Earthgore was already nerfed in a prior patch. Its fine as is. Players give up significant burst or sustain from other monster sets to run this.
Earthgore was already nerfed in a prior patch. Its fine as is. Players give up significant burst or sustain from other monster sets to run this.
VaranisArano wrote: »I can genuinely find no reason to defend this set. It is arguably right now the most overpowered defensive set (let alone monster set) in the game and it only requires 2 slots.
- It gives a 15-20k burst heal that requires nothing but going under 50% health. This is a PROC set that requires zero player input or ability to react as long as a heal over time (like ritual) is up
- The heal is an AOE so it is essentially a resto ult on demand that undoes your burst to other players if a player with earthgore happens to be near them
- Ok I get it there's a 30 second cooldown - but what about when a player rotates between repentenace/resto ult, tri pots, and other sources of healing. Just when you've finally generated your ultimate again to burst people down, the earthgore is ready to proc again. In fact, the earthgore timer is basically the same as the timer it takes to build an ultimate again.
There is no reason this set should be the way it is in its current state. Sets like this just disguise people's mistakes and what's the point in trying to exploit a players errors when a set like this spoon-feeds them back to full health.
I speak mostly from a small-scale/solo perspective, but honestly I've even seen coordinated groups of 15 vs other groups of 15 and have no one die because of the amount of earthgores proccing. The the direction of the game which is epitomised by sets like earthgore has caused so many good PvPers to leave ESO in droves because of how beginner-friendly this game is becoming with broken sets/abilities that have no counterplay or they offer too much protection to the user. This particularly hurts solo and small-group players the most.
So anyways, someone try to defend this set in its current form in PvP and justify its ability to heal the way it does. I would love to hear it.
You mean people are actually able to concentrate on healing abilities to stay alive through your burst damage?
NERF IT NOW!
sarcasm aside, that is THE POINT of healing - which is to be able to counter damage and stay alive. If someone is able to skillfully rotate a monster set with their ultimate to avoid your burst rotation from killing them then good, that means healing is actually working as intended is of some use.
This is the only MMORPG I've ever played where people expect healing to be useless and not be able to keep people alive through their burst rotations.
I think its more that some people think that getting healing from a set is cheesy and so is getting damage from a set. PVP should 100% be about our skills as players (and our stats from gear/race, and our class, and our weapons).
Its the same complaint about Sloads. "Getting free damage from a set isnt skilled play!" Or for Earthgore "Getting free heals from a set lets bad players crutch on it!"
Its generally the players who already have the PVP experience to eschew things like proc sets who say this, often forgetting what it was like to be a new player and need to have loads of extra defense just to survive more than 2 seconds against another player.
Thats not true of all the people who don't like proc sets, sure. But that is a factor in why ZOS keeps making these sets. The PVP learning curve is pretty steep and new players definitely struggle with learning how to effectively do damage and stay alive.
So I figure its one thing to look at a set and say "ZOS, experienced players are using this set to its full potential and wrecking the competition." That's why Sloads and Earthgore got nerfed originally.
But its another thing to say "All proc sets are cheesy and carry bad players and thus shoukd be removed so that my skillz should reign supreme." Because that's just making it harder for new players to even get into PVP. The more experienced you are, the less you need proc sets...but you have to get that experience first and proc sets help lessen the steep learning curve.
Earthgore was already nerfed in a prior patch. Its fine as is. Players give up significant burst or sustain from other monster sets to run this.
When that earthgore is worn by 20 zerglings and it constantly removes the negates that should wipe the lagbringers its not fine. But as i said before,zerglings will claim its fine. A silly set removing an ultimate, what a trash solution to boost incapable's zergraid inside cyrodiil
Talk about a perspectiveless whinge.Emma_Overload wrote: »It has a very long cooldown for the individual wearing it. What you are really complaining about is zergs using it over and over.
No no did you read my post? The amount of people in zergs who equip esrthgore is a problem, yes, but the set itself is inherently broken because it procs without the player even having to react to burst as long as a heal over time is on (which is always the case considering the same people who use earthgore are usually the ones who spam rapid regen and healing springs)..
Also, as I said before the individual wearing it doesn't have to care about the cooldown because if you can intelligently rotate the proc with potions and defensive ultimates, you can effectively be immune to any burst.
Earthgore was already nerfed in a prior patch. Its fine as is. Players give up significant burst or sustain from other monster sets to run this.
When that earthgore is worn by 20 zerglings and it constantly removes the negates that should wipe the lagbringers its not fine. But as i said before,zerglings will claim its fine. A silly set removing an ultimate, what a trash solution to boost incapable's zergraid inside cyrodiil
If you take anything and multiply it by x20 it's going to be bad. That has nothing to do with the monster set itself. It has to do with the fact you have 20 people using it.
That's what happens in "large scale PvP". Large numbers create large advantages. The only difference is for once DPS builds are feeling the effects of what a defensive zerg feels like instead of the other way around, which has been us feeling the effects of offensive zergs.
So I don't see the problem. It's par for the course as I see it.
Earthgore was already nerfed in a prior patch. Its fine as is. Players give up significant burst or sustain from other monster sets to run this.
When that earthgore is worn by 20 zerglings and it constantly removes the negates that should wipe the lagbringers its not fine. But as i said before,zerglings will claim its fine. A silly set removing an ultimate, what a trash solution to boost incapable's zergraid inside cyrodiil
If you take anything and multiply it by x20 it's going to be bad. That has nothing to do with the monster set itself. It has to do with the fact you have 20 people using it.
That's what happens in "large scale PvP". Large numbers create large advantages. The only difference is for once DPS builds are feeling the effects of what a defensive zerg feels like instead of the other way around, which has been us feeling the effects of offensive zergs.
So I don't see the problem. It's par for the course as I see it.
You don't see the problem with a completly braindead set removing all skillful counterplay? What a world we live in.
Just bring more people. Just do it. It's fun, engaging and not at all ***.
Earthgore was already nerfed in a prior patch. Its fine as is. Players give up significant burst or sustain from other monster sets to run this.
When that earthgore is worn by 20 zerglings and it constantly removes the negates that should wipe the lagbringers its not fine. But as i said before,zerglings will claim its fine. A silly set removing an ultimate, what a trash solution to boost incapable's zergraid inside cyrodiil
If you take anything and multiply it by x20 it's going to be bad. That has nothing to do with the monster set itself. It has to do with the fact you have 20 people using it.
That's what happens in "large scale PvP". Large numbers create large advantages. The only difference is for once DPS builds are feeling the effects of what a defensive zerg feels like instead of the other way around, which has been us feeling the effects of offensive zergs.
So I don't see the problem. It's par for the course as I see it.
You don't see the problem with a completly braindead set removing all skillful counterplay? What a world we live in.
Just bring more people. Just do it. It's fun, engaging and not at all ***.
TequilaFire wrote: »Earthgore was already nerfed in a prior patch. Its fine as is. Players give up significant burst or sustain from other monster sets to run this.
When that earthgore is worn by 20 zerglings and it constantly removes the negates that should wipe the lagbringers its not fine. But as i said before,zerglings will claim its fine. A silly set removing an ultimate, what a trash solution to boost incapable's zergraid inside cyrodiil
If you take anything and multiply it by x20 it's going to be bad. That has nothing to do with the monster set itself. It has to do with the fact you have 20 people using it.
That's what happens in "large scale PvP". Large numbers create large advantages. The only difference is for once DPS builds are feeling the effects of what a defensive zerg feels like instead of the other way around, which has been us feeling the effects of offensive zergs.
So I don't see the problem. It's par for the course as I see it.
You don't see the problem with a completly braindead set removing all skillful counterplay? What a world we live in.
Just bring more people. Just do it. It's fun, engaging and not at all ***.
What is "skillful" counter play?
Spamming an offensive braindead ability or offensive set proc.
What is your build?
All this "skillful counter play" that gets thrown around is practically meaningless as a phrase except to a vested interest group of people who want to believe their style is the "skillful" way of playing and everyone else is just cheap or easymode noobskill trash. I have zero doubt if you posted your character build and skill set that you use that there are players out there who will happily and with justification call everything you use braindead. But hey, I mean surely if Earthgore is so braindead it should be easy for a skillful player to outplay it, right?Earthgore was already nerfed in a prior patch. Its fine as is. Players give up significant burst or sustain from other monster sets to run this.
When that earthgore is worn by 20 zerglings and it constantly removes the negates that should wipe the lagbringers its not fine. But as i said before,zerglings will claim its fine. A silly set removing an ultimate, what a trash solution to boost incapable's zergraid inside cyrodiil
If you take anything and multiply it by x20 it's going to be bad. That has nothing to do with the monster set itself. It has to do with the fact you have 20 people using it.
That's what happens in "large scale PvP". Large numbers create large advantages. The only difference is for once DPS builds are feeling the effects of what a defensive zerg feels like instead of the other way around, which has been us feeling the effects of offensive zergs.
So I don't see the problem. It's par for the course as I see it.
You don't see the problem with a completly braindead set removing all skillful counterplay? What a world we live in.
Just bring more people. Just do it. It's fun, engaging and not at all ***.
Earthgore was already nerfed in a prior patch. Its fine as is. Players give up significant burst or sustain from other monster sets to run this.
When that earthgore is worn by 20 zerglings and it constantly removes the negates that should wipe the lagbringers its not fine. But as i said before,zerglings will claim its fine. A silly set removing an ultimate, what a trash solution to boost incapable's zergraid inside cyrodiil
If you take anything and multiply it by x20 it's going to be bad. That has nothing to do with the monster set itself. It has to do with the fact you have 20 people using it.
That's what happens in "large scale PvP". Large numbers create large advantages. The only difference is for once DPS builds are feeling the effects of what a defensive zerg feels like instead of the other way around, which has been us feeling the effects of offensive zergs.
So I don't see the problem. It's par for the course as I see it.
You don't see the problem with a completly braindead set removing all skillful counterplay? What a world we live in.
Just bring more people. Just do it. It's fun, engaging and not at all ***.
It's a really comfortable crutch. I use it in PVE, healing in the harder dungeons.
It doesn't belong in PVP.
Can't have damaging abilities that also stun anymore because that's OP, but here's a hat that will throw down a healing ult for you while you fight. #balance
It's a really comfortable crutch. I use it in PVE, healing in the harder dungeons.
It doesn't belong in PVP.
Can't have damaging abilities that also stun anymore because that's OP, but here's a hat that will throw down a healing ult for you while you fight. #balance
#Balance
Because there was such an overwhelming number of healing-centric ults that are decent in large scale PvP who needs more right?
#BalanceIt's a really comfortable crutch. I use it in PVE, healing in the harder dungeons.
It doesn't belong in PVP.
Can't have damaging abilities that also stun anymore because that's OP, but here's a hat that will throw down a healing ult for you while you fight. #balance
#Balance
Because there was such an overwhelming number of healing-centric ults that are decent in large scale PvP who needs more right?
Right! Why should a templar have to stand motionless for four full seconds and use up all their ultimate, and sacrifice a slot they could use for fighting, just to heal an entire group of people and reset the fight? So inconvenient.
Red_Feather wrote: »This topic is now just OP arguing.
#BalanceIt's a really comfortable crutch. I use it in PVE, healing in the harder dungeons.
It doesn't belong in PVP.
Can't have damaging abilities that also stun anymore because that's OP, but here's a hat that will throw down a healing ult for you while you fight. #balance
#Balance
Because there was such an overwhelming number of healing-centric ults that are decent in large scale PvP who needs more right?
Right! Why should a templar have to stand motionless for four full seconds and use up all their ultimate, and sacrifice a slot they could use for fighting, just to heal an entire group of people and reset the fight? So inconvenient.
Because everyone is a templar (please show more how small your perspective is).
Because that skill is average in small scale and terrible in large scale battles where everyone always stands within 20m of a templar healer.
brandonv516 wrote: »Require 5 pieces:
Draugr's Heritage
Under 35% HP, get 6349 HP, 20 sec CD
Juggernaut
Under 30% HP, get 18060 HP, 1 min CD
Song of Lamae
Under 30% HP, get 3870 HP, 30 sec CD
Requires 2 pieces:
Earthgore
Heal under 50% HP, get 30,000 HP over 6 seconds, purges damage, 35 sec CD
We all know it's OP. Doesn't mean I'm not going to use it.
VaranisArano wrote: »brandonv516 wrote: »Require 5 pieces:
Draugr's Heritage
Under 35% HP, get 6349 HP, 20 sec CD
Juggernaut
Under 30% HP, get 18060 HP, 1 min CD
Song of Lamae
Under 30% HP, get 3870 HP, 30 sec CD
Requires 2 pieces:
Earthgore
Heal under 50% HP, get 30,000 HP over 6 seconds, purges damage, 35 sec CD
We all know it's OP. Doesn't mean I'm not going to use it.
Comparing dungeon, overland, and PVP 5 piece sets to a DLC monster set. Yep, makes total sense.
At least compare apples to apples if you are going to make that your argument, please!
Earthgore was already nerfed in a prior patch. Its fine as is. Players give up significant burst or sustain from other monster sets to run this.
When that earthgore is worn by 20 zerglings and it constantly removes the negates that should wipe the lagbringers its not fine. But as i said before,zerglings will claim its fine. A silly set removing an ultimate, what a trash solution to boost incapable's zergraid inside cyrodiil