Earthgore

  • jcasini222ub17_ESO
    jcasini222ub17_ESO
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    Return dynamic ult gen.
  • p00tx
    p00tx
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    TexGod wrote: »
    This monster helmet has been over performing since it came out and there hasn't been a single change to it.

    What about this set makes it seem balanced to zenimax? There's 24 man groups who run 6 Earthgores+ and cannot be killed without similar numbers and similar Earthgore.
    It just ruins tactical PVP in every aspect because no matter what your guild decides to do against these 24 man ball groups, nothing can be done. Negate can negate earthgore, yes, but it still procs on top of it and doesn't disappear. There isn't a single thing in the game that counters it, so why not just get your 24 man raid to run 6+ earthgores. I mean hell, you could have every person in a 24 man in earth gore and there wouldn't be a single thing in the game that could kill them.

    I just want to know why, and what it takes to get it fixed because at the moment it's ruining PVP for a lot of people.

    Yes there has. They increased the proc from 3 seconds to 6, to reduce its burst potential. They also decreased the number of negative ground effects it negates and removed the cleanse.

    Also, Major Defile is the hard counter to it. That and yanking the healers out of the group with chains, locking them down with Talons, and killing them first.
    Edited by p00tx on January 28, 2019 9:16PM
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  • TexGod
    TexGod
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    p00tx wrote: »
    TexGod wrote: »
    This monster helmet has been over performing since it came out and there hasn't been a single change to it.

    What about this set makes it seem balanced to zenimax? There's 24 man groups who run 6 Earthgores+ and cannot be killed without similar numbers and similar Earthgore.
    It just ruins tactical PVP in every aspect because no matter what your guild decides to do against these 24 man ball groups, nothing can be done. Negate can negate earthgore, yes, but it still procs on top of it and doesn't disappear. There isn't a single thing in the game that counters it, so why not just get your 24 man raid to run 6+ earthgores. I mean hell, you could have every person in a 24 man in earth gore and there wouldn't be a single thing in the game that could kill them.

    I just want to know why, and what it takes to get it fixed because at the moment it's ruining PVP for a lot of people.

    Yes there has. They increased the proc from 3 seconds to 6, to reduce its burst potential. They also decreased the number of negative ground effects it negates and removed the cleanse.

    Ok I’ll rephrase, there hasn’t been any changes that have actually worked
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  • brandonv516
    brandonv516
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    TexGod wrote: »
    p00tx wrote: »
    TexGod wrote: »
    This monster helmet has been over performing since it came out and there hasn't been a single change to it.

    What about this set makes it seem balanced to zenimax? There's 24 man groups who run 6 Earthgores+ and cannot be killed without similar numbers and similar Earthgore.
    It just ruins tactical PVP in every aspect because no matter what your guild decides to do against these 24 man ball groups, nothing can be done. Negate can negate earthgore, yes, but it still procs on top of it and doesn't disappear. There isn't a single thing in the game that counters it, so why not just get your 24 man raid to run 6+ earthgores. I mean hell, you could have every person in a 24 man in earth gore and there wouldn't be a single thing in the game that could kill them.

    I just want to know why, and what it takes to get it fixed because at the moment it's ruining PVP for a lot of people.

    Yes there has. They increased the proc from 3 seconds to 6, to reduce its burst potential. They also decreased the number of negative ground effects it negates and removed the cleanse.

    Ok I’ll rephrase, there hasn’t been any changes that have actually worked

    Except enemies can actually be killed during an Earthgore proc now.
  • mav1234
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    Earthgore can proc from healing over time abilities already cast, right?

    Just seems too strong even if it is a little more reasonable now than it was.
  • Vapirko
    Vapirko
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    TexGod wrote: »
    Hey
    Vapirko wrote: »
    The issue is two fold with this set 1) it’s a brain dead set. It procs most often when a Zerg is flat on their backs from a DBoS about to die because none of them know how to manage resources. Then a couple of EGs go off and poof 15 people now are saved from the 7 people they couldn’t have survived otherwise and then the other 11 of them show up. 2) this set pretty much only benefits large groups and zergs. Skilled small person groups typically don’t use this set because they can do better without it and there are more important things to worry about.

    This set is a floor raiser like none other. It is the single biggest crutch in PvP and it requires zero thought to use.
    The best example of this is army of the pact. They run 4 full 24 man raids at a time and their damage is so lack luster. Yet every single coordinated group can’t kill them bc if you manage to get them low they have 10+ earthgores ready to pop. Easily the most braindead guild yet nothing can be done against them bc earth gore can stack infinitely on top of itself.

    Lmao how did you know? I wrote this comment with a specific Pact group in mind after a couple of rounds vs them in Bruma. We eventually wiped them multiple times but it took twice as long as it should have. Skilled players go through the trouble of lining up burst and then this bs comes in and negates all of that work and timing. Not to mention you’ve already got to wade through constant Time Stops and permafrost.
    Edited by Vapirko on January 29, 2019 3:51AM
  • TexGod
    TexGod
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    TexGod wrote: »
    p00tx wrote: »
    TexGod wrote: »
    This monster helmet has been over performing since it came out and there hasn't been a single change to it.

    What about this set makes it seem balanced to zenimax? There's 24 man groups who run 6 Earthgores+ and cannot be killed without similar numbers and similar Earthgore.
    It just ruins tactical PVP in every aspect because no matter what your guild decides to do against these 24 man ball groups, nothing can be done. Negate can negate earthgore, yes, but it still procs on top of it and doesn't disappear. There isn't a single thing in the game that counters it, so why not just get your 24 man raid to run 6+ earthgores. I mean hell, you could have every person in a 24 man in earth gore and there wouldn't be a single thing in the game that could kill them.

    I just want to know why, and what it takes to get it fixed because at the moment it's ruining PVP for a lot of people.

    Yes there has. They increased the proc from 3 seconds to 6, to reduce its burst potential. They also decreased the number of negative ground effects it negates and removed the cleanse.

    Ok I’ll rephrase, there hasn’t been any changes that have actually worked

    Except enemies can actually be killed during an Earthgore proc now.

    Ok, try killing someone with 5 earthgore stacks on top of them, let me know how that goes for ya.
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  • RighteousBacon
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    TexGod wrote: »
    p00tx wrote: »
    TexGod wrote: »
    This monster helmet has been over performing since it came out and there hasn't been a single change to it.

    What about this set makes it seem balanced to zenimax? There's 24 man groups who run 6 Earthgores+ and cannot be killed without similar numbers and similar Earthgore.
    It just ruins tactical PVP in every aspect because no matter what your guild decides to do against these 24 man ball groups, nothing can be done. Negate can negate earthgore, yes, but it still procs on top of it and doesn't disappear. There isn't a single thing in the game that counters it, so why not just get your 24 man raid to run 6+ earthgores. I mean hell, you could have every person in a 24 man in earth gore and there wouldn't be a single thing in the game that could kill them.

    I just want to know why, and what it takes to get it fixed because at the moment it's ruining PVP for a lot of people.

    Yes there has. They increased the proc from 3 seconds to 6, to reduce its burst potential. They also decreased the number of negative ground effects it negates and removed the cleanse.

    Ok I’ll rephrase, there hasn’t been any changes that have actually worked

    Except enemies can actually be killed during an Earthgore proc now.

    Lol, yah if they’re a bowtard or have less than half a brain. Most players who are slightly competent and understand the utter strength of this set will utilize its obvious strength efficiently.
  • RighteousBacon
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    Vapirko wrote: »
    The issue is two fold with this set 1) it’s a brain dead set. It procs most often when a Zerg is flat on their backs from a DBoS about to die because none of them know how to manage resources. Then a couple of EGs go off and poof 15 people now are saved from the 7 people they couldn’t have survived otherwise and then the other 11 of them show up. 2) this set pretty much only benefits large groups and zergs. Skilled small person groups typically don’t use this set because they can do better without it and there are more important things to worry about.

    This set is a floor raiser like none other. It is the single biggest crutch in PvP and it requires zero thought to use.

    Big facts only from this man
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
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    TexGod wrote: »
    Hey
    Vapirko wrote: »
    The issue is two fold with this set 1) it’s a brain dead set. It procs most often when a Zerg is flat on their backs from a DBoS about to die because none of them know how to manage resources. Then a couple of EGs go off and poof 15 people now are saved from the 7 people they couldn’t have survived otherwise and then the other 11 of them show up. 2) this set pretty much only benefits large groups and zergs. Skilled small person groups typically don’t use this set because they can do better without it and there are more important things to worry about.

    This set is a floor raiser like none other. It is the single biggest crutch in PvP and it requires zero thought to use.
    The best example of this is army of the pact. They run 4 full 24 man raids at a time and their damage is so lack luster. Yet every single coordinated group can’t kill them bc if you manage to get them low they have 10+ earthgores ready to pop. Easily the most braindead guild yet nothing can be done against them bc earth gore can stack infinitely on top of itself.

    It's not earthgore which makes them difficult to kill it's the latency which is affected by those numbers in one place.
    Here is an example of their raids being killed regardless of however many earthgores they had.
    I agree EG is strong. How I'd adjust it is to return the ground purge mechanic but make it so that friendly earthgore proc's are also removed. Thus only 1 EG circle on the ground at the same time if stacked in the same place.
    Alternatively they could make it so that negate once again absorbs ground effects which are placed whilst it is still in effect meaning that if you successfully negate the group the EG procs are absorbed.
    https://youtu.be/lq4GAlETlSA
    Edited by Izanagi.Xiiib16_ESO on January 29, 2019 4:47PM
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  • frozywozy
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    I believe that Earthgore was introduced to counter the removal of AOE caps. I don't really think there is any efficient way to modify this set and make it balanced. In my book it simply needs to be removed entirely.
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  • bardx86
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    frostz417 wrote: »
    They need to implement this into battle spirit “reduced all damage and healing from proc sets by 60% when in PvP areas”

    yup just apply battle sprit to proc sets, done!
  • brandonv516
    brandonv516
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    TexGod wrote: »
    TexGod wrote: »
    p00tx wrote: »
    TexGod wrote: »
    This monster helmet has been over performing since it came out and there hasn't been a single change to it.

    What about this set makes it seem balanced to zenimax? There's 24 man groups who run 6 Earthgores+ and cannot be killed without similar numbers and similar Earthgore.
    It just ruins tactical PVP in every aspect because no matter what your guild decides to do against these 24 man ball groups, nothing can be done. Negate can negate earthgore, yes, but it still procs on top of it and doesn't disappear. There isn't a single thing in the game that counters it, so why not just get your 24 man raid to run 6+ earthgores. I mean hell, you could have every person in a 24 man in earth gore and there wouldn't be a single thing in the game that could kill them.

    I just want to know why, and what it takes to get it fixed because at the moment it's ruining PVP for a lot of people.

    Yes there has. They increased the proc from 3 seconds to 6, to reduce its burst potential. They also decreased the number of negative ground effects it negates and removed the cleanse.

    Ok I’ll rephrase, there hasn’t been any changes that have actually worked

    Except enemies can actually be killed during an Earthgore proc now.

    Ok, try killing someone with 5 earthgore stacks on top of them, let me know how that goes for ya.

    Okay try living through 5 Dawnbreakers...your point is moot.
  • Aedrion
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    Cahooots wrote: »
    Well if your group's smaller you shouldn't be able to wipe them anyway bud.

    Spoken like a true noob.

    Earthgore shouldn't save entire groups by laying down a huge AoE heal that'll save them from pretty much any dmg burst. It should do a max amount of healing total, spread across all players.
  • jcasini222ub17_ESO
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    I am fairly certain at @brandonv516 that if you can time the dodge roll right at the moment before the ult dump occurs and dodge through or angular to the side you will survive those 5 dawnbreakers.

    I know they were dodge changes but I can still actively dodge dumps and tandem burst combos if timed correctly.
  • Haashhtaag
    Haashhtaag
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    TexGod wrote: »
    TexGod wrote: »
    p00tx wrote: »
    TexGod wrote: »
    This monster helmet has been over performing since it came out and there hasn't been a single change to it.

    What about this set makes it seem balanced to zenimax? There's 24 man groups who run 6 Earthgores+ and cannot be killed without similar numbers and similar Earthgore.
    It just ruins tactical PVP in every aspect because no matter what your guild decides to do against these 24 man ball groups, nothing can be done. Negate can negate earthgore, yes, but it still procs on top of it and doesn't disappear. There isn't a single thing in the game that counters it, so why not just get your 24 man raid to run 6+ earthgores. I mean hell, you could have every person in a 24 man in earth gore and there wouldn't be a single thing in the game that could kill them.

    I just want to know why, and what it takes to get it fixed because at the moment it's ruining PVP for a lot of people.

    Yes there has. They increased the proc from 3 seconds to 6, to reduce its burst potential. They also decreased the number of negative ground effects it negates and removed the cleanse.

    Ok I’ll rephrase, there hasn’t been any changes that have actually worked

    Except enemies can actually be killed during an Earthgore proc now.

    Ok, try killing someone with 5 earthgore stacks on top of them, let me know how that goes for ya.

    Okay try living through 5 Dawnbreakers...your point is moot.

    But should you be able to live through 5 damage ults? I don’t think you should.
  • brandonv516
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    I am fairly certain at @brandonv516 that if you can time the dodge roll right at the moment before the ult dump occurs and dodge through or angular to the side you will survive those 5 dawnbreakers.

    I know they were dodge changes but I can still actively dodge dumps and tandem burst combos if timed correctly.

    Sure but that would be the anomaly known as "missing dawnbreakers". There's a post on the forums all about it.

    Under normal circumstances, no.
  • p00tx
    p00tx
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    TexGod wrote: »
    p00tx wrote: »
    TexGod wrote: »
    This monster helmet has been over performing since it came out and there hasn't been a single change to it.

    What about this set makes it seem balanced to zenimax? There's 24 man groups who run 6 Earthgores+ and cannot be killed without similar numbers and similar Earthgore.
    It just ruins tactical PVP in every aspect because no matter what your guild decides to do against these 24 man ball groups, nothing can be done. Negate can negate earthgore, yes, but it still procs on top of it and doesn't disappear. There isn't a single thing in the game that counters it, so why not just get your 24 man raid to run 6+ earthgores. I mean hell, you could have every person in a 24 man in earth gore and there wouldn't be a single thing in the game that could kill them.

    I just want to know why, and what it takes to get it fixed because at the moment it's ruining PVP for a lot of people.

    Yes there has. They increased the proc from 3 seconds to 6, to reduce its burst potential. They also decreased the number of negative ground effects it negates and removed the cleanse.

    Ok I’ll rephrase, there hasn’t been any changes that have actually worked

    They worked just fine. Unfortunately, these blob-zerg groups adjusted by putting the set on literally every person in their groups, which got even worse when Zos foolishly released the helmet in the Golden vendor (who really thought that was going to turn out okay?). Anything in excess is problematic, including things which were only minor annoyances on their own. There are ways they could fix it to avoid that issue, but with all of the complaining without real constructive feedback and conversation, they'll probably just nerf it into the ground so no one can use it any longer.
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  • Iskiab
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    I don’t think the issue is earthgore. Earthgore is the heal people running off cliffs healing set, it’s overrated.

    I don’t know the situation, but it sounds like what you’re blaming on earthgore is your team just being outplayed.
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  • Haashhtaag
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    Iskiab wrote: »
    I don’t think the issue is earthgore. Earthgore is the heal people running off cliffs healing set, it’s overrated.

    I don’t know the situation, but it sounds like what you’re blaming on earthgore is your team just being outplayed.

    Lol clearly you don’t pvp.
  • Feanor
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    Iskiab wrote: »
    I don’t think the issue is earthgore. Earthgore is the heal people running off cliffs healing set, it’s overrated.

    I don’t know the situation, but it sounds like what you’re blaming on earthgore is your team just being outplayed.

    How is a group being in execute range after an ultimate dump and magically saved by set procs exactly skillful play by that group? Where is the play in outplaying here? Unless you want to call equipping a set and pressing a heal outplaying someone.

    Edited by Feanor on January 31, 2019 3:13PM
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  • NyassaV
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    Cahooots wrote: »
    Well if your group's smaller you shouldn't be able to wipe them anyway bud.

    I found the zergling
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  • NyassaV
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    Tryxus wrote: »
    Sorry OP there have been changes to it.

    Yup, it used to remove all ground placed effects in Earthgore's radius. Now it only removes 1 effect

    That was a good change

    TBH I'd prefer they gut the healing component and just make it soak up all ground effects.
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  • Cahooots
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    Haashhtaag wrote: »
    Iskiab wrote: »
    I don’t think the issue is earthgore. Earthgore is the heal people running off cliffs healing set, it’s overrated.

    I don’t know the situation, but it sounds like what you’re blaming on earthgore is your team just being outplayed.

    Lol clearly you don’t pvp.

    PvP is overrated I mean if a big group with Earthgores is getting wiped how is that balanced?
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  • Koensol
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    Earthgore is a massive joke in cyrodiil. Tbh, even in pve healers are being carried by it in the harder content. But no one cries about OP healing in pve so it is fine. Therefore us pvp'ers are scapegoated by the pve community for requesting a nerf to this ridiculous zergling carry set.
  • React
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    Earthgore is a hard carry across the entire game. Anyone in this thread defending it is either using it, has someone in their group using it, or doesn't actually have enough experience with all aspects of the game to understand how broken it is.

    It's a 0 input set that provides a purge and the same healing as an ultimate, with about the same cooldown as a resto ult or remembrance takes to generate. It is ALWAYS active to negate an ult dump because of this, and with healing ults rotated in the middle of the EG cooldown, makes groups practically unkillable.

    This video is a great example of a few different ways earthgore is broken. Stop defending this BS and come up with some positive ways to change it in a manner that will make it require skill to use, or make it do something else entirely.

    Also, let's get a rez cooldown and the blessed CP removed from the blue tree while we're at it. Then we'll see how well all these pathetic healers do without multiple things hard carrying them.

    https://youtu.be/QA1L0r1XcDM
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  • exeeter702
    exeeter702
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    Liam12548 wrote: »
    Earthgore is a hard carry across the entire game. Anyone in this thread defending it is either using it, has someone in their group using it, or doesn't actually have enough experience with all aspects of the game to understand how broken it is.

    It's a 0 input set that provides a purge and the same healing as an ultimate, with about the same cooldown as a resto ult or remembrance takes to generate. It is ALWAYS active to negate an ult dump because of this, and with healing ults rotated in the middle of the EG cooldown, makes groups practically unkillable.

    This video is a great example of a few different ways earthgore is broken. Stop defending this BS and come up with some positive ways to change it in a manner that will make it require skill to use, or make it do something else entirely.

    Also, let's get a rez cooldown and the blessed CP removed from the blue tree while we're at it. Then we'll see how well all these pathetic healers do without multiple things hard carrying them.

    https://youtu.be/QA1L0r1XcDM

    Lets not pretend there are plenty of experienced players, who realize the strength of the set and dont allow themselves to get caught up in holier than thou moral ethics and instead will not handicap themselves by avoiding a strong set that exists in the game.

    People often throw around buzzwords like "crutch set" or "carry set" for bad players, yet they chose to ignore the potency of the set when it is then used by experienced players. And no, "good players dont need the set" is a non starter argument.

    EG is very strong, but its not only used by those that need to be carried by it.
  • Vapirko
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    Liam12548 wrote: »
    Earthgore is a hard carry across the entire game. Anyone in this thread defending it is either using it, has someone in their group using it, or doesn't actually have enough experience with all aspects of the game to understand how broken it is.

    It's a 0 input set that provides a purge and the same healing as an ultimate, with about the same cooldown as a resto ult or remembrance takes to generate. It is ALWAYS active to negate an ult dump because of this, and with healing ults rotated in the middle of the EG cooldown, makes groups practically unkillable.

    This video is a great example of a few different ways earthgore is broken. Stop defending this BS and come up with some positive ways to change it in a manner that will make it require skill to use, or make it do something else entirely.

    Also, let's get a rez cooldown and the blessed CP removed from the blue tree while we're at it. Then we'll see how well all these pathetic healers do without multiple things hard carrying them.

    https://youtu.be/QA1L0r1XcDM

    This scenario is painful on a personal level. This *** needs to be hotfixed.
  • Kadoin
    Kadoin
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    Personally, I never use Earthgore when healing. Since ZOS won't nerf it, its getting hard to not use it when everyone crutches on it.
  • React
    React
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    exeeter702 wrote: »
    Liam12548 wrote: »
    Earthgore is a hard carry across the entire game. Anyone in this thread defending it is either using it, has someone in their group using it, or doesn't actually have enough experience with all aspects of the game to understand how broken it is.

    It's a 0 input set that provides a purge and the same healing as an ultimate, with about the same cooldown as a resto ult or remembrance takes to generate. It is ALWAYS active to negate an ult dump because of this, and with healing ults rotated in the middle of the EG cooldown, makes groups practically unkillable.

    This video is a great example of a few different ways earthgore is broken. Stop defending this BS and come up with some positive ways to change it in a manner that will make it require skill to use, or make it do something else entirely.

    Also, let's get a rez cooldown and the blessed CP removed from the blue tree while we're at it. Then we'll see how well all these pathetic healers do without multiple things hard carrying them.

    https://youtu.be/QA1L0r1XcDM

    Lets not pretend there are plenty of experienced players, who realize the strength of the set and dont allow themselves to get caught up in holier than thou moral ethics and instead will not handicap themselves by avoiding a strong set that exists in the game.

    People often throw around buzzwords like "crutch set" or "carry set" for bad players, yet they chose to ignore the potency of the set when it is then used by experienced players. And no, "good players dont need the set" is a non starter argument.

    EG is very strong, but its not only used by those that need to be carried by it.

    I don't care who is using it, why are you deflecting the issue? It's a broken and over performing set that NEEDS to be changed. Anyone using it, regardless of skill level, is experiencing an "earthgore carry".
    @ReactSlower - PC/NA - 2000+ CP
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