first people complain about destro trains, now they complain about the counter too destro trains? realy?
first people complain about destro trains, now they complain about the counter too destro trains? realy?
As long as ESO PvP has been alive there has been "train setups" from waaay back with impulse trains, too spin to win trains, too NB bomb trains too current meta, the destro train.
What people fail too understand is that cyro is BALANCED around an Alliance vs Alliance vs Alliance (AvAvA)... it's not balanced around player vs player (PvP). . . this is the key feature that most ESO PvPers forget, and then they go on the forums too cry that X people killed him for Y reason and screams for balance.
IF this game was balanced around your 1v1, the only thing that would happend is that the battlefield would go stale, noone can kill anyone, just a big grp crashing into a big grp with noone dying on either side. So the Alliance that do night caps would easly win the champaig as durning day the battle will stand still with noone dying. But this is apperently what the ESO PvP community wants it seems.
This makes absolutely no sense, especially considering the context of this thread.
Is it over proccing? If it had less than a 5% uptime I can't imagine it being that OP... But I was honestly ignorant to this set because I dismissed it when I saw the cool down. Granted... I did see looking for earth gore healer in chat the other day, and that never is a good sign.
Yes, Earth Gore is strong. It is already being tuned down for the next patch. It may even get broken based on how the purge target is selected (FIFO, LIFO or priority list) and the delay it takes in making the determination.
Yes, I wear the set as it only 1 of 2 sets that are specifically designed for healing. I am amused by all of you that 'hate on' the aspect of healing.
No, the group I run in is not carried by the set. The number of given wipes a night feels pretty constant prior and post the set's release.
For counterpoints for this discussion:If ZOS should 'fix' something it should be the state that stamina based builds are in. Over the years, stamina now does:
- Any good group is not just standing in the effect for a full 3 seconds. If they are then they are 'bads' (and will be dead in short order anyways) as everyone should be aware (simply evident of the overly numerous ways to cc in this game) that mobility is key to survival.
- 'Your' group has the same access to the set. If a variable is on both sides of an equation then it can be removed from the equation.
- If you are saying: "My 'small man' group does not have as many people to run the set as the 'zerg' does!"; well, that is the choice 'you' make by running the way you choose to run. It is not an issue with the set.
- Was it not that long ago 'people' were complaining about having longer and more involved fights? So, now (in some cases) you have to apply twice as much damage to kill a target making a fight longer. Is this set not achieving that outcome?
- damage mitigation (blocking)
- damage avoidance (dodge)
- higher single target burst (weapon abilities and weapon damage value can reach higher values)
- healing
The only thing stamina does not have (yet):
- cheap ranged AOE heal
- AOE damage skills (all stamina has is the Bro-Breaker)
See, it is easy to find an aspect of the game to rail against.
As long as ESO PvP has been alive there has been "train setups" from waaay back with impulse trains, too spin to win trains, too NB bomb trains too current meta, the destro train.
What people fail too understand is that cyro is BALANCED around an Alliance vs Alliance vs Alliance (AvAvA)... it's not balanced around player vs player (PvP). . . this is the key feature that most ESO PvPers forget, and then they go on the forums too cry that X people killed him for Y reason and screams for balance.
IF this game was balanced around your 1v1, the only thing that would happend is that the battlefield would go stale, noone can kill anyone, just a big grp crashing into a big grp with noone dying on either side. So the Alliance that do night caps would easly win the champaig as durning day the battle will stand still with noone dying. But this is apperently what the ESO PvP community wants it seems.
Unlike VD or EG as a counter, I would like to see a set that provides a substantial damage increase to single target abilities based on either the number of enemies in a radius around you or based on the number of allies in a radius around the target. The problem with countering ball zergs is you cannot provide enough DPS to burst them down through the insane amount of heals/EG procs etc. I think sets like VD are also toxic and can used by ball grps to make them even stronger as is EG. By creating a set that provides increased single target damage based as i suggested it would essentially help balance any fight. By providing a bolstering type effect to single target damage it takes the attraction away from ball grps to use against smaller or spread out groups unlike EG,VD etc. I feel that sets like EG and VD are not only bad for the game but are actually making the problem they appear to be intended to address worse.
Added: Making more AoE to counter AoE is the wrong appoach in my view. Adding more points to capture will make little to no difference as players will just go to each point balled up. Its not like they will spread out.
I don't mind zerg groups. Let them stack.
I have VD and a Tether/Destro ult that should punish them for stacking. Recently, I've only been outplayed by several earthgores popping as soon as I push in, cap one to three kills and have to reset while earthgore heals through the VD burst.
Frustrating from a solo bomber's perspective, to say the least.