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Items and skills that may need adjustment in pvp ASAP.

EPelite
EPelite
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Hello all.

Let’s have a talk about a few skills and items that breaks pvp now.

1. Earthgore.

“(1 items) Adds 2% Healing Done
(2 items) When you heal a friendly target that is under 50% Health you conjure a pool of quenching blood underneath them, which soaks up enemy placed effects instantly and heals all friendly targets in the area for 30000 Health over 3 seconds. This effect can occur once every 35 seconds.”

This set is cool and I like the idea behind it, but when you see a 15-24-man group all using Earthgore this is when the fun stops.

I mean everyone in the group even the stamNB´s use it, you can bomb that group with 20 siege a ton of ultimate’s but the Earthgore sets makes sure that none of them can die.

I am not much for zerg pvp so I normally stay away from it, but aren’t we at a point where an undaunted set can make group near immortal is a no go?

My idea of an Earthgore adjustment would be that it heals you or 1 target under 50% health.

It would make the item strong but not broken strong in pvp.

How it works for pve I have no idea.

The problem right now is that it’s an aoe heal, so 1 Earthgore can heal the full group and then the next Earthgore proc and then the next and the next and so on.

Isn’t single target more fair in pvp now a day?


2. Scattershot. – Drain shot -magnum shot
“Blast an enemy with an explosive arrow, dealing 535 Physical Damage, knocking them back 6 meters, and stunning them for 1.5 seconds.
After the disorient ends, you heal for 1034 Health.
Heals you after the stun ends.”

Now I know I’m not the only person having a problem with this skill.

It got a buff in the Murkmire patch and I don’t mind the range at all, what I do mind is the unbreakable stun that follow.

If you haven’t tried this let me explain what happens:
You get hit and you get stunned 2 orange orbs fly from you and back to the shooter to heal him/her.

The problem is that you are unable to cc. break it until the full animation have taken place meaning that you are stun locked for 1-3 sec without any chance of doing anything, and it takes even longer if the shooter is a max range from you.

My suggestion for a fix here is that you make the stun breakable like any other stun in the game.
Any other suggestions?

kind regards Malleus

@ZOS_Gilliam @ZOS_GinaBruno
Edited by EPelite on November 1, 2018 11:32AM
  • Deep_01
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    Scattershot CC should be instant CC break-able. ( Also, Snipe could use a cast time increase ).
    Edited by Deep_01 on November 1, 2018 11:56AM
    @Deepan on PC-EU
  • killahsin
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    scattershot CC is being heavily exploited by particular players too. It's the new permaCC meta. All the cool kids are using it
  • Galarthor
    Galarthor
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    Earthgore should not negate Negates.
    Negate is an expensive ultimate and is pretty much only useful against groups. But these groups are barely affected by it as it is b/c they are pretty much unstopable and just run through it. Earthgore purging the negate makes this ability almost completely useless - especially since these large groups have lots of earthgores in their trains.

    As general rule: A proc set should not trump an utlimate.
  • React
    React
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    Agree that both should be adjusted. Earthgore has been a huge problem for a while now. Even with the previous nerf, it still does exactly what it did before.

    I'm a console player so I haven't experienced the scattershot thing yet, but as soon as I read that patch note I groaned. Scattershot is the buggiest CC in the game. It's unbreakable until the animation finishes (like you said), and it locks your character up for several seconds. In addition to this, all knockback CC's on console are totally f*cked right now. Getting hit with any knockback while moving causes you to receive a delayed, non-telegraphed CC that you can break immediately, but doing so causes your character to slide back to the point where the CC hit you initially, locking you out of abilities the whole time. I can only imagine how this bow is gonna interact with this specific issue once it hits console; I imagine that a couple snipes accompanied by a scattershot will mean instant, unavoidable death for anyone not playing about 26k health.

    Really hope both of these things get adjusted by next patch. Alternatively they could just fix the knockback bug, considering it's been in the game since summerset and I more or less experience it 25+ times per pvp session.
    Edited by React on November 1, 2018 2:02PM
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  • Checkmath
    Checkmath
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    I expected a longer list of skills and items by reading the title.....
  • robpr
    robpr
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    How you gonna balance the period rain set in pvp without completely destroying it in PvE? Its a pretty staple monster helm for one of healers.
  • Donny_Vito
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    Earthgore is great for PvE trial groups, and usually only the healers (and potentially a tank) might wear this set so it's perfectly balanced for PvE. Changing this for the sake of PvP would be a mistake, in my opinion.

    And as far as the scattershot, I think the problem is more with CC's in general than it is with this skill. There is no consistency on how we break CC's, and this skill just magnifies the problem.
  • NBrookus
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    Haven't we had this conversation about ranged unbreakable stuns before?

  • Stigant
    Stigant
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    Earthgore cooldown should be place on everyone affected by it's heal instead of the caster

    Draining Shot was behaving like this even before, but it's range increase in Murkmire made it more obvious... this is a bug in my opinion and should be fixed, no need to change the skill, just FIX THE DAMN CC BREAK AND CC IMMUNITY ALREADY ZOS
  • p00tx
    p00tx
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    Stigant wrote: »
    Earthgore cooldown should be place on everyone affected by it's heal instead of the caster

    Okay, of all suggestions that have come through regarding the Earthgore "problem", this is possibly the best one I've seen. I could 100% get behind this idea, and I've been running Earthgore on my healer since forever now, so I actually have a real stake in this argument. The set would still be viable and effective in both PvE and PvP, but it would also keep those healer-heavy ball-zergs from staying up indefinitely, which does us all a favor.


    @EPelite : While I get your frustration with this set and I definitely feel the same when facing those groups, making it single target would completely and utterly ruin the set and make it useless in every arena. The idea above would mean we would have 35 full seconds between available procs to kill a player running in one of these groups, which be MORE than enough time to kill anyone, barring some of the more highly skilled players.
    Edited by p00tx on November 1, 2018 4:56PM
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  • EPelite
    EPelite
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    p00tx wrote: »
    Stigant wrote: »
    Earthgore cooldown should be place on everyone affected by it's heal instead of the caster

    Okay, of all suggestions that have come through regarding the Earthgore "problem", this is possibly the best one I've seen. I could 100% get behind this idea, and I've been running Earthgore on my healer since forever now, so I actually have a real stake in this argument. The set would still be viable and effective in both PvE and PvP, but it would also keep those healer-heavy ball-zergs from staying up indefinitely, which does us all a favor.


    @EPelite : While I get your frustration with this set and I definitely feel the same when facing those groups, making it single target would completely and utterly ruin the set and make it useless in every arena. The idea above would mean we would have 35 full seconds between available procs to kill a player running in one of these groups, which be MORE than enough time to kill anyone, barring some of the more highly skilled players.

    I Can 100% get behind the idea of a shared cool down for everyone effected by the proc.
    That would 100% fix the problem in cyrodiil. Its a good idea.

    Malleus
  • jaws343
    jaws343
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    A very simple solution for earthgore that would alleviate PVP issues with very little impact on PVE is the not allow Earthgore procs to stack. So if one earthgore goes off and you stand in it, the next earthgore that goes off in the same location doesn't add to your healing until the first one runs out.

    So you could have multiple earthgore's proccing at once, but you wouldn't be healed by two or more of them when they overlap.
  • jcm2606
    jcm2606
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    jaws343 wrote: »
    A very simple solution for earthgore that would alleviate PVP issues with very little impact on PVE is the not allow Earthgore procs to stack. So if one earthgore goes off and you stand in it, the next earthgore that goes off in the same location doesn't add to your healing until the first one runs out.

    So you could have multiple earthgore's proccing at once, but you wouldn't be healed by two or more of them when they overlap.

    This still leaves the problem of another proc healing you as the initial proc ends, which happens often when you have an entire group running multiple Earthgore's. I like the idea of having the cooldown be on the individual target, rather than the caster, as it prevents Earthgore stacking & chaining, without affecting PVE much, since only one or two people would wear Earthgore in an organised group.
  • redspecter23
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    The earthgore issue is one that can be found on many procs and abilities that can be stacked. The "balancing" factor of earthgore is the relatively long cooldown and that cooldown means jack all when you start hitting situations where many people in large groups are using the same thing and that it can stack fully. Yes, it's still quite powerful in small scale fights, but it becomes rather silly if you were to have a 24 man ball group all running it. Unfortunately, sets and skills like these either need to be balanced against min/max edge cases (often making them useless in other situations) or perhaps a non stacking stipulation could be added somehow. For damaging abilities this can be an answer but for earthgore, the devs might have to be a bit more creative as it's not necessarily the stacking that is the issue, but the uptime overall that can be achieved, which bypasses the only balancing factor which is the long cooldown.
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