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Sooo AOE cap is swapped to AOE Stacking?

  • frozywozy
    frozywozy
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    highnds wrote: »
    Thankfully some of those psijic skills might help nullify that crap

    A wise man once said: every tool that unorganised zerglings can use against ball groups, that ball groups can use against zerglings too.

    https://www.youtube.com/watch?v=s5pSZdRHK_A
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Joy_Division
    Joy_Division
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    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    Edited by Joy_Division on April 25, 2018 1:23PM
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • frozywozy
    frozywozy
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    I am a little bit confused by people denouncing the lack of gear variety for healers. I believe healers are the ones with the most options in the game (all the group buffs sets).
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • Sandman929
    Sandman929
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    frozywozy wrote: »
    I am a little bit confused by people denouncing the lack of gear variety for healers. I believe healers are the ones with the most options in the game (all the group buffs sets).

    Not gear in general, Undaunted sets
  • frozywozy
    frozywozy
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    Sandman929 wrote: »
    frozywozy wrote: »
    I am a little bit confused by people denouncing the lack of gear variety for healers. I believe healers are the ones with the most options in the game (all the group buffs sets).

    Not gear in general, Undaunted sets

    Chokethorn, Lord Warden, Nightflame, Sentinel of Rkugamz, Thurvokun, Troll King are good options.
    Frozn - Stamdk - AR50
    Frosted - Magplar - AR50
    Frodn - Magden - AR50
    Warmed - Magblade - AR50
    Mmfrozy - Magsorc - AR44
    Necrozn - Magcro - AR32
    Twitch.TV/FrozyTV
    PvP Group Builds

    “Small minds discuss people, average minds discuss events, and great minds discuss ideas.” -Eleanor Roosevelt
    • Fix Volendrung (spawn location - weapon white on the map causing the wielder to keep it forever - usable with emperorship)
    • Remove / Change CPs System, remove current CP/noCP campaigns and introduce one 30days with lock, one with no locks
    • Fix crashes when approaching a keep under attack because of bad / wrong rendering prioritization system
    • Change emperorship to value faction score points and not alliance points - see this and this
    • Fix long loading screens (mostly caused by players joining group out of rendering range)
    • Add 2 more quickslots to the wheel or add a different wheel for sieges weaponry only
    • Fix Balista Bolts not dealing damage on walls or doors if deployed at a certain place
    • Release bigger battlegrounds with 8 to 16 players per team and only two teams
    • Fix the permanent block animation - see examples : link1 link2 link3 link4 link5
    • Gives players 10 minutes to get back into Cyrodiil after relogging / crashing
    • Add a function to ignore the Claiming system of useless rewards
    • Improve the Mailing System / Rewards of the Worthy stacking
    • Assign specific group sizes to specific campaigns (24-16-8)
    • Make forward camps impossible to place near objectives
    • Make snares only available from ground effects abilities
    • Change emperorship to last minimum 24hours
    • Fix body sliding after cc breaking too quickly
    • Remove Block Casting through Battle Spirit
    • Fix the speed drop while jumping - see video
    • Fix loading screens when keeps upgrade
    • Fix Rams going crazy (spinning around)
    • Bring back dynamic ulti regeneration
    • Fix speed bug (abilities locked)
    • Introduce dynamic population
    • Lower population cap by 20%
    • Add Snare Immunity potions
    • Bring resurrection sickness
    • Fix character desync
    • Fix cc breaking bug
    • Fix gap closer bug
    • Fix health desync
    • Fix combat bug
    • Fix streak bug
    • Fix server lag
  • red_emu
    red_emu
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    I don't really agree with OP about those groups causing server lag. I have seen plenty of them and hardly ever experience lag (unless there was 2 weeks without servers going down for maintenance).

    I do agree on one thing though. AOE cap removal was supposed to stop ball groups. It has done the complete opposite. You can now take millions of damage from Proxy Detonation and it is impossible to stop groups like this. They have retreating manouver on 100% of the time. their AOE follows them around and it is spammable. There is no way to stop them unless they make a mistake and spread out too much or a few people turn in the wrong direction.

    As for the 'You are in 20 ppl group yourself' argument? BS! Those groups target unguarded keeps and ungrouped (on TS or Disc.) players and run away when they see an organised group. I can take a mix of skills that those ball zergs use and admire their coordination but my death recap shows only Proxy Detonation and V.Death.

    I think this skill needs a complete rework. I don't mind if they all stack Eye of Flame, that takes skill and preparation but exploding every 6 seconds at will causing millions of damage is just pure stupid. There is no fun in PvP when facing a Choo-Choo Boom-Boom Waka-Waka-Waka group.
    Edited by red_emu on April 25, 2018 4:28PM
    PC - EU:
    Falathren Noctis - AD MagNecro
    Falathren - AD StamSorc
    Falathren Eryndaer - AD StamDen
    Falathren Irimion - AD MagPlar
    Talagan Falathren - AD StamDK
    Falathren Infernis - AD MagDK
    Your-Ex - AD MagBlade
  • ToRelax
    ToRelax
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    red_emu wrote: »
    I don't really agree with OP about those groups causing server lag. I have seen plenty of them and hardly ever experience lag (unless there was 2 weeks without servers going down for maintenance).

    I do agree on one thing though. AOE cap removal was supposed to stop ball groups. It has done the complete opposite. You can now take millions of damage from Proxy Detonation and it is impossible to stop groups like this. They have retreating manouver on 100% of the time. their AOE follows them around and it is spammable. There is no way to stop them unless they make a mistake and spread out too much or a few people turn in the wrong direction.

    As for the 'You are in 20 ppl group yourself' argument? BS! Those groups target unguarded keeps and ungrouped (on TS or Disc.) players and run away when they see an organised group. I can take a mix of skills that those ball zergs use and admire their coordination but my death recap shows only Proxy Detonation and V.Death.

    I think this skill needs a complete rework. I don't mind if they all stack Eye of Flame, that takes skill and preparation but exploding every 6 seconds at will causing millions of damage is just pure stupid. There is no fun in PvP when facing a Choo-Choo Boom-Boom Waka-Waka-Waka group.

    If you don't stack up, you take exactly the same damage as ever after AoE cap removal: All of it.
    It would now be possible to burst down a stack of players regardless of their numbers. It's mostly Earthgore that prohibits this.
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • red_emu
    red_emu
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    ToRelax wrote: »
    red_emu wrote: »
    I don't really agree with OP about those groups causing server lag. I have seen plenty of them and hardly ever experience lag (unless there was 2 weeks without servers going down for maintenance).

    I do agree on one thing though. AOE cap removal was supposed to stop ball groups. It has done the complete opposite. You can now take millions of damage from Proxy Detonation and it is impossible to stop groups like this. They have retreating manouver on 100% of the time. their AOE follows them around and it is spammable. There is no way to stop them unless they make a mistake and spread out too much or a few people turn in the wrong direction.

    As for the 'You are in 20 ppl group yourself' argument? BS! Those groups target unguarded keeps and ungrouped (on TS or Disc.) players and run away when they see an organised group. I can take a mix of skills that those ball zergs use and admire their coordination but my death recap shows only Proxy Detonation and V.Death.

    I think this skill needs a complete rework. I don't mind if they all stack Eye of Flame, that takes skill and preparation but exploding every 6 seconds at will causing millions of damage is just pure stupid. There is no fun in PvP when facing a Choo-Choo Boom-Boom Waka-Waka-Waka group.

    If you don't stack up, you take exactly the same damage as ever after AoE cap removal: All of it.
    It would now be possible to burst down a stack of players regardless of their numbers. It's mostly Earthgore that prohibits this.

    I might have worded it wrong. Not stacking when fighting against a group like this is pretty much a known tactic already but it still doesn't make any difference. Let's say there is a ball group of 20 and a keep is defended by 40. Ball group runs around at astonishing speeds taking ZERO damage (well tested: Me and my group shot 4 coldfire balistas, a firepot trebuchet and a fire balista at the ball group all in the space of maybe 3 or 4 secods. Their healthbars have not moved at all. All you see then is them picking one person after another, stacking 20 ultimates on top of 2 players. Rinse and repeat until everyone is dead. As it is now, Earthgore has killed big scale PvP for me completely. I usually just log off or go capture far away resources.

    The only tactic remaining now against an organised group like this is to overwhelm them by 5 to 1.

    I wonder what new monster set they will introduce now? '(2 piece bonus): Enemy keep walls and gates explode, ground opens and swallows up all enemy players into their respective loading screens. Also grants 10000 points to the scoreboard'

    I honestly think ZOS is more geared towards rewarding troll play, not organised play.

    And don't get me started on how big headed people in those groups are. They think they are gods because they can follow a symbol on the screen and press one of 5 keys on their keyboard when crown shouts is out over the microphone. I get that it's fun for them, but you gotta admit. It is cheesy gameplay, borderline on abusing the mechanics.
    PC - EU:
    Falathren Noctis - AD MagNecro
    Falathren - AD StamSorc
    Falathren Eryndaer - AD StamDen
    Falathren Irimion - AD MagPlar
    Talagan Falathren - AD StamDK
    Falathren Infernis - AD MagDK
    Your-Ex - AD MagBlade
  • ToRelax
    ToRelax
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    red_emu wrote: »
    ToRelax wrote: »
    red_emu wrote: »
    I don't really agree with OP about those groups causing server lag. I have seen plenty of them and hardly ever experience lag (unless there was 2 weeks without servers going down for maintenance).

    I do agree on one thing though. AOE cap removal was supposed to stop ball groups. It has done the complete opposite. You can now take millions of damage from Proxy Detonation and it is impossible to stop groups like this. They have retreating manouver on 100% of the time. their AOE follows them around and it is spammable. There is no way to stop them unless they make a mistake and spread out too much or a few people turn in the wrong direction.

    As for the 'You are in 20 ppl group yourself' argument? BS! Those groups target unguarded keeps and ungrouped (on TS or Disc.) players and run away when they see an organised group. I can take a mix of skills that those ball zergs use and admire their coordination but my death recap shows only Proxy Detonation and V.Death.

    I think this skill needs a complete rework. I don't mind if they all stack Eye of Flame, that takes skill and preparation but exploding every 6 seconds at will causing millions of damage is just pure stupid. There is no fun in PvP when facing a Choo-Choo Boom-Boom Waka-Waka-Waka group.

    If you don't stack up, you take exactly the same damage as ever after AoE cap removal: All of it.
    It would now be possible to burst down a stack of players regardless of their numbers. It's mostly Earthgore that prohibits this.

    I might have worded it wrong. Not stacking when fighting against a group like this is pretty much a known tactic already but it still doesn't make any difference. Let's say there is a ball group of 20 and a keep is defended by 40. Ball group runs around at astonishing speeds taking ZERO damage (well tested: Me and my group shot 4 coldfire balistas, a firepot trebuchet and a fire balista at the ball group all in the space of maybe 3 or 4 secods. Their healthbars have not moved at all. All you see then is them picking one person after another, stacking 20 ultimates on top of 2 players. Rinse and repeat until everyone is dead. As it is now, Earthgore has killed big scale PvP for me completely. I usually just log off or go capture far away resources.

    The only tactic remaining now against an organised group like this is to overwhelm them by 5 to 1.

    I wonder what new monster set they will introduce now? '(2 piece bonus): Enemy keep walls and gates explode, ground opens and swallows up all enemy players into their respective loading screens. Also grants 10000 points to the scoreboard'

    I honestly think ZOS is more geared towards rewarding troll play, not organised play.

    And don't get me started on how big headed people in those groups are. They think they are gods because they can follow a symbol on the screen and press one of 5 keys on their keyboard when crown shouts is out over the microphone. I get that it's fun for them, but you gotta admit. It is cheesy gameplay, borderline on abusing the mechanics.

    I make no secret of my disdain for that playstyle. Sounds like they just purged it and you didn't see healthbars moving due to the sheer volume of heals going off?
    DAGON - ALTADOON - CHIM - GHARTOK
    The Covenant is broken. The Enemy has won...

    Elo'dryel - Sorc - AR 50 - Hopesfire - EP EU
  • Dreyloch
    Dreyloch
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    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    With much respect to you Sir Agrippa (I've played against you for a long time), You don't have to own the DLC. Just need to have pay the 15$ a month for ESO plus. That's how I got my set. I used it in PvP as a healing sorc for a few months. But without a PvP guild atm, my sorc is back to DPS/survival build. The earthgore is sitting in inv. gather dust lol.

    It is pretty OP, and it irks me that it may become totally useless after working pretty hard in PvE to farm it. That dungeon isn't easy for PvP'ers that lack decent PvE gear. All that said, I think it was ZoS' attempt at countering the Destro Ulti that came before it, and was wreaking havoc on pug masses =/
    "The fear of Death, is often worse than death itself"
  • VaranisArano
    VaranisArano
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    highnds wrote: »
    Thankfully some of those psijic skills might help nullify that crap

    A wise man once said: every tool that unorganised zerglings can use against ball groups, that ball groups can use against zerglings too.

    This. The secret weapon of any organized raid is organization. They'll adapt and overcome to gameplay changes and challenges in an organized manner.

    What removing AOE caps did was empower organized small groups of 6 or less players versus numbers greater than them. Organized raids vs disorganized players got much, much stronger.
  • Sandman929
    Sandman929
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    frozywozy wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    I am a little bit confused by people denouncing the lack of gear variety for healers. I believe healers are the ones with the most options in the game (all the group buffs sets).

    Not gear in general, Undaunted sets

    Chokethorn, Lord Warden, Nightflame, Sentinel of Rkugamz, Thurvokun, Troll King are good options.

    Seriously? Single target, Small radius resist buff (no heal), small radius stationary, absolute garbage, no heal, and buffs health regen? These are not good options for a healer to me.
  • Agrippa_Invisus
    Agrippa_Invisus
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    Dreyloch wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    With much respect to you Sir Agrippa (I've played against you for a long time), You don't have to own the DLC. Just need to have pay the 15$ a month for ESO plus. That's how I got my set. I used it in PvP as a healing sorc for a few months. But without a PvP guild atm, my sorc is back to DPS/survival build. The earthgore is sitting in inv. gather dust lol.

    It is pretty OP, and it irks me that it may become totally useless after working pretty hard in PvE to farm it. That dungeon isn't easy for PvP'ers that lack decent PvE gear. All that said, I think it was ZoS' attempt at countering the Destro Ulti that came before it, and was wreaking havoc on pug masses =/

    Thank you, to start with.

    To respond to your statement about to the subscription. It still puts a financial onus on a player to fork over $15 at least (and farm for a month) in a game that is ostensibly buy to play.

    Continually pay gating high end gear and eventually a class, all of which is vastly superior to the gear available in the base buy to play copy of the game is not very ethical in my opinion. There's a reason many Pay 2 Win games (ArcheAge anyone?) get roasted over the coals for their shenanigans, and I'm frankly amazed that ZOS doesn't get more heat for it. Is it the fanbase? That they're in the US? I dunno.
    Edited by Agrippa_Invisus on April 25, 2018 6:01PM
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Sanct16
    Sanct16
    ✭✭✭✭✭
    ✭✭
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Agrippa_Invisus
    Agrippa_Invisus
    ✭✭✭✭✭
    ✭✭✭
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    Vigor, for those that are using stamina / dawnbreaker based builds.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.
    Edited by Satiar on April 25, 2018 7:49PM
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Agrippa_Invisus
    Agrippa_Invisus
    ✭✭✭✭✭
    ✭✭✭
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.

    It is the dumb thing. It's a super cheesy set and I know Zheg would rather not use it. But you can't not use it. So you just work it in the comp and wait for it to go away.
    Edited by Satiar on April 25, 2018 8:00PM
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Agrippa_Invisus
    Agrippa_Invisus
    ✭✭✭✭✭
    ✭✭✭
    Satiar wrote: »
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.

    It is the dumb thing. It's a super cheesy set and I know Zheg would rather not use it. But you can't not use it. So you just work it in the comp and wait for it to go away.

    Yeah. I understand.

    It's interesting to note that it seems PC / EU hasn't started working multiple stamdeeps into their meta. The constant vigors + earthgores what keep the heals rolling even through (and sometimes eating) a negate.

    I might rebuild my stamheals Warden with the coming patch even (he's kinda fun with guards, heavy armor, and constant treespam), and will only improve with additional ult gen that Wardens are getting.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Satiar wrote: »
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.

    It is the dumb thing. It's a super cheesy set and I know Zheg would rather not use it. But you can't not use it. So you just work it in the comp and wait for it to go away.

    Yeah. I understand.

    It's interesting to note that it seems PC / EU hasn't started working multiple stamdeeps into their meta. The constant vigors + earthgores what keep the heals rolling even through (and sometimes eating) a negate.

    I might rebuild my stamheals Warden with the coming patch even (he's kinda fun with guards, heavy armor, and constant treespam), and will only improve with additional ult gen that Wardens are getting.

    It's interesting that you think EU hasn't had stam warden healers or stam wearing EG.
    Sanct is correct in his assessment of joys post.

    Equally we come to an interesting recurrent theme of supposedly having to do something vs doing what you think is correct.

    You can check the date here. https://youtu.be/pRRkAjvntDs
    Edited by Izanagi.Xiiib16_ESO on April 25, 2018 8:48PM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    Satiar wrote: »
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.

    It is the dumb thing. It's a super cheesy set and I know Zheg would rather not use it. But you can't not use it. So you just work it in the comp and wait for it to go away.

    Yeah. I understand.

    It's interesting to note that it seems PC / EU hasn't started working multiple stamdeeps into their meta. The constant vigors + earthgores what keep the heals rolling even through (and sometimes eating) a negate.

    I might rebuild my stamheals Warden with the coming patch even (he's kinda fun with guards, heavy armor, and constant treespam), and will only improve with additional ult gen that Wardens are getting.

    It's interesting that you think EU hasn't had stam warden healers or stam wearing EG.
    Sanct is correct in his assessment of joys post.

    Equally we come to an interesting recurrent theme of supposedly having to do something vs doing what you think is correct.

    How is Sanct correct? He's apparently never heard of stamina dps... which perfectly matches up with his bias towards magica-based groups. And yet he want's to call Joy biased? lel

    Agrippa, you may need to edit your line here:
    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something. Crutchgore needs to go.

    The set indeed has fans.
    Edited by Satiar on April 25, 2018 8:48PM
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.

    It is the dumb thing. It's a super cheesy set and I know Zheg would rather not use it. But you can't not use it. So you just work it in the comp and wait for it to go away.

    Yeah. I understand.

    It's interesting to note that it seems PC / EU hasn't started working multiple stamdeeps into their meta. The constant vigors + earthgores what keep the heals rolling even through (and sometimes eating) a negate.

    I might rebuild my stamheals Warden with the coming patch even (he's kinda fun with guards, heavy armor, and constant treespam), and will only improve with additional ult gen that Wardens are getting.

    It's interesting that you think EU hasn't had stam warden healers or stam wearing EG.
    Sanct is correct in his assessment of joys post.

    Equally we come to an interesting recurrent theme of supposedly having to do something vs doing what you think is correct.

    How is Sanct correct? He's apparently never heard of stamina dps... which perfectly matches up with his bias towards magica-based groups. And yet he want's to call Joy biased? lel

    Agrippa, you may need to edit your line here:
    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something. Crutchgore needs to go.

    The set indeed has fans.

    Joy is referencing incorrect information and incorrectly referring to the sets usage in group play.
    You can reread his(sancts) post for more info.

    I agree with youn on the hating EG though.
    The thing I hate most about EG is all the crying about the set.
    Edited by Izanagi.Xiiib16_ESO on April 25, 2018 8:53PM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.

    It is the dumb thing. It's a super cheesy set and I know Zheg would rather not use it. But you can't not use it. So you just work it in the comp and wait for it to go away.

    Yeah. I understand.

    It's interesting to note that it seems PC / EU hasn't started working multiple stamdeeps into their meta. The constant vigors + earthgores what keep the heals rolling even through (and sometimes eating) a negate.

    I might rebuild my stamheals Warden with the coming patch even (he's kinda fun with guards, heavy armor, and constant treespam), and will only improve with additional ult gen that Wardens are getting.

    It's interesting that you think EU hasn't had stam warden healers or stam wearing EG.
    Sanct is correct in his assessment of joys post.

    Equally we come to an interesting recurrent theme of supposedly having to do something vs doing what you think is correct.

    How is Sanct correct? He's apparently never heard of stamina dps... which perfectly matches up with his bias towards magica-based groups. And yet he want's to call Joy biased? lel

    Agrippa, you may need to edit your line here:
    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something. Crutchgore needs to go.

    The set indeed has fans.

    Joy is referencing incorrect information and incorrectly referring to the sets usage in group play.
    You can reread his(sancts) post for more info.

    I agree with youn on the hating EG though.
    The thing I hate most about EG is all the crying about the set.

    I don't see any incorrect information in Joy's post. Sanct didn't even point any out, just called him biased and not objective while proceeding to completely forget stam dps are a thing because he doesn't run them....

    And eh, what can I say. It's a set worth wailing about. Like, the second it dropped on PTS it was obvious. Players who hadn't played the game in a year saw it and laughed. It was obviously, stupidly overpowered. And ZoS did nothing. They launched it as is. And it became cancer. It went for months without ZoS even touching it. I think I'll forgive people for being loud about their dislike of it, ZoS hasn't left them other options.
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.

    It is the dumb thing. It's a super cheesy set and I know Zheg would rather not use it. But you can't not use it. So you just work it in the comp and wait for it to go away.

    Yeah. I understand.

    It's interesting to note that it seems PC / EU hasn't started working multiple stamdeeps into their meta. The constant vigors + earthgores what keep the heals rolling even through (and sometimes eating) a negate.

    I might rebuild my stamheals Warden with the coming patch even (he's kinda fun with guards, heavy armor, and constant treespam), and will only improve with additional ult gen that Wardens are getting.

    It's interesting that you think EU hasn't had stam warden healers or stam wearing EG.
    Sanct is correct in his assessment of joys post.

    Equally we come to an interesting recurrent theme of supposedly having to do something vs doing what you think is correct.

    How is Sanct correct? He's apparently never heard of stamina dps... which perfectly matches up with his bias towards magica-based groups. And yet he want's to call Joy biased? lel

    Agrippa, you may need to edit your line here:
    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something. Crutchgore needs to go.

    The set indeed has fans.

    Joy is referencing incorrect information and incorrectly referring to the sets usage in group play.
    You can reread his(sancts) post for more info.

    I agree with youn on the hating EG though.
    The thing I hate most about EG is all the crying about the set.

    I don't see any incorrect information in Joy's post. Sanct didn't even point any out, just called him biased and not objective while proceeding to completely forget stam dps are a thing because he doesn't run them....

    And eh, what can I say. It's a set worth wailing about. Like, the second it dropped on PTS it was obvious. Players who hadn't played the game in a year saw it and laughed. It was obviously, stupidly overpowered. And ZoS did nothing. They launched it as is. And it became cancer. It went for months without ZoS even touching it. I think I'll forgive people for being loud about their dislike of it, ZoS hasn't left them other options.

    Incorrect - does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed

    *doesn't require grouping doesn't always proc when needed or where it is needed.

    Incorrect - Oh, it removes enemy ultimates too
    EG only removes 1 effect which may or may not be an ultimate (singular)

    And if we are talking about misinformation your knowledge of ZS raids is very lacking if you think they don't have any stam dps
    Edited by Izanagi.Xiiib16_ESO on April 25, 2018 9:09PM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.

    It is the dumb thing. It's a super cheesy set and I know Zheg would rather not use it. But you can't not use it. So you just work it in the comp and wait for it to go away.

    Yeah. I understand.

    It's interesting to note that it seems PC / EU hasn't started working multiple stamdeeps into their meta. The constant vigors + earthgores what keep the heals rolling even through (and sometimes eating) a negate.

    I might rebuild my stamheals Warden with the coming patch even (he's kinda fun with guards, heavy armor, and constant treespam), and will only improve with additional ult gen that Wardens are getting.

    It's interesting that you think EU hasn't had stam warden healers or stam wearing EG.
    Sanct is correct in his assessment of joys post.

    Equally we come to an interesting recurrent theme of supposedly having to do something vs doing what you think is correct.

    How is Sanct correct? He's apparently never heard of stamina dps... which perfectly matches up with his bias towards magica-based groups. And yet he want's to call Joy biased? lel

    Agrippa, you may need to edit your line here:
    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something. Crutchgore needs to go.

    The set indeed has fans.

    Joy is referencing incorrect information and incorrectly referring to the sets usage in group play.
    You can reread his(sancts) post for more info.

    I agree with youn on the hating EG though.
    The thing I hate most about EG is all the crying about the set.

    I don't see any incorrect information in Joy's post. Sanct didn't even point any out, just called him biased and not objective while proceeding to completely forget stam dps are a thing because he doesn't run them....

    And eh, what can I say. It's a set worth wailing about. Like, the second it dropped on PTS it was obvious. Players who hadn't played the game in a year saw it and laughed. It was obviously, stupidly overpowered. And ZoS did nothing. They launched it as is. And it became cancer. It went for months without ZoS even touching it. I think I'll forgive people for being loud about their dislike of it, ZoS hasn't left them other options.

    Incorrect - does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed

    *doesn't require grouping doesn't always proc when needed or where it is needed.

    Incorrect - Oh, it removes enemy ultimates too
    EG only removes 1 effect which may or may not be an ultimate (singular)

    It will always proc exactly when needed in combat on whom it is needed, that's the point. It's a smart heal. It automatically procs when you heal that low health target. He did specify in combat, so your critique, pedantic as it is, is also invalid. Earthgore will save low health targets, that's what it's built to do.

    Also, yes it removes enemy ultimates! You're being, again, ridiculously pedantic but it does remove enemy ultimates! It removes, Standards, Negates, Novas, Veils, need I go on? So many ultimate(s) it is capable of removing!
    And if we are talking about misinformation your knowledge of ZS raids is very lacking if you think they don't have any stam dps

    Sanct said you can't proc earthgore in negates, sooooooo. That either means he doesn't know how vigor or stamdens work, or he just is so focused on magica DPS carrying the day that it slipped his mind. I think the latter is the charitable assumption, no? If he actually runs stamina dps but doesnt realize they can proc EG inside negates there's other things to talk about. But he's a much better player than that.
    Edited by Satiar on April 25, 2018 9:16PM
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Sanct16
    Sanct16
    ✭✭✭✭✭
    ✭✭
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.
    I never claimed that I'm unbiased. I mean sure, my bad, on stam DPS builds you can proc it, even tho thorvulkiin is still better imo.

    However the rest of my points still stand and please note that I'm talking about Earthgore in its current state. Just to clarify: Since last big update it only removes one negative effect which greatly reduced the strength of the set.
    - EU - Raid Leader of Banana Zerg Squad
    AD | AR 50 | Sanct Fir'eheal | ex Mana DK @31.10.2015
    EP | AR 50 | Sanctosaurus | Mana NB
    AD | AR 44 | rekt ya | Mana NB
    AD | AR 41 | Sanct Thunderstorm | Mana Sorc
    EP | AR 36 | S'na'ct | Mana NB {NA}
    AD | AR 29 | Captain Full Fist| Stam DK
    AD | AR 29 | Sanct The Dark Phoenix| Stam Sorc
    EP | AR 16 | Horny Sanct | Stam Warden
    EP | AR 16 | Sánct Bánáná Sláyér | Mana DK
    DC | AR 13 | ad worst faction eu | Stam Sorc
    DC | AR 13 | Lagendary Sanct | Mana NB

    >320.000.000 AP
  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.

    It is the dumb thing. It's a super cheesy set and I know Zheg would rather not use it. But you can't not use it. So you just work it in the comp and wait for it to go away.

    Yeah. I understand.

    It's interesting to note that it seems PC / EU hasn't started working multiple stamdeeps into their meta. The constant vigors + earthgores what keep the heals rolling even through (and sometimes eating) a negate.

    I might rebuild my stamheals Warden with the coming patch even (he's kinda fun with guards, heavy armor, and constant treespam), and will only improve with additional ult gen that Wardens are getting.

    It's interesting that you think EU hasn't had stam warden healers or stam wearing EG.
    Sanct is correct in his assessment of joys post.

    Equally we come to an interesting recurrent theme of supposedly having to do something vs doing what you think is correct.

    How is Sanct correct? He's apparently never heard of stamina dps... which perfectly matches up with his bias towards magica-based groups. And yet he want's to call Joy biased? lel

    Agrippa, you may need to edit your line here:
    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something. Crutchgore needs to go.

    The set indeed has fans.

    Joy is referencing incorrect information and incorrectly referring to the sets usage in group play.
    You can reread his(sancts) post for more info.

    I agree with youn on the hating EG though.
    The thing I hate most about EG is all the crying about the set.

    I don't see any incorrect information in Joy's post. Sanct didn't even point any out, just called him biased and not objective while proceeding to completely forget stam dps are a thing because he doesn't run them....

    And eh, what can I say. It's a set worth wailing about. Like, the second it dropped on PTS it was obvious. Players who hadn't played the game in a year saw it and laughed. It was obviously, stupidly overpowered. And ZoS did nothing. They launched it as is. And it became cancer. It went for months without ZoS even touching it. I think I'll forgive people for being loud about their dislike of it, ZoS hasn't left them other options.

    Incorrect - does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed

    *doesn't require grouping doesn't always proc when needed or where it is needed.

    Incorrect - Oh, it removes enemy ultimates too
    EG only removes 1 effect which may or may not be an ultimate (singular)

    It will always proc exactly when needed in combat on whom it is needed, that's the point. It's a smart heal. It automatically procs when you heal that low health target. He did specify in combat, so your critique, pedantic as it is, is also invalid. Earthgore will save low health targets, that's what it's built to do.

    Also, yes it removes enemy ultimates! You're being, again, ridiculously pedantic but it does remove enemy ultimates! It removes, Standards, Negates, Novas, Veils, need I go on? So many ultimate(s) it is capable of removing!

    You're so quick to try and rush to defense you are missing vital points.

    You are simply incorrect I suggest you not dig deeper.
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
    EU ~ Izanagi: Banana Squad (AOE Rats/ Zerg Squad / Roleplay Circle)
  • Agrippa_Invisus
    Agrippa_Invisus
    ✭✭✭✭✭
    ✭✭✭
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.

    It is the dumb thing. It's a super cheesy set and I know Zheg would rather not use it. But you can't not use it. So you just work it in the comp and wait for it to go away.

    Yeah. I understand.

    It's interesting to note that it seems PC / EU hasn't started working multiple stamdeeps into their meta. The constant vigors + earthgores what keep the heals rolling even through (and sometimes eating) a negate.

    I might rebuild my stamheals Warden with the coming patch even (he's kinda fun with guards, heavy armor, and constant treespam), and will only improve with additional ult gen that Wardens are getting.

    It's interesting that you think EU hasn't had stam warden healers or stam wearing EG.
    Sanct is correct in his assessment of joys post.

    Equally we come to an interesting recurrent theme of supposedly having to do something vs doing what you think is correct.

    How is Sanct correct? He's apparently never heard of stamina dps... which perfectly matches up with his bias towards magica-based groups. And yet he want's to call Joy biased? lel

    Agrippa, you may need to edit your line here:
    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something. Crutchgore needs to go.

    The set indeed has fans.

    Joy is referencing incorrect information and incorrectly referring to the sets usage in group play.
    You can reread his(sancts) post for more info.

    I agree with youn on the hating EG though.
    The thing I hate most about EG is all the crying about the set.

    I don't see any incorrect information in Joy's post. Sanct didn't even point any out, just called him biased and not objective while proceeding to completely forget stam dps are a thing because he doesn't run them....

    And eh, what can I say. It's a set worth wailing about. Like, the second it dropped on PTS it was obvious. Players who hadn't played the game in a year saw it and laughed. It was obviously, stupidly overpowered. And ZoS did nothing. They launched it as is. And it became cancer. It went for months without ZoS even touching it. I think I'll forgive people for being loud about their dislike of it, ZoS hasn't left them other options.

    Incorrect - does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed

    *doesn't require grouping doesn't always proc when needed or where it is needed.

    Incorrect - Oh, it removes enemy ultimates too
    EG only removes 1 effect which may or may not be an ultimate (singular)

    And if we are talking about misinformation your knowledge of ZS raids is very lacking if you think they don't have any stam dps

    It's not that we think they don't have Stam Wardens, it's that we're harping on this incredibly inaccurate statement:

    "Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed."

    Vigor exists.

    And ZOS only responds to the squeakiest of wheels. Which is why we scream loud, long, and hard. After, literal, months of silence by @ZOS_BrianWheeler before his sticky post and continued silence by @ZOS_Wrobel, they're not entitled to a gentle nudge and a polite 'please sir'.

    I am going to vent my spleen as their paying customer, and people can not like it all they want, I'm still going to talk about what I feel makes this game worse.

    It's my opinion, I may be wrong, but in this instance I definitely don't think I am.
    Agrippa Invisus / Indominus / Inprimis / Inviolatus
    DragonKnight / Templar / Warden / Sorcerer - Vagabond
    Once a General, now a Citizen
    Former Emperor of Bloodthorn and Vivec
    For Sweetrolls! FOR FIMIAN!
  • Satiar
    Satiar
    ✭✭✭✭✭
    ✭✭✭
    Sanct16 wrote: »
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.
    I never claimed that I'm unbiased. I mean sure, my bad, on stam DPS builds you can proc it, even tho thorvulkiin is still better imo.

    However the rest of my points still stand and please note that I'm talking about Earthgore in its current state. Just to clarify: Since last big update it only removes one negative effect which greatly reduced the strength of the set.

    Yeah it's all good. I dunno why you'd call Joy biased to start with, it just leads to dumb rabbitholes lol.

    On the other bit, Earthgore had the double-whammy problem. Both the things it did were too strong. Removing effects (like negate) is too strong for a monster set, and the healing is way too strong for a monster set. So either way ZoS went it was dumb. The correct solution is more along the lines of what they're doing now. Nerf the effect, make it more niche. Then nerf the healing.
    Vehemence -- Commander and Raid Lead -- Tri-faction PvP
    Knights Paravant -- Co-GM and Raid Lead -- AD Greyhost



  • Izanagi.Xiiib16_ESO
    Izanagi.Xiiib16_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Satiar wrote: »
    Sanct16 wrote: »
    Sandman929 wrote: »
    Sandman929 wrote: »
    frozywozy wrote: »
    Xsorus wrote: »
    Mr_Nobody wrote: »
    Turelus wrote: »
    Everyone wanted caps removed so they could deal with these groups easier.

    Now the caps are gone and people are still mad at organised train groups.

    It was never the aoe cap that was the issue. It was and is Purge.

    Disagree, AOE caps was certainly the issue.

    Now its Earthgore that's the new Issue...Basically ZOS has removed one problem and added another.

    If you can hit these groups when Earthgore is down you can instant wipe most of them..Problem is they all have multiple Earthgores.

    I'm sure after they nerf Earthgore ZOS will add something else stupid to make stacking keep on trucking as well.

    Any experienced player that I know who run in an organized group agrees that earthgore is a plague and should have never existed. I don't think it gives an edge to organized groups more than pugs. It is a problem as a whole and need to be gone entirely, not nerfed or changed.

    I completely agree with Frozn here, as does anyone in my guild I've talked to about this (and trust me, we've belabored this subject in our Discord ad nauseaum).

    Earthgore should never have made it past QA, let alone to live servers.

    The best response to it in its current state is to remove it and replace it with something else. Whether that be changing the procc on it to something else entirely, or just gifting a whole bunch of Dreugh Wax and Tempers to those players that own them and removing them from the game.

    It's awful. It's pay to win (you have to own the DLC to get it). It's imbalanced. It's like old Malubeth on a group level, plus ground effect removal. Malubeth deserved the nerf it got, and there's no reason that Earthgore should have ever been allowed to exist in an even worse state.

    It's the current crutch that large groups use to circumvent mistakes. If this was out of the game, there would be a lot more wiping going on of said destro ball groups. I have watched (and participated in) so many large groups taking coordinated mass attacks that would have wiped them pre-Earthgore only to soldier on through it. It's the reason why, when small manning on off nights, our 6-10 man groups can't take down a full raid group reliably, even when that raid group makes a major mistake. It covers for bad play, and anything that does so thoroughly is bad for game balance and especially bad for PVP balance.

    So would you say that there shouldn't be a good healing Undaunted set then? Earthgore, even after the nerf next update, will still be the only decent healing set and will still be used by just every raid healer/support player because frankly every other healing focused set is complete garbage. They're either single target or ridiculously small AoE.

    I'm against the concept of procc sets in general.

    So my answer is -- there shouldn't be anything that mindlessly performs the function that a player should be performing, whether it be tanking, DPSing, or healing.

    If your healer screws up and isn't on the ball, they don't deserve to be bailed out, and deserve to wipe. In PVE or PVP.

    If your group leader puts your group in a bad situation, they don't deserved to be bailed out, and deserve to wipe. In PVE or PVP.

    That's a pretty big "shouldn't" since there are very good damage, tanking, procs in the Undaunted Sets, but no one seems to advocate as fiercely for their removal like they do with the one good healing set.

    There is a difference between something like Valkyn and Earthgore.

    Valkyn requires a specific offensive build (DoTs), requires the player to maintain said DoTs, and MIGHT help kill a SINGLE player - and also might proc at a totally inopportune time and thus actually be a detriment to killing said player.

    Earthgore requires no thought and can be used on any general build (I use it on my DPS spec!), does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed and does a lot more than help heal an entire GROUP. It is 100% totally mindless. No thought it what skills to use or how to play, automatically procs when it's needed. Oh, it removes enemy ultimates too!

    I also heal. I know the frustration of limited gear variety when it comes to that role. But that's no reason to keep what is absolutely a training wheels set. Also, I feel little satisfaction using it because I don't even *use* it, it just does exactly what's needed when it's needed and to whom it's needed.

    Want a good healer set? Then make it something like Twilight Remedy, which offers multiple useful bonuses that players have to work together in order to activate, which doesn;t break combat.
    I'm sorry but your post is very biased and far from objective.

    Earthgore procs very often when it's not needed, for example after jumping off a wall, on a random npc in your healing springs, on a nb that spams Spell Sym to get magicka back and so on. It's also fairly easy to do a first push against a group to proc their earthgores.

    Also it does not automatically proc but requires you to actually heal someone. This might not seem like a big factor, however the ONLY time you need EG is when you are negated. This means that you have to either rely on your Resilent passive to trigger before you die to VD or to proactively apply HoTs like Rapid Regen and hope that those will proc EG.

    Moreover it removes only 1 ground effect, so in a group vs group fight where both sides will have countless ground effects, removing 1 random one is not very reliable.

    Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed.

    For someone accusing Joy of bias, you have some strong magica bias in your brain. Your final sentence there is clearly locked into the idea of magica DPS. Perhaps there are DPS options beyond a NB spamming sap?

    Beyond that, Earthgore was clearly an overperforming set. This set negates negates. It has a cooldown period shorter than most offensive ultimate build times (including negate). It healed a ridiculous amount over a ridiculously short period of time. It drastically outperformed any other monster set for group play and it wasn't even close.

    I'm glad to see ZoS finally working to whittle away at the cancer that is earthgore. A bigger crutch set never existed in this game.

    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something.

    Crutchgore needs to go.

    I do not want to win fights become some automated tool guaranteed a win. I want to win because I was better, and kicked their tail ends.

    Instead everyone has to have multiple copies of it, because PVP has been and always will be an arms race.

    The day I deconstruct mine for mats because it's useless is the day I'll be a happy man.

    It is the dumb thing. It's a super cheesy set and I know Zheg would rather not use it. But you can't not use it. So you just work it in the comp and wait for it to go away.

    Yeah. I understand.

    It's interesting to note that it seems PC / EU hasn't started working multiple stamdeeps into their meta. The constant vigors + earthgores what keep the heals rolling even through (and sometimes eating) a negate.

    I might rebuild my stamheals Warden with the coming patch even (he's kinda fun with guards, heavy armor, and constant treespam), and will only improve with additional ult gen that Wardens are getting.

    It's interesting that you think EU hasn't had stam warden healers or stam wearing EG.
    Sanct is correct in his assessment of joys post.

    Equally we come to an interesting recurrent theme of supposedly having to do something vs doing what you think is correct.

    How is Sanct correct? He's apparently never heard of stamina dps... which perfectly matches up with his bias towards magica-based groups. And yet he want's to call Joy biased? lel

    Agrippa, you may need to edit your line here:
    And this is one of the rare things you are going to see multiple members of PC/NA's top end PVP guilds all agreeing on something. Crutchgore needs to go.

    The set indeed has fans.

    Joy is referencing incorrect information and incorrectly referring to the sets usage in group play.
    You can reread his(sancts) post for more info.

    I agree with youn on the hating EG though.
    The thing I hate most about EG is all the crying about the set.

    I don't see any incorrect information in Joy's post. Sanct didn't even point any out, just called him biased and not objective while proceeding to completely forget stam dps are a thing because he doesn't run them....

    And eh, what can I say. It's a set worth wailing about. Like, the second it dropped on PTS it was obvious. Players who hadn't played the game in a year saw it and laughed. It was obviously, stupidly overpowered. And ZoS did nothing. They launched it as is. And it became cancer. It went for months without ZoS even touching it. I think I'll forgive people for being loud about their dislike of it, ZoS hasn't left them other options.

    Incorrect - does not require the player to do a single thing to use (except be grouped), and will ALWAYS proc exactly when needed in combat on whom it is needed

    *doesn't require grouping doesn't always proc when needed or where it is needed.

    Incorrect - Oh, it removes enemy ultimates too
    EG only removes 1 effect which may or may not be an ultimate (singular)

    And if we are talking about misinformation your knowledge of ZS raids is very lacking if you think they don't have any stam dps

    It's not that we think they don't have Stam Wardens, it's that we're harping on this incredibly inaccurate statement:

    "Lastly running Earthgore on a DPS spec is bad as you have no reliable way to proc it when you get negated, which again is the only situation where its needed."

    Vigor exists.

    And ZOS only responds to the squeakiest of wheels. Which is why we scream loud, long, and hard. After, literal, months of silence by @ZOS_BrianWheeler before his sticky post and continued silence by @ZOS_Wrobel, they're not entitled to a gentle nudge and a polite 'please sir'.

    I am going to vent my spleen as their paying customer, and people can not like it all they want, I'm still going to talk about what I feel makes this game worse.

    It's my opinion, I may be wrong, but in this instance I definitely don't think I am.

    Brian isn't responsible for combat or sets. His posts would make no difference on the subject (other than brining it up internally - which is was and has been for a long time)

    I agree that EG isn't a well implemented set. But I did like it's premise having a set similar to negate to reduce over reliance on sorc was interesting. I would have preferred they change it as I suggested before.

    Edited by Izanagi.Xiiib16_ESO on April 25, 2018 9:21PM
    @Solar_Breeze
    NA ~ Izanerys: Dracarys (Videos | Dracast)
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