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What is the MOST OP thing right now?

  • Lexxypwns
    Lexxypwns
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    Earthgore
    A big reason stam Wardens are really strong is because ZoS hasn't had 4 years to gut the class and make all it;s abilities stale and generic.

    Give it some time. Birds this last patch, Shimmering shield probably next patch, before too long it will be just as boring and frustrating to play as the other 4.

    Can you show me on this doll where ZoS touched you?

    All jokes aside, you’re probably right
  • f047ys3v3n
    f047ys3v3n
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    Stam Warden
    Stam in general has been a growing issue in both PVP and PVE for a while now. The nerf to the destro ult + the nerf to immovability pots + the final removal of AOE caps added another layer to this. To grosley simplify this issues are:

    1) Stam has two abilities that remove snares. Mag has just purge and this has no duration immunity to it so if you are in a snare you are still snared (not to mention the cost). Most mag abilities focused on purging negative effects such as mutagen do not remove snares. Similarly, most class mobility abilities such as crippling grasp, twisting path, and lighting form also do not remove them. Non vamp Mag toons are basically perma-snared when their immovability pots run out whereas stam toons immediately drop all snares and gain snare immunity duration. The most ironic part of this is that it is stam toons that need to be snared as they are much faster than mag ones but they effectively can't be.
    2) Stam toons are, much, much faster and sprinting is far to cheap for them.
    3) Stam armor is tanker than mag
    4) Stam generally has one more weapon for both extra damage and an extra set peice
    5) Sword and board works better with it for defense.
    6) Stams ability to break free and dodge much more is more powerful than mags shields.
    7) Much higher ulti return and much cheaper ultis means better than 2x the ultis that mag does.
    8) Stam has always had higher damage, more, and better CC's
    9) Negates totally wreck mag toons and have no effect at all on stam toons. It is a huge difference maker especially when even the NPC's toss them out like candy.

    The historical advantages mag had:
    1) Better heals: Really stam sorcs and stam wardens out heal the traditional bastions of self heals that magplars, mNB's, and Msorcs were. Their abilities have just been nerfed and de-scaled until they provide little value. My stam sorc heals for 3x my magblade. My magblades passive self heals are hardly worth mentioning in a PVP setting anymore. It's shield and move to the resto bar every time. Without a resto bar it would just be death. The class heals no longer matter.
    2) Shields (more dodge + block + tankier is better than shields that have been nerfed regularly anyway)
    3) Higher ranged dps (Bow has had a lot of buffs and stam warden actually has a ranged class attack for some indecipherable reason) Mag really dosen't lead stam by that much in ranged dps now for what ranged dps is even worth.
    4) Better ultis (Stam is better now for most classes actually because dawnbreaker hits hard, has little telegraph, and is a fraction of the cost of an mag ability)

    What has become a massive imbalance is just an adding up of one relatively small thing after the other on both sides. Nerfs to most crucial mag class abilities and buffs to many stam ones. It is all exemplified by the stam warden which is significantly the most OP load class/resource load out. Truely the stam warden could only be designed by someone with a poor understanding of the balancing properties that the relative weeknesses of stam and mag had. Give a stam toon that much heals, a big delayed burst damage skill, and a strong ranged attack and see what happens.

    It is ironic that at a time that ZOS seems to be trying to move play to a more spread meta I have noticed several PVP guilds moving to a more zerg ball type attack. This has mostly to do with the higher damage and area of spinning blades and the far greater mobility of stam vs mag toons, even the primarily ranged ones, are just always snared and dying in the back. Snare on top of snare often means 75% mobility reduction.
    Edited by f047ys3v3n on March 3, 2018 9:01AM
    I am mostly pleased with the current state of ESO. Please do continue to ban cheaters though and you guys have to find out who is duping gold and how because the economy is currently non-functional.
  • glavius
    glavius
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    Stamblades
    Lexxypwns wrote: »
    Thogard wrote: »
    Oh and sorcs are neutered too - cfrag no longer having a stun was a HUGE buff for nightblades

    Lets be honest, mag sorcs weren’t killing good stamblades without using the DBoS or streak undodgeable CC anyway.

    Thankfully(lol) the Nightblade is it’s own natural predator. Just reroll mageblade, slot mark, use zaan, have 26k HP so you can’t get 1 banged, kill all of the stamblades.

    NB has the best zaan counter available. That wouldn't work...
  • Lexxypwns
    Lexxypwns
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    Earthgore
    glavius wrote: »
    Lexxypwns wrote: »
    Thogard wrote: »
    Oh and sorcs are neutered too - cfrag no longer having a stun was a HUGE buff for nightblades

    Lets be honest, mag sorcs weren’t killing good stamblades without using the DBoS or streak undodgeable CC anyway.

    Thankfully(lol) the Nightblade is it’s own natural predator. Just reroll mageblade, slot mark, use zaan, have 26k HP so you can’t get 1 banged, kill all of the stamblades.

    NB has the best zaan counter available. That wouldn't work...

    Sure it does, you just use incap to CC them as soon as the beam procs. Remember we’re generally talking about a medium armor stam build, they’re already easy to burst during a single CC when you’re fully penetrating their armor and adding all the stacking damage boosts.

    The only stamblades surviving the burst combo when they’re CC’ed and marked are the really talented ones anyway and if you’re running enough HP or defense that they can’t ever 1 bang you it’s always just a mater of time before they die. Zaan works great for this since it adds so much damage that doesn’t scale on max stats
  • BohnT
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    It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.

    Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them

    Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
    Skorias gets a delay to work like a ground aoe

    Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m

    Shieldbreaker: Deals 20% extra damage to shields

    Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again

    Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly

    Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)

    Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)

    Trollking: nerf by ~15% but procs at 60% again

    Shieldstacking: too much to be decided by one

    Destro ult: really fine atm

    Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)

    And PvP just go a whole lot better.
  • Ragnarock41
    Ragnarock41
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    Stamblades
    BohnT wrote: »
    It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.

    Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them

    Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
    Skorias gets a delay to work like a ground aoe

    Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m

    Shieldbreaker: Deals 20% extra damage to shields

    Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again

    Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly

    Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)

    Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)

    Trollking: nerf by ~15% but procs at 60% again

    Shieldstacking: too much to be decided by one

    Destro ult: really fine atm

    Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)

    And PvP just go a whole lot better.

    troll king is so meh after the defile fix and countless nerfs, why do you want to nerf it even more?
    Its a set that makes niche races like orc-khajiit etc. viable in PvP, and Its working properly now, no more nerfs to it , unless the defile madness stops please.
    Edited by Ragnarock41 on March 3, 2018 7:59PM
  • RighteousBacon
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    Stam Warden
    Lol Stamwarden is the least of the worries when Earthgore running glass cannons can just live through your burst combo. Stamwarden should be placed as the least of the worries and here we are, it apparently is much more OP than Earthgore.

    Oh please, amuse me a bit more with your total non sense.

    ''stamden is fine because earthgore exists and is more broken''

    and what happens when people use it on a stamden?

    Quite an uncalled for hostility there

    And in that scope, stamden has nothing on earthgore. Also, stamden's burst is usually fairly avoidable with cc at the right time.

    Unless they’re good at the game and they Time there burst with cc immunity

    I never got hit by that combo and died myself even on light armor when not getting zergstomped. Maybe I just move too much. Stamden burst line up is actually harder than it looks unless you get off your only reliable cc first. S/b cc is nice and but it does not do enough damage on s/b. By the time bar is swapped and gcd passes, opponent would break free and move.

    So, only real burst starter realistically would be DBoS and its stun can be blocked with significant amount of damage mitigated by block. Hardly op enough to carry players.

    Now, if stamden player is better than me, then that's a different problem because I will die to them regardless of their classes they are familiar with. Unless they just make a mistake. Burst combo is nice in theory but it is difficult to time it right and it should be rewarding when they do work. I mean, by the opness of burst combo alone, msorc is much better at bursting down with their delayed proc execute. It is also easier to set up. Stamden might be one of the most played atm but is not OP enough to warrant any sort of nerf. It is nothing like earthgore in terms of carrying and opness alone. You can basically stand around the resource while someone destrobombs or tether bombs your group and earthgore proc will just outheal all that initial damage unless they were all built like potatoes with 0 crit resistances.

    I agree with a lot of what you’re saying tbh. But warden really just had access to so many good pvp buffs that I personally think it needs to be slightly tweaked in terms of buff up-time.

    In the long run I’d rather die to a stamwarden who likely has skill than a zerg full of earth gore users who only know how to spam aoe and heal
  • BohnT
    BohnT
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    BohnT wrote: »
    It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.

    Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them

    Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
    Skorias gets a delay to work like a ground aoe

    Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m

    Shieldbreaker: Deals 20% extra damage to shields

    Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again

    Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly

    Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)

    Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)

    Trollking: nerf by ~15% but procs at 60% again

    Shieldstacking: too much to be decided by one

    Destro ult: really fine atm

    Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)

    And PvP just go a whole lot better.

    troll king is so meh after the defile fix and countless nerfs, why do you want to nerf it even more?

    Because it's still strong? And once some of the classes which need it (stamdk / sorc) get their buffs it would be too strong
  • JobooAGS
    JobooAGS
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    Destro Ult
    BohnT wrote: »
    It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.

    Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them

    Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
    Skorias gets a delay to work like a ground aoe

    Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m

    Shieldbreaker: Deals 20% extra damage to shields

    Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again

    Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly

    Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)

    Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)

    Trollking: nerf by ~15% but procs at 60% again

    Shieldstacking: too much to be decided by one

    Destro ult: really fine atm

    Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)

    And PvP just go a whole lot better.

    How are you going to compensate incap? With no cc, there is no reason to choose this over fdb or soul harvest
  • Ragnarock41
    Ragnarock41
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    Stamblades
    BohnT wrote: »
    BohnT wrote: »
    It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.

    Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them

    Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
    Skorias gets a delay to work like a ground aoe

    Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m

    Shieldbreaker: Deals 20% extra damage to shields

    Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again

    Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly

    Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)

    Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)

    Trollking: nerf by ~15% but procs at 60% again

    Shieldstacking: too much to be decided by one

    Destro ult: really fine atm

    Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)

    And PvP just go a whole lot better.

    troll king is so meh after the defile fix and countless nerfs, why do you want to nerf it even more?

    Because it's still strong? And once some of the classes which need it (stamdk / sorc) get their buffs it would be too strong

    Fair enough, but priorities man.

    Its pretty obvious zos doesn't care about stamDk/sorc anymore, just let us play with what we have left already.

    by picking TK I already sacrifice the stam regen and ult generation/resistances , from blood spawn.
    Edited by Ragnarock41 on March 3, 2018 8:01PM
  • Mureel
    Mureel
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    My butt. My butt is most OP thing in game right now.
  • Waffennacht
    Waffennacht
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    They can nerf Zaan, they should just wait a little bit so I can cheese with it first
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • BohnT
    BohnT
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    JobooAGS wrote: »
    BohnT wrote: »
    It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.

    Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them

    Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
    Skorias gets a delay to work like a ground aoe

    Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m

    Shieldbreaker: Deals 20% extra damage to shields

    Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again

    Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly

    Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)

    Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)

    Trollking: nerf by ~15% but procs at 60% again

    Shieldstacking: too much to be decided by one

    Destro ult: really fine atm

    Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)

    And PvP just go a whole lot better.

    How are you going to compensate incap? With no cc, there is no reason to choose this over fdb or soul harvest

    oh yeah forgot, remove defile from base Morph and Soul harvest
  • Lexxypwns
    Lexxypwns
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    Earthgore
    BohnT wrote: »
    It's funny that there are roughly 10 things in the game which are truly overperfoming which are easy to balance and the Devs still fail to balance them in one patch.

    Poisons: 1. Remove them from PvP or give players 10 sec immunity to poisons when they get hit by them

    Zaan/Skoria: Zaan gets it's range nerfed to 6m and it's duration to 10 seconds while reducing the bonus damage to 25% ~same dps.
    Skorias gets a delay to work like a ground aoe

    Earthgore: Duration increased to 10 seconds, healing can stay the same, radius reduced to 5m

    Shieldbreaker: Deals 20% extra damage to shields

    Stamnb: Remove the CC from Incap and they lose enough burst to be balanced again

    Stamwarden: Remove major heroism from Shimmering and increase the cost. Split shalk damage into direct damage on cast (1/3rd) + delayed damage 2/3rd reduce range slightly

    Duroks and Defiles in general: nerf major defile to 20% and minor to 10% and nerf Befoul to 30% (but make major and minor defile work additive)

    Snipe spam: make snipe instant but lower the damage by 60% (same damage with LA weaving but less bursty)

    Trollking: nerf by ~15% but procs at 60% again

    Shieldstacking: too much to be decided by one

    Destro ult: really fine atm

    Ball groups: change distance deto, from being casted on you to stick to an enemy, that explodes after 4 seconds or immediately when 8 people are in its range (1.5 sec cast time)

    And PvP just go a whole lot better.

    Making sub into a DoT just means we get a rampaging horde of poisonous serpent stam wardens blasting people. Otherwise the ideas aren’t bad
  • Aedaryl
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    Stam Warden
    How to fix shield stacking and make sorcerer great again :

    Step 1 : Nerf the magicka Harness magicka give, it actually give you more damage than it's cost meaning any magbuild VS harness user = infinite magicka when fighting for the harness user.

    Step 2 : Make a minor and major shield system : Make all class shield a Major shield and make annulmnent also a major shield so no double strong shield stacking from sorc (they can't stack), and make all non class skill minor shield (healing ward).

    Step 3 : Remove Shattering blows star. Block and dodge are increase by cps but aren't countered by that same cp system, there is no reason for shield being countered by cps.

    Step 4 : Make shield not being affected by minor and major protection.

    Step 5 : Make Major shield ( so no healing ward crap) having mitigation based on the number or ennemies that are touching you : 15% for 1, 20% for 3 and 30% for 5 and above. (the %/number of ennemy can be discuted)

  • Cage_Lizardman
    Cage_Lizardman
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    Stam Warden
    I don't know why snipe spam has even 4%. I use snipe a lot, but I don't worry about others who do, even though I'm in medium armor and die easily to most things.

    I love going up against an AD keep when there's a dozen snipe spammers on the walls. Just sneak up, burst one down and dodgeroll back before the others get you. So much easy AP.
  • rimmidimdim
    rimmidimdim
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    Zaan
    I'm voting Zaan, can easily do 20k dam, and I'm not a complete bum. If you get Foss or feared as it procs, you done. Also you can be in a fight with someone else and get hit from behind and not notice the zaan, it needs a sound cue or something
  • Waffennacht
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    I'm voting Zaan, can easily do 20k dam, and I'm not a complete bum. If you get Foss or feared as it procs, you done. Also you can be in a fight with someone else and get hit from behind and not notice the zaan, it needs a sound cue or something

    As I'm on console I don't see many others using it yet, but in a BG toss up, the first two ticks almost always go unnoticed.

    Then the real pain sets in, even if they heal (which is a typical response when you cannot see the beam) those few ticks drop people's health almost to zero in one tick.

    I'll definitely be adjusting my build to use Zaan to it's maximum potential
    Edited by Waffennacht on March 4, 2018 12:30AM
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • Lexxypwns
    Lexxypwns
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    Earthgore
    I'm voting Zaan, can easily do 20k dam, and I'm not a complete bum. If you get Foss or feared as it procs, you done. Also you can be in a fight with someone else and get hit from behind and not notice the zaan, it needs a sound cue or something

    As I'm on console I don't see many others using it yet, but in a BG toss up, the first two ticks almost always go unnoticed.

    Then the real pain sets in, even if they heal (which is a typical response when you cannot see the beam) those few ticks drop people's health almost to zero in one tick.

    I'll definitely be adjusting my build to use Zaan to it's maximum potential

    Spinners front bar Duroks back, 28k+ HP and stack sustain?
  • Thogard
    Thogard
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    Earthgore
    I'm voting Zaan, can easily do 20k dam, and I'm not a complete bum. If you get Foss or feared as it procs, you done. Also you can be in a fight with someone else and get hit from behind and not notice the zaan, it needs a sound cue or something

    Agreed. It blows my mind that there isn’t a sound queue on such a strong proc.
    PC NA - @dazkt - Dazk Ardoonkt / Sir Thogalot / Dask Dragoh’t / Dazk Dragoh’t / El Thogardo

    Stream: twitch.tv/THOGARDvsThePeasants
    YouTube: http://youtube.com/c/thogardpvp


  • Waffennacht
    Waffennacht
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    Lexxypwns wrote: »
    I'm voting Zaan, can easily do 20k dam, and I'm not a complete bum. If you get Foss or feared as it procs, you done. Also you can be in a fight with someone else and get hit from behind and not notice the zaan, it needs a sound cue or something

    As I'm on console I don't see many others using it yet, but in a BG toss up, the first two ticks almost always go unnoticed.

    Then the real pain sets in, even if they heal (which is a typical response when you cannot see the beam) those few ticks drop people's health almost to zero in one tick.

    I'll definitely be adjusting my build to use Zaan to it's maximum potential

    Spinners front bar Duroks back, 28k+ HP and stack sustain?

    Honestly that's what I thought too, however I feel like Zaan would be better used with a more classic damage dealer build.

    When it procs, and it will very quickly, your opponent Must disengage or die, this gives a more offensive build a great opportunity to not be worried about defense.

    Let's say they attack you, you're forced onto your backbar, Zaan proc cuz you weave, they HAVE to disengage, you just punish them because they are in such a bad position.
    Gamer tag: DasPanzerKat NA Xbox One
    1300+ CP
    Battleground PvP'er

    Waffennacht' Builds
  • The_Brosteen
    The_Brosteen
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    Shield Stacking
    In case it hasn't been said, shields are op.

    This is now a nerf sorcs thread. You're welcome :)
  • IZZEFlameLash
    IZZEFlameLash
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    Earthgore
    I feel that Zaan should not go through the wall, so it won't reward players who stay behind me behind an object big enough to cover my char's body like soul assault and any other beams do. Or maybe it should be toned down in damage as it does not seem to respect Cyrodiil damage debuff.
    Imperials, the one and true masters of all mortal races of Tamriel
  • Barbaran
    Barbaran
    ✭✭✭✭
    Zaan
    Thogard wrote: »
    Wow I am surprised to see Stam wardens in first place right now.

    I don’t disagree, but I’m curious... if Stam wardens are so OP, why don’t we see more of them?

    It's one thing to see videos or your death recap and go "wow pay to win, that class is so over powerd"
    And it's another thing to play a stamden and try to get all your timing based around your sub terrainian to hit.
    Unlike every other damage skill in the game it doesn't go where your crosshair is, so it's easily avoidable against a skilled opponent.
    If the sub doesn't hit, your not getting the kill
    Edited by Barbaran on March 5, 2018 5:51AM
  • Smmokkee
    Smmokkee
    ✭✭✭✭✭
    Earthgore
    If you voted stamblade... take an L.
  • callen4492
    callen4492
    ✭✭✭
    Earthgore
    Level 60 mount speed and stamina. I can't kill anybody because they just ride by so fast...
  • Vapirko
    Vapirko
    ✭✭✭✭✭
    ✭✭✭✭✭
    Earthgore
    Beardimus wrote: »
    Sure am, but regardless most good players will agree. Sorcs are not in a great place right now and anyone Claiming shield stacking is the number one problem right now needs to get gud.

    Even if a sorc can sustain a triple stack they sure as hell aren't killing you too. If you can't out sustain active defence and CC then you got issues....

    If it was 2015 id agree :)

    Mag sorcs are in a fine spot right now. They’re balanced. They’re still considered one of the better open world classes.
  • Derra
    Derra
    ✭✭✭✭✭
    ✭✭✭✭✭
    Earthgore
    After having played in 4 to 6 person groups again for a feww weeks now i have to say: Earthgore is still an idiot empowering tool without equal.

    We´ve had dozens of fights by now where this sets heal was the only reason groups with double or tripple our numbers won the fight even though they got outmaneuverey and outplayed.
    It´s able to completely negate coordinated play from smaller numbers and rewards stupid stack on crown gameplay.

    It should loose it´s purge completely and the heal should be devided between all groupmembers affected by it.
    Edited by Derra on March 6, 2018 9:17AM
    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • BohnT
    BohnT
    ✭✭✭✭✭
    ✭✭
    Derra wrote: »
    After having played in 4 to 6 person groups again for a feww weeks now i have to say: Earthgore is still an idiot empowering tool without equal.

    We´ve had dozens of fights by now where this sets heal was the only reason groups with double or tripple our numbers won the fight even though they got outmaneuverey and outplayed.
    It´s able to completely negate coordinated play from smaller numbers and rewards stupid stack on crown gameplay.

    It should loose it´s purge completely and the heal should be devided between all groupmembers affected by it.

    Well, you were less so you have to lose :trollface:

    It's ridiculous how they only changed the purge to one effect and not the healing part of the set.
    When playing with 2-3 man groups it's ridiculous, against certain groups we need 3-4 attempts to get some kills because Earthgore is saving them every time someone messes up.
    It's also really frustrating that it scales so good with numbers and that you can have a potential 100% uptime with 12 people wearing it and more and more people are understanding this, i swear in the last Week i met:
    A magdk, 3 stamblades, 2 magblades, 1 stamdk, 5 magwarden and 4 magsorcs using Earthgore and i didn't even bother counting the magplars running with it
  • IZZEFlameLash
    IZZEFlameLash
    ✭✭✭✭✭
    Earthgore
    Everyday in Cyrodiil when mostly soloing: Lines up the burst -> some random person almost dies and then earthgore takes them back to full health -> wasted ult and resource to line up + being on defensive because earthgore is basically a free heal without resource cost, allowing them to be offensive while getting healed -> dead.

    Everyday in Cyrodiil in XvX situations: groups clash and it goes on forever until one of the groups find itself at an disadvantage because they have fewer earthgore to eat another round of coordinated dps. What a smart gameplay.
    Imperials, the one and true masters of all mortal races of Tamriel
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