybe it's time to look at the hands and not the tool for once. It's totally within the power of the individual to alter the group choices. Earth Gore and Destro Ulti's are best in slot but not the only things available. If you want change, I've always heard it begins with your choice. The old saying you can lead a horse to water but you can't make it drink applies to everything these days.
Bottom line: Gluttony..... NA go on a friggin diet.
I think i've said this before in a post. No one has even bothered to ask or even think about WHY this set was introduced with its current stats. No one has even thought about the reasons for it. Most simply dismiss it as zerg crutch and never even bothered to look deeper at the overall problem. How can players offer good advice to the developers when they don't even understand the real problems the of this game. If you want to solve issues or offer good ideas you first need to understand all the factors that contribute to the problem. I am absolutely certain somewhere in the ZOS headquarters someone looked at this problem and specifically said this was needed to counter this other issue. ZOS has information that we do not and for us to argue the way we have been over something like this is boarderline insanity. I'm not trying to tell anyone you're crazy or your opinions don't matter, but until you offer concrete data to support a change, which everyone seems to be advocating for, this is all purely circumstantial or an academic discussion. The data necessary to make a change is housed at ZOS and we just don't have access to it. Maybe some smart math guy can create it and prove a point but i can't so it falls back to choices made.
Izanagi.Xiiib16_ESO wrote: »I'm a bit unsure why this isn't another nerf earthgore post rather than destro if we decided now that it's earthgore which is "bad".
Èarthgore as a set is an interesting one. I personally agree that it is over tuned but considering it from another position it removes the total reliance on sorc in raids and to help pugs take flags etc.
It also allows smaller number to be effective against larger numbers which is nice.
Personally I believe the healing component of earthgore if anything is the "broken" part not the removal of ground abilities
If the heal was less of a burst and more of a a small HoT or perhaps just a solo heal or purge groups bombing wouldn't be mitigated by it but it would equally still assist pugs on objectives etc.
Also I think groups running full earthgore are ineffective because it's a set which is very easily baited.
asneakybanana wrote: »I think i've said this before in a post. No one has even bothered to ask or even think about WHY this set was introduced with its current stats. No one has even thought about the reasons for it. Most simply dismiss it as zerg crutch and never even bothered to look deeper at the overall problem. How can players offer good advice to the developers when they don't even understand the real problems the of this game. If you want to solve issues or offer good ideas you first need to understand all the factors that contribute to the problem. I am absolutely certain somewhere in the ZOS headquarters someone looked at this problem and specifically said this was needed to counter this other issue. ZOS has information that we do not and for us to argue the way we have been over something like this is boarderline insanity. I'm not trying to tell anyone you're crazy or your opinions don't matter, but until you offer concrete data to support a change, which everyone seems to be advocating for, this is all purely circumstantial or an academic discussion. The data necessary to make a change is housed at ZOS and we just don't have access to it. Maybe some smart math guy can create it and prove a point but i can't so it falls back to choices made.
It was introduced to allow the pugs to mindlessly counter organized group ground Ults and increase their survivability. And while this may be true to an extent pugs will never be able to take full advantage of it like an organized group will since they will be kept above 50% health almost always so when it does proc it's almost always needed. Also organized groups run tighter so when it procs there is a higher chance of most their group and especially the ones that need the heal are going to be in range while pugs will be extremely spread out.
On top of these factors that make it better for groups they also implemented it many patches to late since ground based ilts other than negate haven't been widely used since 1.6 and everything that benefits group is pbaoe based such as rememberable, eots and sleet.
I would love to see it as a single target burst hot with a 10-15s cooldown and have the ground effect removal part totally gotten rid of and maybe adding some other benefit such as removing all negative effects on the target when it procs.
Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »I'm a bit unsure why this isn't another nerf earthgore post rather than destro if we decided now that it's earthgore which is "bad".
Èarthgore as a set is an interesting one. I personally agree that it is over tuned but considering it from another position it removes the total reliance on sorc in raids and to help pugs take flags etc.
It also allows smaller number to be effective against larger numbers which is nice.
Personally I believe the healing component of earthgore if anything is the "broken" part not the removal of ground abilities
If the heal was less of a burst and more of a a small HoT or perhaps just a solo heal or purge groups bombing wouldn't be mitigated by it but it would equally still assist pugs on objectives etc.
Also I think groups running full earthgore are ineffective because it's a set which is very easily baited.
I cannot agree that a piece of gear that potentially removes multiple 250 ultimates without any input from its wearer every 35 seconds is interesting, let alone desirable.
And that's not even getting to the brainless proccing of a AoE burst heal for anyone in group, again without any input from its wearer.
Removing this set won't stop destro choo-choos, but doing so would instantly improve Cyrodiil and Battlegrounds.
asneakybanana wrote: »I think i've said this before in a post. No one has even bothered to ask or even think about WHY this set was introduced with its current stats. No one has even thought about the reasons for it. Most simply dismiss it as zerg crutch and never even bothered to look deeper at the overall problem. How can players offer good advice to the developers when they don't even understand the real problems the of this game. If you want to solve issues or offer good ideas you first need to understand all the factors that contribute to the problem. I am absolutely certain somewhere in the ZOS headquarters someone looked at this problem and specifically said this was needed to counter this other issue. ZOS has information that we do not and for us to argue the way we have been over something like this is boarderline insanity. I'm not trying to tell anyone you're crazy or your opinions don't matter, but until you offer concrete data to support a change, which everyone seems to be advocating for, this is all purely circumstantial or an academic discussion. The data necessary to make a change is housed at ZOS and we just don't have access to it. Maybe some smart math guy can create it and prove a point but i can't so it falls back to choices made.
It was introduced to allow the pugs to mindlessly counter organized group ground Ults and increase their survivability. And while this may be true to an extent pugs will never be able to take full advantage of it like an organized group will since they will be kept above 50% health almost always so when it does proc it's almost always needed. Also organized groups run tighter so when it procs there is a higher chance of most their group and especially the ones that need the heal are going to be in range while pugs will be extremely spread out.
On top of these factors that make it better for groups they also implemented it many patches to late since ground based ilts other than negate haven't been widely used since 1.6 and everything that benefits group is pbaoe based such as rememberable, eots and sleet.
I would love to see it as a single target burst hot with a 10-15s cooldown and have the ground effect removal part totally gotten rid of and maybe adding some other benefit such as removing all negative effects on the target when it procs.
Ok, If this thread is about how the current meta needs to die and the current meta is generally characterized by the use of the Destro EoTS how is it you can qualify this statement? We all know that earth gore does not stop this ultimate? I really wanted to read what you were saying here but that first sentence just said nope not going to even entertain this comment. Nope I value your perspectives and i read the rest of the comment.
By introducing this set did ZOS indirectly address the ever widening gap between skilled players and casual players? Is it possible that some groups are simply "too" good? Is this working in the opposite fashion of what ZOS could have been trying to do? If so, is it not possible that the change that needs to happen here is the more skilled groups should simply not allow that set in their groups? So its takes longer to kill the casual zerg groups. But don't we all simply want longer better fights?
Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »I'm a bit unsure why this isn't another nerf earthgore post rather than destro if we decided now that it's earthgore which is "bad".
Èarthgore as a set is an interesting one. I personally agree that it is over tuned but considering it from another position it removes the total reliance on sorc in raids and to help pugs take flags etc.
It also allows smaller number to be effective against larger numbers which is nice.
Personally I believe the healing component of earthgore if anything is the "broken" part not the removal of ground abilities
If the heal was less of a burst and more of a a small HoT or perhaps just a solo heal or purge groups bombing wouldn't be mitigated by it but it would equally still assist pugs on objectives etc.
Also I think groups running full earthgore are ineffective because it's a set which is very easily baited.
I cannot agree that a piece of gear that potentially removes multiple 250 ultimates without any input from its wearer every 35 seconds is interesting, let alone desirable.
And that's not even getting to the brainless proccing of a AoE burst heal for anyone in group, again without any input from its wearer.
Removing this set won't stop destro choo-choos, but doing so would instantly improve Cyrodiil and Battlegrounds.
I can see your point of view and respect it. What i would like to know is not simply what type of improvement but who it would benefit the most by seeing it removed.
Drummerx04 wrote: »Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »I'm a bit unsure why this isn't another nerf earthgore post rather than destro if we decided now that it's earthgore which is "bad".
Èarthgore as a set is an interesting one. I personally agree that it is over tuned but considering it from another position it removes the total reliance on sorc in raids and to help pugs take flags etc.
It also allows smaller number to be effective against larger numbers which is nice.
Personally I believe the healing component of earthgore if anything is the "broken" part not the removal of ground abilities
If the heal was less of a burst and more of a a small HoT or perhaps just a solo heal or purge groups bombing wouldn't be mitigated by it but it would equally still assist pugs on objectives etc.
Also I think groups running full earthgore are ineffective because it's a set which is very easily baited.
I cannot agree that a piece of gear that potentially removes multiple 250 ultimates without any input from its wearer every 35 seconds is interesting, let alone desirable.
And that's not even getting to the brainless proccing of a AoE burst heal for anyone in group, again without any input from its wearer.
Removing this set won't stop destro choo-choos, but doing so would instantly improve Cyrodiil and Battlegrounds.
I can see your point of view and respect it. What i would like to know is not simply what type of improvement but who it would benefit the most by seeing it removed.
IMO removing earthgore would benefit pugs the most. It's pretty rare that pugs
- Also have the PvE skills to get the set
- Know about the set
- Actually understand what it does
- Are close enough to actually have the proc help anyone
So it's the organized raids that are generally far tankier in the first place, that now also get proper access and usage out of the set. Removing it would allow pug sorcs to negate destro guild groups without it instantly getting removed automatically.
Guild groups often have an advantage in coordinated builds, coordinated actions, skills like purge and rapids only affect group members so they give huge advantages over scattered pugs. Earthgore really just overperforms for them. You've mentioned before that there are very powerful heals in this game already, but this is added on top of those, and is roughly as powerful as warden trees + negate removal.
asneakybanana wrote: »asneakybanana wrote: »I think i've said this before in a post. No one has even bothered to ask or even think about WHY this set was introduced with its current stats. No one has even thought about the reasons for it. Most simply dismiss it as zerg crutch and never even bothered to look deeper at the overall problem. How can players offer good advice to the developers when they don't even understand the real problems the of this game. If you want to solve issues or offer good ideas you first need to understand all the factors that contribute to the problem. I am absolutely certain somewhere in the ZOS headquarters someone looked at this problem and specifically said this was needed to counter this other issue. ZOS has information that we do not and for us to argue the way we have been over something like this is boarderline insanity. I'm not trying to tell anyone you're crazy or your opinions don't matter, but until you offer concrete data to support a change, which everyone seems to be advocating for, this is all purely circumstantial or an academic discussion. The data necessary to make a change is housed at ZOS and we just don't have access to it. Maybe some smart math guy can create it and prove a point but i can't so it falls back to choices made.
It was introduced to allow the pugs to mindlessly counter organized group ground Ults and increase their survivability. And while this may be true to an extent pugs will never be able to take full advantage of it like an organized group will since they will be kept above 50% health almost always so when it does proc it's almost always needed. Also organized groups run tighter so when it procs there is a higher chance of most their group and especially the ones that need the heal are going to be in range while pugs will be extremely spread out.
On top of these factors that make it better for groups they also implemented it many patches to late since ground based ilts other than negate haven't been widely used since 1.6 and everything that benefits group is pbaoe based such as rememberable, eots and sleet.
I would love to see it as a single target burst hot with a 10-15s cooldown and have the ground effect removal part totally gotten rid of and maybe adding some other benefit such as removing all negative effects on the target when it procs.
Ok, If this thread is about how the current meta needs to die and the current meta is generally characterized by the use of the Destro EoTS how is it you can qualify this statement? We all know that earth gore does not stop this ultimate? I really wanted to read what you were saying here but that first sentence just said nope not going to even entertain this comment. Nope I value your perspectives and i read the rest of the comment.
By introducing this set did ZOS indirectly address the ever widening gap between skilled players and casual players? Is it possible that some groups are simply "too" good? Is this working in the opposite fashion of what ZOS could have been trying to do? If so, is it not possible that the change that needs to happen here is the more skilled groups should simply not allow that set in their groups? So its takes longer to kill the casual zerg groups. But don't we all simply want longer better fights?
The current meta is the fact that organized groups are nearly uncounterable by anything other than an equal or larger size organized group. Notice the thread isn't about the destro ultimate skill but it is about the "trains" that utilize the skill. Destro ult is not the only facet of the current meta, it may be the most obvious but it's the combination of gear(running health minimums as well as certain broken sets, the specialization of players such as speeds and purge, and the skills they use (healing springs and pbaoe damage).
The simple "don't use it" excuse is BS. We already try to make things tougher by running smaller groups which make things fun and makes players optimize their builds as possible but intentionally gimping your build is perhaps more of an insult to the enemy groups than lowering your numbers ever could be. I don't think it would ever result in longer fights, most fights revolve around the engage and use of jltimates and outmaneuvering the enemy. Sure sometimes inside a keep when there is 30+ enemies pushing into you and perma siege on you w/ enemies having free spawn as we've seen from your guild many times it turns into a more continuous fight but in 95% of situations it just results in us wiping a wave, pulling back, wiping another wave with our 2nd set of Ults and rinse and repeat for 15-30 minutes.
Just hope that the earthgore helm never ends up in the Golden vendor. #PrayForCyrodiil
(Un)Luckily the Golden has been reliably giving us garbage every weekend since her selection was expanded, unless you were one of the five people without skoria.
Joy_Division wrote: »Izanagi.Xiiib16_ESO wrote: »I'm a bit unsure why this isn't another nerf earthgore post rather than destro if we decided now that it's earthgore which is "bad".
Èarthgore as a set is an interesting one. I personally agree that it is over tuned but considering it from another position it removes the total reliance on sorc in raids and to help pugs take flags etc.
It also allows smaller number to be effective against larger numbers which is nice.
Personally I believe the healing component of earthgore if anything is the "broken" part not the removal of ground abilities
If the heal was less of a burst and more of a a small HoT or perhaps just a solo heal or purge groups bombing wouldn't be mitigated by it but it would equally still assist pugs on objectives etc.
Also I think groups running full earthgore are ineffective because it's a set which is very easily baited.
I cannot agree that a piece of gear that potentially removes multiple 250 ultimates without any input from its wearer every 35 seconds is interesting, let alone desirable.
And that's not even getting to the brainless proccing of a AoE burst heal for anyone in group, again without any input from its wearer.
Removing this set won't stop destro choo-choos, but doing so would instantly improve Cyrodiil and Battlegrounds.
I can see your point of view and respect it. What i would like to know is not simply what type of improvement but who it would benefit the most by seeing it removed.
Izanagi.Xiiib16_ESO wrote: »So a burst 15k heal is bad for PVP keeping in mind it's a small what 6m radius(?) stationary heal over 3 seconds. OMG let me get hasty prayer off my bar before my 12 m radius (probably 20 meter radius but It's 530am and i've not had my first cup of coffee) mobile immediate 18k heal becomes a problem in PVP. Does anyone find this entire conversation just odd.
Actually this comparison isn't a good one. Hasty prayer can be interrupted and negated or the cost can be too high if you have been run out of resources there are elements to counter play there.
Earthgore has no counter other than trying to proc it on a fake push so you can fight in its cooldown window.
This is why it does need adjustment. It isn't a numbers issue. In a 16m for example we use maybe 2-4 earthgore. That's far from every member in the raid using it.
Also earthgore heals for about double the amount of hasty prayer/budding seed
asneakybanana wrote: »asneakybanana wrote: »I think i've said this before in a post. No one has even bothered to ask or even think about WHY this set was introduced with its current stats. No one has even thought about the reasons for it. Most simply dismiss it as zerg crutch and never even bothered to look deeper at the overall problem. How can players offer good advice to the developers when they don't even understand the real problems the of this game. If you want to solve issues or offer good ideas you first need to understand all the factors that contribute to the problem. I am absolutely certain somewhere in the ZOS headquarters someone looked at this problem and specifically said this was needed to counter this other issue. ZOS has information that we do not and for us to argue the way we have been over something like this is boarderline insanity. I'm not trying to tell anyone you're crazy or your opinions don't matter, but until you offer concrete data to support a change, which everyone seems to be advocating for, this is all purely circumstantial or an academic discussion. The data necessary to make a change is housed at ZOS and we just don't have access to it. Maybe some smart math guy can create it and prove a point but i can't so it falls back to choices made.
It was introduced to allow the pugs to mindlessly counter organized group ground Ults and increase their survivability. And while this may be true to an extent pugs will never be able to take full advantage of it like an organized group will since they will be kept above 50% health almost always so when it does proc it's almost always needed. Also organized groups run tighter so when it procs there is a higher chance of most their group and especially the ones that need the heal are going to be in range while pugs will be extremely spread out.
On top of these factors that make it better for groups they also implemented it many patches to late since ground based ilts other than negate haven't been widely used since 1.6 and everything that benefits group is pbaoe based such as rememberable, eots and sleet.
I would love to see it as a single target burst hot with a 10-15s cooldown and have the ground effect removal part totally gotten rid of and maybe adding some other benefit such as removing all negative effects on the target when it procs.
Ok, If this thread is about how the current meta needs to die and the current meta is generally characterized by the use of the Destro EoTS how is it you can qualify this statement? We all know that earth gore does not stop this ultimate? I really wanted to read what you were saying here but that first sentence just said nope not going to even entertain this comment. Nope I value your perspectives and i read the rest of the comment.
By introducing this set did ZOS indirectly address the ever widening gap between skilled players and casual players? Is it possible that some groups are simply "too" good? Is this working in the opposite fashion of what ZOS could have been trying to do? If so, is it not possible that the change that needs to happen here is the more skilled groups should simply not allow that set in their groups? So its takes longer to kill the casual zerg groups. But don't we all simply want longer better fights?
The current meta is the fact that organized groups are nearly uncounterable by anything other than an equal or larger size organized group. Notice the thread isn't about the destro ultimate skill but it is about the "trains" that utilize the skill. Destro ult is not the only facet of the current meta, it may be the most obvious but it's the combination of gear(running health minimums as well as certain broken sets, the specialization of players such as speeds and purge, and the skills they use (healing springs and pbaoe damage).
The simple "don't use it" excuse is BS. We already try to make things tougher by running smaller groups which make things fun and makes players optimize their builds as possible but intentionally gimping your build is perhaps more of an insult to the enemy groups than lowering your numbers ever could be. I don't think it would ever result in longer fights, most fights revolve around the engage and use of jltimates and outmaneuvering the enemy. Sure sometimes inside a keep when there is 30+ enemies pushing into you and perma siege on you w/ enemies having free spawn as we've seen from your guild many times it turns into a more continuous fight but in 95% of situations it just results in us wiping a wave, pulling back, wiping another wave with our 2nd set of Ults and rinse and repeat for 15-30 minutes.
See now you went and made it personal. I have been doing my very best to keep my opinions as objective as possible. So since you opened that wonderful little door. How many underprivileged children do you have working in that camp factory of yours? Don't even try and play the card we are already doing x for the community when in fact all you are doing is playing a cancerous meta that now you want to complain about for it being stale. If you have issues with the mechanics of the game then you need to look at who's actually swinging the hammer because this entire issue is all about stacking broken stuff to so groups can take advantage of excess and then you have the audacity to come onto the forums and cry for nerfs to abilities that actually help the casual player survive your destro bombing nightblade groups. So when you want to sling poo you need to check under your feet first because from where i'm standing it looks like you are knee deep in it. And don't you ever forget that I have never once claimed that my guild was anything like yours nor have I ever claimed to be better than yours. All I have done is play the game with what i had and if what I brought to the table makes everyone have fun than i've done my part for the American Consumerism culture. You need to check yourself every now and then sneaky.