Emperor_ManBearPig wrote: »There is already a guild named that lol
Its almost at the same level as Sloads was. Thanks for ruining my daily BG experience ZOS. You disable proc sets in my no CP campaign, and than introduce 2 most OP procs in my no CP bg. Who the hell makes such decisions????
Emperor_ManBearPig wrote: »
Current state of ESO Pvp. Death recap of all Hrothgar!
Emperor_ManBearPig wrote: »
Current state of ESO Pvp. Death recap of all Hrothgar!
gariondavey wrote: »Emperor_ManBearPig wrote: »
Current state of ESO Pvp. Death recap of all Hrothgar!
That screen cap + the hints = comedy GOLD
This is stupid even in BGs.
Today premades have been running in high MMR with 1 Dark Convergence + 3-4 Hrothgar's Chill:
There really isn't counter play to this, given that roots are spammable and can be applied by multiple players to the same target(s).
sabresandiego_ESO wrote: »This is stupid even in BGs.
Today premades have been running in high MMR with 1 Dark Convergence + 3-4 Hrothgar's Chill:
There really isn't counter play to this, given that roots are spammable and can be applied by multiple players to the same target(s).
You counter hrothgars by making sure you stay 8m or more away from teammates and having enough health/armor if you are forced to be near teammates. Nobody does this and that’s why all three new pvp sets are wrecking everyone. I was either solo or duo in this screenshot btw
sabresandiego_ESO wrote: »This is stupid even in BGs.
Today premades have been running in high MMR with 1 Dark Convergence + 3-4 Hrothgar's Chill:
There really isn't counter play to this, given that roots are spammable and can be applied by multiple players to the same target(s).
You counter hrothgars by making sure you stay 8m or more away from teammates and having enough health/armor if you are forced to be near teammates. Nobody does this and that’s why all three new pvp sets are wrecking everyone. I was either solo or duo in this screenshot btw
There are plenty of times where you need to be near a team mate, e.g.:
1. contesting a node
2. focusing a flag carrier
3. focusing an enemy healer with another friendly melee
4. peeling enemy melee(s) off your healer
Enough armor? Check, 27-33k as shown in this screenshot.
Enough health? Check, 31k self buffed.
You would be the 1st person I've interacted with from PC NA higher MMR who doesn't think the new sets are stupid. Some of the people in Adastra are running DC + HC simply because they don't want to lose, but people think it's major cheese.
They should just remove the AOE component of this proc. The set is designed to punish tanks but it punishes everyone standing near the tank.
Unfortunately with the amount of crying on forums, ZOS will listen and nerf the damage to 4-6% of the resists instead making PvP tanks the go to meta again.
Emperor_ManBearPig wrote: »
Current state of ESO Pvp. Death recap of all Hrothgar!
They should just remove the AOE component of this proc. The set is designed to punish tanks but it punishes everyone standing near the tank.
Unfortunately with the amount of crying on forums, ZOS will listen and nerf the damage to 4-6% of the resists instead making PvP tanks the go to meta again.
I don't know whether that specific solution is the best.
The set mechanically performs too well:
1. it scales based on the target's stats, not the attacker's. This allows set users to run high HP yet deal meaningful burst damage, and this was the combo that people criticized in the former meta where procs had fixed values instead of scaling with the attacker's stats
2. the radius is very wide (8m), whereas many other AOEs have a smaller radius (e.g. 5m or 6m) or are conal
3. the proc condition is very easy to trigger, given that it's applied with roots (not subject to CC immunity buff) or stun
4. the cooldown is only 7 seconds
IMO two obvious fixes would be to:
1. make the damage scale based on the attacker's stats, which would align it with how most sets work that have scaling damage
2. reduce the radius or increase the cooldown
Right now, HC is too faceroll easy in terms of effectiveness.
They should just remove the AOE component of this proc. The set is designed to punish tanks but it punishes everyone standing near the tank.
Unfortunately with the amount of crying on forums, ZOS will listen and nerf the damage to 4-6% of the resists instead making PvP tanks the go to meta again.
I don't know whether that specific solution is the best.
The set mechanically performs too well:
1. it scales based on the target's stats, not the attacker's. This allows set users to run high HP yet deal meaningful burst damage, and this was the combo that people criticized in the former meta where procs had fixed values instead of scaling with the attacker's stats
2. the radius is very wide (8m), whereas many other AOEs have a smaller radius (e.g. 5m or 6m) or are conal
3. the proc condition is very easy to trigger, given that it's applied with roots (not subject to CC immunity buff) or stun
4. the cooldown is only 7 seconds
IMO two obvious fixes would be to:
1. make the damage scale based on the attacker's stats, which would align it with how most sets work that have scaling damage
2. reduce the radius or increase the cooldown
Right now, HC is too faceroll easy in terms of effectiveness.
And aside from all these issues, it doesn't perform the role it was aimed to perform: it doesn't kill tanks, it kills allies of the tank. High-health high-armor tanks are still doing good against this set.
I'd rather have this set to be single-target but wreck tanks, while not doing any serious damage to <20k armors. Currently, it hits hard no matter what armor values you have.
sabresandiego_ESO wrote: »They should just remove the AOE component of this proc. The set is designed to punish tanks but it punishes everyone standing near the tank.
Unfortunately with the amount of crying on forums, ZOS will listen and nerf the damage to 4-6% of the resists instead making PvP tanks the go to meta again.
I don't know whether that specific solution is the best.
The set mechanically performs too well:
1. it scales based on the target's stats, not the attacker's. This allows set users to run high HP yet deal meaningful burst damage, and this was the combo that people criticized in the former meta where procs had fixed values instead of scaling with the attacker's stats
2. the radius is very wide (8m), whereas many other AOEs have a smaller radius (e.g. 5m or 6m) or are conal
3. the proc condition is very easy to trigger, given that it's applied with roots (not subject to CC immunity buff) or stun
4. the cooldown is only 7 seconds
IMO two obvious fixes would be to:
1. make the damage scale based on the attacker's stats, which would align it with how most sets work that have scaling damage
2. reduce the radius or increase the cooldown
Right now, HC is too faceroll easy in terms of effectiveness.
And aside from all these issues, it doesn't perform the role it was aimed to perform: it doesn't kill tanks, it kills allies of the tank. High-health high-armor tanks are still doing good against this set.
I'd rather have this set to be single-target but wreck tanks, while not doing any serious damage to <20k armors. Currently, it hits hard no matter what armor values you have.
The role it was aimed to perform is to decimate groups of tightly packed players. Stay 9m+ away from teammates and you’re fine