You don't need to do anything to have EG proc on your group, it will just proc on the person that needs it the most. Whether you're having a few beers on a friday night, really tired after a 12 hour emp push, randomly grinding emp yourself etc...this set doesn't get tired and it will always help the guy getting bursted.
The only two ways to counter this set are to outburst it(some classes don't have that capability...looking at you mag dks), or you defile it. There's an issue with a set when only a few specs can counter a proc.
Also, sometimes when you're fighting even slightly outnumbered, the other group has so many healers the only way you will do damage to kill them is with ults, and that's where EG saves people once again.
The set is a carry, for literally every class, every spec, all content in the game. That is imbalance, no matter how much you want to keep the set as it is.
DisgracefulMind wrote: »The posts defending EG xD
Ye ye, it's not hard to burst someone in 35s if they're suuuuuper bad. Hopefully the people who are defending it last longer than that
You don't need to do anything to have EG proc on your group, it will just proc on the person that needs it the most. Whether you're having a few beers on a friday night, really tired after a 12 hour emp push, randomly grinding emp yourself etc...this set doesn't get tired and it will always help the guy getting bursted.
The only two ways to counter this set are to outburst it(some classes don't have that capability...looking at you mag dks), or you defile it. There's an issue with a set when only a few specs can counter a proc.
Also, sometimes when you're fighting even slightly outnumbered, the other group has so many healers the only way you will do damage to kill them is with ults, and that's where EG saves people once again.
The set is a carry, for literally every class, every spec, all content in the game. That is imbalance, no matter how much you want to keep the set as it is.
As a 4 to 6 players group, this sums everything we face against large groups.
It wouldn't make the difference against real good large groups, but against common and bad ones, it's still working and nearly negates our ability to outplay them while outnumbered. Especially in keep defense where we could save the day against a stacked ballgroup.
I have lurked this forum regularly for over a year now, and this was the straw that broke the camel's back and made me sign up to the forum, because I'll be damned if I let you lot pass another devious nerf detrimental to PvE without giving you a piece of my mind. And I don't even know where to begin with this. The mere idea is infuriating, and the fact that it is being suggested by the same people who I helped or outright carried in farming this set is absolutely breathtaking in its audacity.
This set is the go-to for pretty much all healers in PvE, it's the golden standard where only some specific situations or builds necessitate that another monster set be used instead. It's the best emergency heal both in dungeons and trials that this game has. This set is also used by all stripes of tanks in all manner of functions, it's life-saving in difficult and resource-draining content. I've even run it on DDs when doing no-death runs in dungeons, including the very dungeon this set is farmed in, and even that sometimes wasn't enough. I keep this set in my bank at all times in all manner of weights and traits, just in case a situation arises and I need to slot it quickly. I have farmed this set to hell and back, simply because of how good it is. It is simply not something I want to casually give away on some people's whim.
So no, soft nerfs aren't going to be acceptable. Reducing either its strength of healing, speed of activation, amount of people it can heal or its area of effect will downgrade it to just another semi-usable monster set, as opposed to the absolute incomparable multi-tool that it now is. This set has been nerfed before and it's obvious that nothing will satisfy you people, because as much as you nerf something, some smartass will just find a way around it, because you're not dealing with just overpowered game mechanics, you're dealing with the collective intelligence of the PvP community, whose goal it is to exactly find something overpowered and gain a bleeding-edge advantage over other players. Nerfs like these will always be whined about, and it's always a blow to other aspects of the game. It frankly needs to stop.
Also, your problem isn't with Earthgore. I've seen Battleground matches that ended with the 15 minutes timer running out because of the amount of healing all teams used, and guess what, none of the people in those matches used Earthgore. They didn't need to. A well organized group doesn't need it, and a highly mobile group doesn't want it. Even in PvP this problem is limited to a very specific aspect of the game: zerg groups, something that has been problematic ever since the game's inception. Removing or nerfing Earthgore isn't the chemo to cure the cancer, it's just another band-aid on a gaping wound.
And so, if you are to be given your way, yet another aspect of PvE in a very long line of things is going to be nerfed simply because some of you overly loud PvPers can't be bothered to "git gud". All those hours I spent trying to finish this dungeon with essentially just one DD, because some PvPer decided to queue for it without even so much as saying hello, all those times I had to opt out of trying to do HM because I didn't have either the patience or the skill to finish Bloodroot Forge with the handicap that players running PvP build are in DLC dungeons, all those times I willingly gave up an Earthgore head with good trait and weight just because I believe in helping newer players, all of it makes me feel disgusted with myself now when I see some replies in this thread and threads like it, how casually you ask to destroy (not nerf, to destroy) a set I personally helped a few dozen of you acquire. I feel as if I have given money to a beggar only to see him buy cigarettes with it, without even so much as an apologetic look on his face.
The rift between PvP and PvE has obviously reached an all time high and the only viable and permanent solution that I see is segregation, either in part or in its entirety. You want to nerf Earthgore in PvP? Fine. Then ask that its main effect simply doesn't work in PvP any more.
Typical_T_ReX wrote: »I have lurked this forum regularly for over a year now, and this was the straw that broke the camel's back and made me sign up to the forum, because I'll be damned if I let you lot pass another devious nerf detrimental to PvE without giving you a piece of my mind. And I don't even know where to begin with this. The mere idea is infuriating, and the fact that it is being suggested by the same people who I helped or outright carried in farming this set is absolutely breathtaking in its audacity.
This set is the go-to for pretty much all healers in PvE, it's the golden standard where only some specific situations or builds necessitate that another monster set be used instead. It's the best emergency heal both in dungeons and trials that this game has. This set is also used by all stripes of tanks in all manner of functions, it's life-saving in difficult and resource-draining content. I've even run it on DDs when doing no-death runs in dungeons, including the very dungeon this set is farmed in, and even that sometimes wasn't enough. I keep this set in my bank at all times in all manner of weights and traits, just in case a situation arises and I need to slot it quickly. I have farmed this set to hell and back, simply because of how good it is. It is simply not something I want to casually give away on some people's whim.
So no, soft nerfs aren't going to be acceptable. Reducing either its strength of healing, speed of activation, amount of people it can heal or its area of effect will downgrade it to just another semi-usable monster set, as opposed to the absolute incomparable multi-tool that it now is. This set has been nerfed before and it's obvious that nothing will satisfy you people, because as much as you nerf something, some smartass will just find a way around it, because you're not dealing with just overpowered game mechanics, you're dealing with the collective intelligence of the PvP community, whose goal it is to exactly find something overpowered and gain a bleeding-edge advantage over other players. Nerfs like these will always be whined about, and it's always a blow to other aspects of the game. It frankly needs to stop.
Also, your problem isn't with Earthgore. I've seen Battleground matches that ended with the 15 minutes timer running out because of the amount of healing all teams used, and guess what, none of the people in those matches used Earthgore. They didn't need to. A well organized group doesn't need it, and a highly mobile group doesn't want it. Even in PvP this problem is limited to a very specific aspect of the game: zerg groups, something that has been problematic ever since the game's inception. Removing or nerfing Earthgore isn't the chemo to cure the cancer, it's just another band-aid on a gaping wound.
And so, if you are to be given your way, yet another aspect of PvE in a very long line of things is going to be nerfed simply because some of you overly loud PvPers can't be bothered to "git gud". All those hours I spent trying to finish this dungeon with essentially just one DD, because some PvPer decided to queue for it without even so much as saying hello, all those times I had to opt out of trying to do HM because I didn't have either the patience or the skill to finish Bloodroot Forge with the handicap that players running PvP build are in DLC dungeons, all those times I willingly gave up an Earthgore head with good trait and weight just because I believe in helping newer players, all of it makes me feel disgusted with myself now when I see some replies in this thread and threads like it, how casually you ask to destroy (not nerf, to destroy) a set I personally helped a few dozen of you acquire. I feel as if I have given money to a beggar only to see him buy cigarettes with it, without even so much as an apologetic look on his face.
The rift between PvP and PvE has obviously reached an all time high and the only viable and permanent solution that I see is segregation, either in part or in its entirety. You want to nerf Earthgore in PvP? Fine. Then ask that its main effect simply doesn't work in PvP any more.
The fact you describe this as being a "gold standard" is exactly why it should be nerfed. No monster set should be an automatic choice if every situation. That's the definition of something not being balanced. You should have different sets for different situations. Thank you for pointing out exactly why earthgore is a problem.
And for all the PvE players who insist Earthgore is fine let me remind you of why shields got nerfed. Shields were nerfed so healers felt more useful. Guess what. I havven't needed a healer in PvE since EARTHgore. A giant burst heal from a monster set on a TANK completely ELIMINATES the need for a healer in a most content. Since Earthgore it's been a complete joke to even think of a running a healer in hardly any 4 man content. I actually can't think of one piece of 4 man content I'd rather have a healer vs another dps THANKS to earthgore.
Earthgore isn't only a PvP issue, but an absolute joke in PvE. Entire mechanics, need for player skill or knowledge, and progression is thrown out the window when you can literally be AFK and have a monster set save your raid. It's a joke of a set. Way over tuned and the people defending it honestly need to take good hard look at themselves in the mirror if they think it's balanced how it is.
Typical_T_ReX wrote: »I have lurked this forum regularly for over a year now, and this was the straw that broke the camel's back and made me sign up to the forum, because I'll be damned if I let you lot pass another devious nerf detrimental to PvE without giving you a piece of my mind. And I don't even know where to begin with this. The mere idea is infuriating, and the fact that it is being suggested by the same people who I helped or outright carried in farming this set is absolutely breathtaking in its audacity.
This set is the go-to for pretty much all healers in PvE, it's the golden standard where only some specific situations or builds necessitate that another monster set be used instead. It's the best emergency heal both in dungeons and trials that this game has. This set is also used by all stripes of tanks in all manner of functions, it's life-saving in difficult and resource-draining content. I've even run it on DDs when doing no-death runs in dungeons, including the very dungeon this set is farmed in, and even that sometimes wasn't enough. I keep this set in my bank at all times in all manner of weights and traits, just in case a situation arises and I need to slot it quickly. I have farmed this set to hell and back, simply because of how good it is. It is simply not something I want to casually give away on some people's whim.
So no, soft nerfs aren't going to be acceptable. Reducing either its strength of healing, speed of activation, amount of people it can heal or its area of effect will downgrade it to just another semi-usable monster set, as opposed to the absolute incomparable multi-tool that it now is. This set has been nerfed before and it's obvious that nothing will satisfy you people, because as much as you nerf something, some smartass will just find a way around it, because you're not dealing with just overpowered game mechanics, you're dealing with the collective intelligence of the PvP community, whose goal it is to exactly find something overpowered and gain a bleeding-edge advantage over other players. Nerfs like these will always be whined about, and it's always a blow to other aspects of the game. It frankly needs to stop.
Also, your problem isn't with Earthgore. I've seen Battleground matches that ended with the 15 minutes timer running out because of the amount of healing all teams used, and guess what, none of the people in those matches used Earthgore. They didn't need to. A well organized group doesn't need it, and a highly mobile group doesn't want it. Even in PvP this problem is limited to a very specific aspect of the game: zerg groups, something that has been problematic ever since the game's inception. Removing or nerfing Earthgore isn't the chemo to cure the cancer, it's just another band-aid on a gaping wound.
And so, if you are to be given your way, yet another aspect of PvE in a very long line of things is going to be nerfed simply because some of you overly loud PvPers can't be bothered to "git gud". All those hours I spent trying to finish this dungeon with essentially just one DD, because some PvPer decided to queue for it without even so much as saying hello, all those times I had to opt out of trying to do HM because I didn't have either the patience or the skill to finish Bloodroot Forge with the handicap that players running PvP build are in DLC dungeons, all those times I willingly gave up an Earthgore head with good trait and weight just because I believe in helping newer players, all of it makes me feel disgusted with myself now when I see some replies in this thread and threads like it, how casually you ask to destroy (not nerf, to destroy) a set I personally helped a few dozen of you acquire. I feel as if I have given money to a beggar only to see him buy cigarettes with it, without even so much as an apologetic look on his face.
The rift between PvP and PvE has obviously reached an all time high and the only viable and permanent solution that I see is segregation, either in part or in its entirety. You want to nerf Earthgore in PvP? Fine. Then ask that its main effect simply doesn't work in PvP any more.
The fact you describe this as being a "gold standard" is exactly why it should be nerfed. No monster set should be an automatic choice if every situation. That's the definition of something not being balanced. You should have different sets for different situations. Thank you for pointing out exactly why earthgore is a problem.
And for all the PvE players who insist Earthgore is fine let me remind you of why shields got nerfed. Shields were nerfed so healers felt more useful. Guess what. I havven't needed a healer in PvE since EARTHgore. A giant burst heal from a monster set on a TANK completely ELIMINATES the need for a healer in a most content. Since Earthgore it's been a complete joke to even think of a running a healer in hardly any 4 man content. I actually can't think of one piece of 4 man content I'd rather have a healer vs another dps THANKS to earthgore.
Earthgore isn't only a PvP issue, but an absolute joke in PvE. Entire mechanics, need for player skill or knowledge, and progression is thrown out the window when you can literally be AFK and have a monster set save your raid. It's a joke of a set. Way over tuned and the people defending it honestly need to take good hard look at themselves in the mirror if they think it's balanced how it is.
Your description of Earthgore is very overblown and exaggerated, firstly the cooldown period makes your reasoning not possible at all especially in Vet Trials. The fact you think Earthgore is over powered in PVE speaks to me as your lack of knowledge for endgame PVE game play.
usmcjdking wrote: »It needs to proc off direct healing only.
The amount of times I chunk 5 dudes for 70% of their HP just to see 3-4 EGs go off even though there isn't a single heal on the floor because of that stupid resilient passive proccing EG.....
I think this debate is the classic pve vs. pvp, dps vs. support roles.
As a healer, I love Earthgore, and as a sometimes tank, i love Earthgore. It's the first monster set that truly benefits support classes and allows us the ability to heal at range during moments that call for them.
You don't need to do anything to have EG proc on your group, it will just proc on the person that needs it the most. Whether you're having a few beers on a friday night, really tired after a 12 hour emp push, randomly grinding emp yourself etc...this set doesn't get tired and it will always help the guy getting bursted.
The only two ways to counter this set are to outburst it(some classes don't have that capability...looking at you mag dks), or you defile it. There's an issue with a set when only a few specs can counter a proc.
Also, sometimes when you're fighting even slightly outnumbered, the other group has so many healers the only way you will do damage to kill them is with ults, and that's where EG saves people once again.
The set is a carry, for literally every class, every spec, all content in the game. That is imbalance, no matter how much you want to keep the set as it is.
As a 4 to 6 players group, this sums everything we face against large groups.
It wouldn't make the difference against real good large groups, but against common and bad ones, it's still working and nearly negates our ability to outplay them while outnumbered. Especially in keep defense where we could save the day against a stacked ballgroup.
TheRealSniker wrote: »Rework it asap!! Same with shieldbreaker, sloads, knightslayer, steeltornado and bleeds
Seraphayel wrote: »TheRealSniker wrote: »Rework it asap!! Same with shieldbreaker, sloads, knightslayer, steeltornado and bleeds
Honestly I don't see this happen. ZOS seems to be totally ignorant towards this issue as they refuse to do ANYTHING.
You don't need to do anything to have EG proc on your group, it will just proc on the person that needs it the most. Whether you're having a few beers on a friday night, really tired after a 12 hour emp push, randomly grinding emp yourself etc...this set doesn't get tired and it will always help the guy getting bursted.
The only two ways to counter this set are to outburst it(some classes don't have that capability...looking at you mag dks), or you defile it. There's an issue with a set when only a few specs can counter a proc.
Also, sometimes when you're fighting even slightly outnumbered, the other group has so many healers the only way you will do damage to kill them is with ults, and that's where EG saves people once again.
The set is a carry, for literally every class, every spec, all content in the game. That is imbalance, no matter how much you want to keep the set as it is.
As a 4 to 6 players group, this sums everything we face against large groups.
It wouldn't make the difference against real good large groups, but against common and bad ones, it's still working and nearly negates our ability to outplay them while outnumbered. Especially in keep defense where we could save the day against a stacked ballgroup.
Which severely limits what you can and cannot fight and also your pvp experience.
If you can’t do anything in a 4-6 man because the other factions are stacking and crushing keep after keep well now you have to zerg to be able to stand a chance.
Or increase your own group size by x.
All because they can have various earthgores popping on everyone and keeping them alive during bombs that would have otherwise killed them. So 4v15 keep defense and you just blew ults to get blocked by 2 earthgores. Someones earthgore was proc’s by a guard shortly before that and will be up before you have ults in 30 seconds.
Not to mention the keep take and clearing guards takes less than 30 sec with 15 people and you are still outnumbered
I wrote this in another thread about the same topic and here´s my suggestion:
Remove the heal from Earthgore completely. Instead, add a buff that increases healing taken for those standing within the proc area.
This suggestion completes two things:
1. From a PvP perspective your healer(s) will need to actively heal you in order to save you from a burst instead of letting the set do it for them.
2. From a PvE perspective the set assists less experienced healers (or progression runs) to save those in their group, but they still have to do the healing themselves.
This isn't just about Earthgore, but don't you want more of a challenge in PVE? I miss the days where even PVE was a challenge. Now you just look at stuff and it dies, and you can essentially heal through anything except one shot mechanics. Like how strong do you eventually want to be? Do you want to get to the point where mobs merely gaze upon your greatness that they take their own lives because tangling with you is futile? Because it's heading that way.How about no! unless they separate PVP from PVE.
Remove everything everyone plays so you can remove next thing that everyone plays. Increase the amount of useless sets! Thats what playerbase wants. Jeesus... how about just slotting defile to overcome your opponents? Fkin hellRemove this garbage set from the game. While we’re at it, remove all proc sets like it. Sloads, viper, skoria, zaan, troll king. All these garbage sets that are unhealthy for the game because it just promotes thumbless gameplay
Trinity_Is_My_Name wrote: »Ah yes, another nerf thread for PVP.