Meh, for solo play I'll take Pirate Skeli any day over EG. It has much better uptime and scales better to protect against multiple attackers.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.
Okay, there are a lot of things in this thread that need to be addressed.
First: Someone said it's stupid because it can proc anywhere and can't be controlled, so any idiot can use it.
>Cool, and you're almost right. It CAN be controlled by a non-potato healer though. If you see someone with low health, you can launch a mend wounds at them, or place a springs under their feet and know that they are going to get that Earthgore, unless it procs on you yourself due to a passive heal.
Second: Someone said it's OP because it heals for 30,000 over 6 seconds.
> Cool, and you're right, in PvE. In PvP however, due to Battle Spirit, it heals for half, which is 15,000 over 6 seconds. Then factor in Major defile since everyone and their grandmother is running that on a gear set, on a glyph, as a poison, or as one of their abilities, there is another 30% off of that, which brings it down to about 11,500 over 6 seconds. Since monster sets can't crit, the range of healing will never go outside of the 11,500-15,000 mark for the heal. If I spec myself right, I can crit a BoL for more than that, as can any Templar non-potato healer.
Earthgore is nice, and it's a cool extra heal for those people who may need a quick little boost, but for the average group, it's just not that big of a deal. If you are fighting a group with all healers wearing Earthgore, you're fighting potatoes who do not know how to properly diversify their healer specs. If you can't kill potatoes, either l2p, or learn to count, because a lot of potatoes (ie. significantly more than you) is still going to squish you, no matter how awesome you are.
Third: Someone mentioned ball-zergs with a lot of Earthgore healers being a problem because the heal can hit so many people at once.
>This is true, but the problem there isn't the set. It's the fact that you're trying to fight a highly organized ball-zerg. They're annoying and we all hate them. They spec themselves out to be annoying. All they want to do is farm you and get AP from killing you while getting a troll-like "lul" out of it. If you are engaging them, you will be farmed, and that is no one's fault but your own for assuming you are supposed to be able to kill any and every player and group you meet. Walk away and find a new objective and quit being so stubborn. They can only kill you if you stay there and let them do it. If you move on, and other people do the same (barring the handful of dumbdumbs who refuse to learn), they will get bored and go away.
Fourth: Earthgore is used by both PvP and PvE players. Your whining about how OP you think it is may reverberate enough to get it nerfed AGAIN, and this will severely impact PvE. You may not care, but a lot of the community does, and you don't get to let your bad playing affect the whole community like that. The only concession I will make about this set is that it could technically be scaled back to only hit 6 people at a time, but that would mean ALL damage proc sets and AoEs would have to be dialed back again, because I'm not going to have my heals gimped if damage can still run wild. It's just weak to assume someone should have zero counters to their damage, just like it's weak for healers to whine about the defile debuffs that keep our healing realistically in check.
Fifth: STOP ASKING TO NERF EVERYTHING YOU DON'T LIKE. I'm personally sick to death of it. If someone comes up with a new way to thwart you, you don't whine, you change how you play until you find a way to overcome them. If you look at the best fighters in the game, that's all they do. They theory craft their builds constantly, and adjust every time they come up against something they can't kill. That is the penultimate difference between good and bad players- adaptability and creativity.
When it allows removal of usefull ultimates vs zergtrain lagbringers is NOT ok. I dont care about heal even if it was the double of it, removing a negate that wipes zerglings + heal them back up to max is NOT OK no matter how much you accept it or not.
Yes its a game that has cyrodiil for massive AvA fight when it cannot support it server aside, therefore the zergtrains induce so much lag making the game entirely unplayable for all the rest while they are safe in their zergs with their earthgores and their templars healing ultis.
Yeah nerf whining is the ESO way, but what you prefer never talk about it or ask an eathgore buff instead?
Time your negates better. EG has a 35 second cooldown, so if you haven't seen them go off for a bit, wait. Once they fire and have dissipated, THEN hit them with your Negate.
If lag is the issue (and I 100% agree with you that is absolutely is), then address that, not the zergs or how they kit themselves. You're trying to put a band-aid on a broken bone. You can take away EG, but the lag will still exist and the zergs will still be able to capitalize on it, and you will have accomplished nothing but getting rid of a decent set for healers.
Time my negate better? You are aware that zerglings carry up to 20 earthgores right?
How good timing you need for 20 earthgores?
My guess is any group running twenty of anything other than maybe Vykosa is going to cause problems for whoever they come across. I would much rather face twenty Earthgore than twenty Valkyn Skoria especially in an organized group.
What I got really tired of really quick was the time stop spamming. The good thing with that though is most people spamming it do not know how to follow up.
Zerg with 20 skoria?
Why you even talk about something you have 0 idea of? No organized zerglings run skoria, its probably the least efficient monster set to run. The most efficient is grothdarr since zerglings are 90% of times melee oriented group when they all charge together with several permafrosts+grothdars+destroult+whirlwinds.
When a monster set sucks up a negate and heal your group its op, now if you multiply that by 10+ sometimes 20 its not op anymore its broken to a whole new level .
Had zero to do with efficiency. It has everything to do with twenty of anything in one zerg being seen as anywhere near normal. If twenty people are all busy healing each other then maybe you live a bit longer than if those same twenty are chucking Blazing Spears your direction so flame meteors can rain down upon you. Maybe Valkyn Skoria isn't efficient but twenty of them will kill you. Which was kinda my point. If Earthgore was causing a big problem because one or two people in a group runs it then maybe look at it.
The post I responded to claimed organized groups with twenty players using Earthgore are running amok in cyrodiil wrecking the game. I pointed out any group running around utilizing twenty of one monster set is going to wreak havoc upon those that cross their path. That includes Valkyn Skoria because like it or not it would be tough surviving twenty fiery comets. Could some sets cause even more grief...probably so but point still stands. Twenty of almost anything is bad so calling for a nerf based on huge zergs running twenty Earthgore is silly at best.
If you think that skoria is efficient because 20 of them will kill you, Knight Slayer is way more efficient according to your logic because it takes only 7-8 of them to kill you with 1 heavy attack.. That is not a logic and its the most failed zerg apologizing comment to the lagbringers that roam around cyrodiil chasing randoms with 20 earthgores equipped while avoiding like the devil other zergs.
Its just another ZOS crutch for people who aren't very good at this game and do not intend or do not have the ability to get better.
But a player who isn't very good wants to do content easy so they equip crutch sets, unfortunately we have people in this game who are good but feel the need to use these crutch sets just to be trolls and take advantage of ZOS's weakness.
TequilaFire wrote: »Another 1vX player complaining the game isn't designed for him.
These guys should list their builds so we can all see what OP sets that they are wearing as well.
VaranisArano wrote: »ow, the original problem with pre-nerf Earthgore was that it negated all need for organization beyond "Alright, we have 16 people in raid, so 10 of us will equip Earthgore." When that happened, the level of skill needed to defeat that group got to the point that the only possible counter was another organized raid, and it was a battle of the Earthgore cooldowns. Boring! After the nerf, that sort of Earthgore stacking went away...until now, right after its available in the Golden. I'm sure it'll die down after a while.
TequilaFire wrote: »Another 1vX player complaining the game isn't designed for him.
These guys should list their builds so we can all see what OP sets that they are wearing as well.
The game doesnt have to be designed for 1vx and is already against the solo player. Dynamic ult helped a solo player for example but that has been gone a long long time.
When you try to do a 1vx you are already at a disadvantage because 2 people can do twice the amount of damage 1 person can do. With 3 people you can potentially do 3 times the amount. If there is a healer in the "X group" you can focus on damage instead of healing yourself while the 1 has to do damage and healing by himself.
The "X" already has the advantage... so why is zos helping them by adding sets like earthgore? They shouldnt need a even bigger advantage.
With Earthgore (usually used by templars/healers too) the X in the "1vx" had numbersadvantage, a healer, higher damage because dps doesnt need to heal AND a way to negate the burst of the solo player just by wearing a 2 piece monster set.
So there is a huge difference between designing the game around 1vx or trying to make 1vx so difficult that it is hardly possible if the X group has certain things (earthgore being of those things which make 1vx a lot harder)
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.

Didn't we have this exact conversation regarding Malubeth ??? So instead of learning from that single person Monster Helm Rebellion, and NERF to common sense...
ZOS says "Hey let's do the exact same thing...but make it a ground AOE, Red Rain, they won't notice it's Malubeth reborn...besides many idiots will jump out of it."
My PVP Magden's EG's typically save Light and Medium armor toons. It definitely should not be in the game as is. As well as some of the Stam HA "Combination builds" which sacrifice nothing to cut a swath of death on the battle field, nigh unkillable.
I jest about the "Idiot" remark. That was me until I got the set lol. I saw RED RAIN covering my screen,Me saying, "Escape you fool", my Sorc tries to rolldodge...no stam left...walks snared out of EG and dies...or cannot move and lives...Whoaa i'm alive...YES!!!......"Sreeeeee" /triple snipe....Dead.
Didn't we have this exact conversation regarding Malubeth ??? So instead of learning from that single person Monster Helm Rebellion, and NERF to common sense...
ZOS says "Hey let's do the exact same thing...but make it a ground AOE, Red Rain, they won't notice it's Malubeth reborn...besides many idiots will jump out of it."
My PVP Magden's EG's typically save Light and Medium armor toons. It definitely should not be in the game as is. As well as some of the Stam HA "Combination builds" which sacrifice nothing to cut a swath of death on the battle field, nigh unkillable.
I jest about the "Idiot" remark. That was me until I got the set lol. I saw RED RAIN covering my screen,Me saying, "Escape you fool", my Sorc tries to rolldodge...no stam left...walks snared out of EG and dies...or cannot move and lives...Whoaa i'm alive...YES!!!......"Sreeeeee" /triple snipe....Dead.
Lol, that red rain. Everyone has run away from it at some point. The animation decision is puzzling, for sure. And the 3-snipe, post-EG death. Yep, been there. Usually there is a poison injection in there somewhere, too.
Threads like this are akin to the driver on the road who feels - truly feels - the road is for their own personal use and everyone else is trespassing and obstructing them. You just let them have their rant and go on about their business.
Didn't we have this exact conversation regarding Malubeth ??? So instead of learning from that single person Monster Helm Rebellion, and NERF to common sense...
ZOS says "Hey let's do the exact same thing...but make it a ground AOE, Red Rain, they won't notice it's Malubeth reborn...besides many idiots will jump out of it."
My PVP Magden's EG's typically save Light and Medium armor toons. It definitely should not be in the game as is. As well as some of the Stam HA "Combination builds" which sacrifice nothing to cut a swath of death on the battle field, nigh unkillable.
I jest about the "Idiot" remark. That was me until I got the set lol. I saw RED RAIN covering my screen,Me saying, "Escape you fool", my Sorc tries to rolldodge...no stam left...walks snared out of EG and dies...or cannot move and lives...Whoaa i'm alive...YES!!!......"Sreeeeee" /triple snipe....Dead.
Lol, that red rain. Everyone has run away from it at some point. The animation decision is puzzling, for sure. And the 3-snipe, post-EG death. Yep, been there. Usually there is a poison injection in there somewhere, too.
Threads like this are akin to the driver on the road who feels - truly feels - the road is for their own personal use and everyone else is trespassing and obstructing them. You just let them have their rant and go on about their business.
Dude, I routinely roll-dodge out of my OWN red rain. It's just instinctual and I can't seem to stop myself. In all fairness, Zos left this one out of the "let's give you a ground indicator to show whether this is a good or bad AoE", along with Time Stops and Negates, so I just avoid ALL of them, whether they're ours or not and whether or not they can do damage to me. I take no chances.
leepalmer95 wrote: »VaranisArano wrote: »VaranisArano wrote: »Your argument doesn't work because starcraft has a tiered system similar to other games that aren't mmorpg based.
My argument works fine, that something like Cyrodil lacks the infrastructure to place similarly skilled players against each other is a big reason why as a skilled PvP game ESO is a joke.The game actually has a really good foundation to have a high skill ceiling due to things like weaving and animation cancelling which actually adds depth to one's game play. I mean sure ESO doesn't look like it'll ever be an e-sport but doesn't mean their aren't top players who have mastered their craft and who have a right to therefore question why ZoS keeps trying to disguise the skill gap with sets that are clearly there to carry casual players.
No it doesn't, the game mode is low skilled (Cyrodil), the ani cancelling is low skilled (hint:cancelling in this game requires minimal timing, plus you can cancel so early there can be no meaningful animation), the "aiming" is barely aiming it is more can you hit a barn door, you don't even start on a level playing field (gear, CP, etc), the "competitive" playerbase is tiny which is a big problem because that is what drives up the skill cap in games and so on.
Now sure there are players better than others, but that doesn't make for a skilled PvP game, no one other than a few MMORPG bads think player A who has played the game for years facerolling their keyboard against player B who first set foot in Cyrodil that day think that is skilled PvP.
As for ZoS they have it right, you are playing a themepark MMORPG where just like pretty much every other themepark MMORPG what little "competitive" playerbase there was mostly left the game long ago (you know when you had things like DK 1vX with bats was so "skilled"), so they would be idiots to cater to a minority of their playerbase over the majority.
The people who have got it wrong are those who claim they want skilled PvP yet are still playing ESO, newsflash you are playing the wrong game and the wrong genre if you genuinely want skilled PvP, but of course most of you don't, which is why you still playing this game.
There's a difference between
"I want ESO to be skilled PVP"
And
"I want skill to be rewarded in ESO's PVP"
In ESO, skill is rewarded.
Its just that in ESO's PVP, organization trumps skill.
ESO's PVP was designed for organized groups of 8 to 24 players fighting on the battlefields and keeps of Cyrodiil, and boy does it show even despite all the changes.
Skill is great.
Organization is better.
And thats the real problem all the "I'm so skilled!" players have with organized groups. In an organized group, the individual skill of players in a 1v1 doesnt matter as much as their ability to work as a team to execute group tactics effectively. Organization trumps skill.
Now, the original problem with pre-nerf Earthgore was that it negated all need for organization beyond "Alright, we have 16 people in raid, so 10 of us will equip Earthgore." When that happened, the level of skill needed to defeat that group got to the point that the only possible counter was another organized raid, and it was a battle of the Earthgore cooldowns. Boring! After the nerf, that sort of Earthgore stacking went away...until now, right after its available in the Golden. I'm sure it'll die down after a while.
Problem is organisation is part of a skill and more people You have less organization you need. 5-10 ppl will have to think about organizing their fight 30+ ppl not that much. ESO is not rewarding organization it encourages people to not be organised because they can still be effective with brainless button mashing if they'll run in high numbers.
Skilled players have no issue with dying to organised groups problem is that small scalers can't do much about unorganised groups which are majority of PvP these days.
Who cares what was the original problem with Earthgore and how it worked. Concers in this thread are about it's current state not the state from over half year ago so explaining how it worked in the past have zero feedback.
I mostly play large scale PVP in an organized raid. From my perspective, Earthgore was fine since the nerf. Its only back in large numbers now because of the Golden. A further nerf is only needed if people continue to use it in large numbers that its problematic.
Of course its fine for you if you play in a large raid. The set benefits you so much more than it would solo/ small scalers. I'm sure its saved you group multiple times.
GimpyPorcupine wrote: »I can understand why some people, especially the skilled 1vXers, have a problem with Earthgore. But it may be, and this is just my analysis, due to perspective and focus. They're concentrating on the battles and not the war. Cyrodiil is an Alliance War, and wars, like it or not, are won by generals, not line soldiers. (And before you bash me, I certainly don't consider myself a general.)
To be clear, I have mad respect for those 1vXers and gankers that wreck me when I get caught alone, or with a small group that's foolish enough to get sucked into their trap. I totally understand the allure of that style of play, and I can see how they would get frustrated when I or my group, who are less competent at dueling than they, get saved by an Earthgore proc.
But here's the thing: I'm not in Cyrodiil to win battles, I'm there to attempt to win the war. So while fighting other players is fun, it's not why I'm there. I go into Cyrodiil to capture or defend objectives in order to increase my Alliance's score. That Earthgore proc that saves me and my group from getting wrecked by you is furthering my objective. You can call it cheese, you can call me a zergling, you can accuse me of playing PvDoor, I really don't care. I'm in Cyrodiil to play the game I want to play, which is a strategy game of capturing and controlling objectives on a map, not a game of skill at dueling.
GimpyPorcupine wrote: »I can understand why some people, especially the skilled 1vXers, have a problem with Earthgore. But it may be, and this is just my analysis, due to perspective and focus. They're concentrating on the battles and not the war. Cyrodiil is an Alliance War, and wars, like it or not, are won by generals, not line soldiers. (And before you bash me, I certainly don't consider myself a general.)
To be clear, I have mad respect for those 1vXers and gankers that wreck me when I get caught alone, or with a small group that's foolish enough to get sucked into their trap. I totally understand the allure of that style of play, and I can see how they would get frustrated when I or my group, who are less competent at dueling than they, get saved by an Earthgore proc.
But here's the thing: I'm not in Cyrodiil to win battles, I'm there to attempt to win the war. So while fighting other players is fun, it's not why I'm there. I go into Cyrodiil to capture or defend objectives in order to increase my Alliance's score. That Earthgore proc that saves me and my group from getting wrecked by you is furthering my objective. You can call it cheese, you can call me a zergling, you can accuse me of playing PvDoor, I really don't care. I'm in Cyrodiil to play the game I want to play, which is a strategy game of capturing and controlling objectives on a map, not a game of skill at dueling.
Abysswarrior45 wrote: »Nice speech, but the point of this thread is not whether or not you can use Earthgore, it's whether or not it should exist in this first place. Sets should not be able to carry anyone.
We have removed some unnecessary back and forth from this thread. Please keep in mind that, while it is fine to disagree, baiting and bashing are not constructive. Let's keep the discussion civil. Thank you for your understanding.