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.
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.
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
HeyThe 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.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.
brandonv516 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.
brandonv516 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.
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.
HeyThe 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.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.
brandonv516 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.
Well if your group's smaller you shouldn't be able to wipe them anyway bud.
brandonv516 wrote: »brandonv516 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.
jcasini222ub17_ESO wrote: »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.
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
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.
Well if your group's smaller you shouldn't be able to wipe them anyway bud.
brandonv516 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
Haashhtaag 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
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
exeeter702 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.