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Counter play NOPE THESE MONSTER SET only have illusions

phoenixkungfu
phoenixkungfu
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counter gameplay no not with engineering guardian. 100 to 90% uptime. You want to bash or stun it. nope, it still is there after until time runs out.

Valkyn equal guarantee damage ever 5 sec? Counter gameplay you must take 5 sec damage damage. THE BEST R&G IN THE GAME
I'm the VILLAIN for statement of facts but these sets carry hard.
Edited by phoenixkungfu on December 21, 2019 10:56AM
  • Alienoutlaw
    Alienoutlaw
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    counter gameplay no not with engineering guardian. 100 to 90% uptime. You want to bash or stun it. nope, it still is there after until time runs out.

    Valkyn equal guarantee damage ever 5 sec? Counter gameplay you must take 5 sec damage damage. THE BEST R&G IN THE GAME
    I'm the VILLAIN for statement of facts but these sets carry hard.

    not sure about the Engine Guardian, but Valkyn may hit hard but it also telegraghs on the floor around you BEFORE it hits giving your about 1s to roll dodge away, same with meteor and ilambris
    Edited by Alienoutlaw on December 21, 2019 11:12AM
  • The Uninvited
    The Uninvited
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    Here we go again...
    Pandora's Promise (rip) | LND | Pactriotic | IKnowWhatUDidLastWinter's | The Uninvited |

    Ride the paranoia | All life is pain | Only the grave is real
  • JanTanhide
    JanTanhide
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    Those sets have been nerfed into oblivion in the past. Mere skeletons of what they once were. And you are complaining about them? Wow, just...wow.

  • VaranisArano
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    Most proc sets don't have counterplay beyond, you know, killing the player using them or healing through the damage they do.

    Kill the enemy player or heal through the damage...now, there's your universal counter gameplay. And since Valkyn Skoria is particularly widely used in PVP, its also a universal counter that many players have no problems using (along with dodging the telegraph).
  • Major_Lag
    Major_Lag
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    counter gameplay no not with engineering guardian. 100 to 90% uptime.
    Wait, what? Are we even playing the same game? :D

    Last time I tried the Engine Guardian set, the stupid thing would always refuse to proc when it's needed - and even when it procs it would give me the wrong (already full) resource at least half of the time :#

    I've heard that the summoned guardian can be interrupted, but I've never seen it happen myself. Perhaps it inherits CC immunity status from its owner?
  • Alienoutlaw
    Alienoutlaw
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    Major_Lag wrote: »
    counter gameplay no not with engineering guardian. 100 to 90% uptime.
    Wait, what? Are we even playing the same game? :D

    Last time I tried the Engine Guardian set, the stupid thing would always refuse to proc when it's needed - and even when it procs it would give me the wrong (already full) resource at least half of the time :#

    I've heard that the summoned guardian can be interrupted, but I've never seen it happen myself. Perhaps it inherits CC immunity status from its owner?

    think OP may have ment Infernal Guardian
  • witchdoctor
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    I'm low-key curious as to what the hell the OP thinks an MMO should look like.
  • Major_Lag
    Major_Lag
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    think OP may have ment Infernal Guardian
    Pretty sure he meant Engine Guardian.
    IG doesn't spawn anything you can bash or stun, but EG does.
  • technohic
    technohic
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    You have to be friggen kidding me.
  • VaranisArano
    VaranisArano
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    I'm low-key curious as to what the hell the OP thinks an MMO should look like.

    From other posts, long cooldowns and "universal counter gameplay" which I'm not entirely sure what that means, but I'm guessing means something different from the way ZOS balances PVP like Rock, Paper, Scissors where you can build to be a jack of all trades or good at some things while being weak to others.

    ZOS includes a variety of counters to nearly everything in the game, some of which are class-specific, build-specific, or universally available. From what I can tell of previous examples offered, the OP would like to standardize combat by moving to universally effective counters like long cooldowns and everything being bashable or interruptible so that no one has to rely on class/build specific counters.

    In response, most experienced PVPers are like "You do know those already have multiple counters available depending on your class/build, right?" Because we're very familiar with using different classes and builds in ESO PVP, building for their strengths and either augmenting or accepting their weaknesses. That's pretty much how ESO works.

    "But why don't you want change?"

    In all honesty, I've yet to hear why "universal counter gameplay" is better, more interesting, and more challenging for PVP than the status quo which highlights fast-paced combat, a rather large variety of effective builds compared to end-game PVE, and multiple, situational counters that make for very flexible fights. I'd be sort of interested in hearing about how that would transform the entire PVP experience - not just applied to a few specs that annoy the OP like Valkyn, Nightblade Cloak, or Engine Guardian.
    Edited by VaranisArano on December 22, 2019 3:15AM
  • xylena
    xylena
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    Engine Guardian shouldn't be targetable or block LoS, that's for sure.

    Skoria is easy to deal with now that it has a telegraph. Potatoes and zergers still love the brainless free damage.
    PC/NA || Cyro/BGs || solo/smallscale || retired until Dagon brings a new dawn of PvP
  • Ariades_swe
    Ariades_swe
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    This guy again...
    He won't be happy until all we can do is run naked
    light attacking each other.
  • idk
    idk
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    I'm low-key curious as to what the hell the OP thinks an MMO should look like.

    From other posts, long cooldowns and "universal counter gameplay" which I'm not entirely sure what that means, but I'm guessing means something different from the way ZOS balances PVP like Rock, Paper, Scissors where you can build to be a jack of all trades or good at some things while being weak to others.
    ZOS includes a variety of counters to nearly everything in the game, some of which are class-specific, build-specific, or universally available. From what I can tell of previous examples offered, the OP would like to standardize combat by moving to universally effective counters like long cooldowns and everything being bashable or interruptible so that no one has to rely on class/build specific counters.

    In response, most experienced PVPers are like "You do know those already have multiple counters available depending on your class/build, right?" Because we're very familiar with using different classes and builds in ESO PVP, building for their strengths and either augmenting or accepting their weaknesses. That's pretty much how ESO works.

    "But why don't you want change?"

    In all honesty, I've yet to hear why "universal counter gameplay" is better, more interesting, and more challenging for PVP than the status quo which highlights fast-paced combat, a rather large variety of effective builds compared to end-game PVP, and multiple, situational counters that make for very flexible fights. I'd be sort of interested in hearing about how that would transform the entire PVP experience - not just applied to a few specs that annoy the OP like Valkyn, Nightblade Cloak, or Engine Guardian.


    Well said. OP does forget we do have some universal counter gameplay. Blocking and dodge rolling are all universal and very effective counters to Valkyn. Also, "universal counter gameplay" is more boring as it means builds and gameplay is more homogenized.

    I do agree with one thing OP said. They are a victim of facts, Victim of omitting them.
  • idk
    idk
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    This guy again...
    He won't be happy until all we can do is run naked
    light attacking each other.

    Only if there is a universal counter to the light attacks. Otherwise it is guaranteed damage.
  • NBrookus
    NBrookus
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    This guy again...
    He won't be happy until all we can do is run naked
    light attacking each other.

    No, heavy attacking each other with lightning staff buffed by new sets.
  • MerguezMan
    MerguezMan
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    counter gameplay no not with engineering guardian. 100 to 90% uptime. You want to bash or stun it. nope, it still is there after until time runs out.

    Valkyn equal guarantee damage ever 5 sec? Counter gameplay you must take 5 sec damage damage. THE BEST R&G IN THE GAME
    I'm the VILLAIN for statement of facts but these sets carry hard.

    WHAT are you talking about ?

    Countering engineering guardian ?
    "When you use an ability, you have a 10% chance to summon a dwemer automation to restore 14-1204 Health, Stamina, or Magicka to you every 0.5 seconds for 6 seconds. This effect can occur once every 8 seconds"
    Oblivion damage (you can't heal more than max health) + whatever you can do to deal damage + Borrowed time (negate healing) if you feel so.
    But if this bothers you, what about:
    - Chokethorn: "When you use a heal ability, you have a 15% chance to summon a strangler sapling that heals you or an ally for 225-19565 Health over 4 seconds. This effect can occur once every 10 seconds"
    - Nightflame: "When you heal yourself or an ally, you have a 10% chance to summon a totem for 6 seconds that heals you and your allies within 5 meters for 29-2525 Health every 1 second. This effect can occur once every 10 seconds."
    - Troll King: "When you heal yourself or an ally, if they are still below 50% Health, their Health Recovery is increased by 18-1548 for 10 seconds"
    - And pretty much any other set that give health/health recovery ?
    Your opponent has a sustain set, great news, you won't get shot by a heavy damage proc from another monster set (less good news, he'll take longer to kill).

    Valkyn = guaranteed damage ?
    "When you deal damage with a damage over time effect, you have a 8% chance to summon a meteor that deals 104-9000 Flame damage to the target and 46-4000 Flame damage to all other enemies within 5 meters. This effect can occur once every 5 seconds."
    That's not sooooo surprising, what about these:
    - Maarselok: "When you bash an enemy, you spew a cone of corruption, dealing 92-8000 Disease damage to enemies over 4 seconds. This damage is increased by 5% for each negative effect the enemies have, up to 150% additional damage. This effect can occur once every 7 seconds."
    - Ilambris: "When you deal Flame or Shock Damage, you have a 10% chance to summon a meteor shower of that damage type that deals 13-1170 Damage to all enemies within 4 meters every 1 second for 5 seconds. Each effect can occur once every 8 seconds"
    And there are also equivalents in 5-pieces versions, check:
    - Way of fire: "When you deal damage with a Weapon ability, you have a 20% chance to deal an additional 46-4000 Flame damage. This effect can occur once every 2 seconds"
    - Red mountain: "When you deal damage with a Weapon ability, you have a 10% chance to spawn a volcano that erupts after 1 second, launching liquid hot lava at the closest enemy dealing 97-8400 Flame damage. This effect can occur once every 2 seconds"
    There are plenty others, but I won't list them all here :smiley:

    What do you expect exactly ? A removal of all damage proc sets and healing sets ? Have you tried those ?
    - in 1vx situation, unless you use only single-target skills, you have absolutely no way to predict where the proc will go
    - 10% chance proc PER damage becomes very close to 100% chance in 5s if you can stack 2x (or more) once per second damage (which is what anyone would do wearing that kind of set - as you taunt with Tremorscale, light attack with Relequens, etc...)
    - damage proc set apply "once every Xs". That's player choice, it's also a trade off from other sets like Hundings or Julianos that give constant damage bonuses to every other attacks.
    - having a sustain/healing set is nice for survival, but you do significant less damage. In such case, it's not really a matter of damage, but a lot more about sustain that will make the difference between win or lose.

    You complain, but what do you suggest instead of those sets that bother you ?
  • witchdoctor
    witchdoctor
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    I'm low-key curious as to what the hell the OP thinks an MMO should look like.

    From other posts, long cooldowns and "universal counter gameplay" which I'm not entirely sure what that means, but I'm guessing means something different from the way ZOS balances PVP like Rock, Paper, Scissors where you can build to be a jack of all trades or good at some things while being weak to others.

    ZOS includes a variety of counters to nearly everything in the game, some of which are class-specific, build-specific, or universally available. From what I can tell of previous examples offered, the OP would like to standardize combat by moving to universally effective counters like long cooldowns and everything being bashable or interruptible so that no one has to rely on class/build specific counters.

    In response, most experienced PVPers are like "You do know those already have multiple counters available depending on your class/build, right?" Because we're very familiar with using different classes and builds in ESO PVP, building for their strengths and either augmenting or accepting their weaknesses. That's pretty much how ESO works.

    "But why don't you want change?"

    In all honesty, I've yet to hear why "universal counter gameplay" is better, more interesting, and more challenging for PVP than the status quo which highlights fast-paced combat, a rather large variety of effective builds compared to end-game PVP, and multiple, situational counters that make for very flexible fights. I'd be sort of interested in hearing about how that would transform the entire PVP experience - not just applied to a few specs that annoy the OP like Valkyn, Nightblade Cloak, or Engine Guardian.

    Thanks, Varanis.

    So, in military parlance, 'the good idea fairy.'
  • MashmalloMan
    MashmalloMan
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    OP Is worse than Deparis. Stop flooding the forum threads with nerf requests. You are not a game designer, yet you treat your opinions about game balance as law. I don't think I've ever seen you backdown from your original opinion so there is no point in arguing with you any longer.
    Edited by MashmalloMan on December 22, 2019 1:22AM
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • jadarock
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    Major_Lag wrote: »
    counter gameplay no not with engineering guardian. 100 to 90% uptime.
    Wait, what? Are we even playing the same game? :D

    Last time I tried the Engine Guardian set, the stupid thing would always refuse to proc when it's needed - and even when it procs it would give me the wrong (already full) resource at least half of the time :#

    I've heard that the summoned guardian can be interrupted, but I've never seen it happen myself. Perhaps it inherits CC immunity status from its owner?

    I always interrupt the guardian instead of destroying it I wish more people would use this strategy
  • jadarock
    jadarock
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    Serious or troll thread? I cant tell anymore....
    Either way your ability to post on this forum should be revoked
  • Gnortranermara
    Gnortranermara
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    100% L2P. There are actual balance problems in this game right now, but these things are not even remotely a problem for a single competent player. Go make yourself a build with all these sets and skills you think are so OP and enjoy the "carry."
    Edited by Gnortranermara on December 22, 2019 2:15AM
  • akdave0
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    I'm low-key curious as to what the hell the OP thinks an MMO should look like.

    I know what it is:
    They think it should be like an FPS. The same people who are obsessed with kill/death ratios and leet gaming ego.
    The pvp community is no different than the competitive halo community.

  • Gaggin
    Gaggin
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    Hey lets not forget the zero counterplay that sets like hundings and julianos offer with their 100% uptime....
  • BaiterOfZergs
    BaiterOfZergs
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    Finally, the rise of the engine guardian overlords is here.
    Zerg of House Smallscale, First of his name, wielder of Volendrung, battleground hero, Cyrodiil butcher, the swifft footed, OG of the Templars and first pvpers, defender of scrolls and baiter of zergs.
  • iLeftyy
    iLeftyy
    Soul Shriven
    counter gameplay no not with engineering guardian. 100 to 90% uptime. You want to bash or stun it. nope, it still is there after until time runs out.

    Valkyn equal guarantee damage ever 5 sec? Counter gameplay you must take 5 sec damage damage. THE BEST R&G IN THE GAME
    I'm the VILLAIN for statement of facts but these sets carry hard.
    counter gameplay no not with engineering guardian. 100 to 90% uptime. You want to bash or stun it. nope, it still is there after until time runs out.

    Who let this guy on forums
  • idk
    idk
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    Finally, the rise of the engine guardian overlords is here.

    There is no counter play to my engine guardian set. I rock it good.
  • Moonsorrow
    Moonsorrow
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    Most offensive monster sets are already so nerfed that many not use them, same for defensive ones.. and those are under constant nerfs also, well anything that works for anything is being demanded "nurff hard pl0x" so people are just using 2 different parts most often.. how exciting.

    We are playing a game, where nothing is allowed to be decent enough to be used or it automatically means it is "op" and needs to be nerfed until no one uses it. Most sets, skills, even whole classes are carries to these people.

    Best pvp community ever.. /s
  • robpr
    robpr
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    My only concern about Engine Guardian is how people force the automaton to replenish the correct resource all the time. Every time I meet some annoying streaking sorc that sole mission is to only kite people away their automaton only restores magicka. But when I use it? It always restores things that are full already.
    Grundwulf and Stonekeeper are more reliable sustain sets anyway.
  • phoenixkungfu
    phoenixkungfu
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    I hate that you stun or interrupt engine just to see it keep going after. I hate this monster set so much.
  • El_Borracho
    El_Borracho
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    If you are dying because someone is wearing Engine Guardian you should hang it up.
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