Thrassian Stranglers needs one change

Aggrovious
Aggrovious
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pl4gwyf5jsov.png

When you leave an instance, Sload's Call stacks are removed. The mythic does not clearly state this and you should be allowed to keep the stacks.

This mythic can give a player 1150 w/s damage maximum at the cost of -6000 Health and slight reduction in shields. We already have Mora's Whispers (do not nerf, just a comparison), which gives 1528 Critical Chance at no negatives. So I see an easy fix to this mythic. Allow the stacks to stay while leaving in instance.
Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • BXR_Lonestar
    BXR_Lonestar
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    Aggrovious wrote: »
    pl4gwyf5jsov.png

    When you leave an instance, Sload's Call stacks are removed. The mythic does not clearly state this and you should be allowed to keep the stacks.

    This mythic can give a player 1150 w/s damage maximum at the cost of -6000 Health and slight reduction in shields. We already have Mora's Whispers (do not nerf, just a comparison), which gives 1528 Critical Chance at no negatives. So I see an easy fix to this mythic. Allow the stacks to stay while leaving in instance.

    That is intended to do that and likely won't change to keep players from "pre-buffing" in PVP - in a delve for example - and then they head out into PVP to gank/bomb. I agree, it'd be nice if you could keep your stacks in more situations, but they knew this would probably get abused to hell in PVP, so they added some pretty punishing qualifiers.
  • Aggrovious
    Aggrovious
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    Aggrovious wrote: »
    pl4gwyf5jsov.png

    When you leave an instance, Sload's Call stacks are removed. The mythic does not clearly state this and you should be allowed to keep the stacks.

    This mythic can give a player 1150 w/s damage maximum at the cost of -6000 Health and slight reduction in shields. We already have Mora's Whispers (do not nerf, just a comparison), which gives 1528 Critical Chance at no negatives. So I see an easy fix to this mythic. Allow the stacks to stay while leaving in instance.

    That is intended to do that and likely won't change to keep players from "pre-buffing" in PVP - in a delve for example - and then they head out into PVP to gank/bomb. I agree, it'd be nice if you could keep your stacks in more situations, but they knew this would probably get abused to hell in PVP, so they added some pretty punishing qualifiers.

    you can already pre-buff in PVP and simply mount to your location. This reasoning is ridiculous and effects PVE more..again
    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • El_Borracho
    El_Borracho
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    This set is nowhere near what it was when it was first released. Used to be 20 stacks of 150 spell damage with a 2% increase in damage taken per stack. Ironically, I believe the change was made because it was overperforming in PVE, though it was a powerful set in Imperial City and Cyrodiil if you could find enough adds to keep the stacks up.
  • Aggrovious
    Aggrovious
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    This set is nowhere near what it was when it was first released. Used to be 20 stacks of 150 spell damage with a 2% increase in damage taken per stack. Ironically, I believe the change was made because it was overperforming in PVE, though it was a powerful set in Imperial City and Cyrodiil if you could find enough adds to keep the stacks up.

    The stacks always left when you leave instance. My point is that the mythic doesn't clearly state you lose stacks when you leave zones like it use too. I just want that part to be removed from the mythic. It will allow DPS and solo players to have more viable options
    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • El_Borracho
    El_Borracho
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    Aggrovious wrote: »
    This set is nowhere near what it was when it was first released. Used to be 20 stacks of 150 spell damage with a 2% increase in damage taken per stack. Ironically, I believe the change was made because it was overperforming in PVE, though it was a powerful set in Imperial City and Cyrodiil if you could find enough adds to keep the stacks up.

    The stacks always left when you leave instance. My point is that the mythic doesn't clearly state you lose stacks when you leave zones like it use too. I just want that part to be removed from the mythic. It will allow DPS and solo players to have more viable options

    Hmm, interesting. I agree
  • Benzux
    Benzux
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    I was severely disappointed by this fact as well when I finally decided to get this Mythic for myself. I kept wondering why all my stacks kept disappearing whenever my random dungeon queue popped, and then realized it was because of the instance change. The fact that it doesn't even state that it does this is the most frustrating part for me, I might not have spent the time to farm for the leads if I'd known it beforehand.
    BenzuxGamer - Xbox One since day 1 - CP 1800+
    Guildmaster of the Sacrificial Warriors, one of the oldest and most member-orientated Guilds on the Xbox One EU Megaserver
    "Casual" player from Finland who enjoys questing and dumb builds even after well over 1000 CP levels and 4000+ hours. A fan of Argonians, Goats and Elk. Also a massive Otaku (MAL Profile).
    "Following the meta makes you a sheep. That's why I'm a goat: I go in the opposite direction and make use of the things the sheep cannot." - Me, 2019
    Characters:
    Ben-Zu - Argonian MagDK DPS - EP (Main)
    Benzuth Telvanni - Dunmer MagSorc DPS - EP
    Haknir Head-Crusher - Nord DK Tank/Stam DPS - EP
    Delves-Deepest-Depths - Argonian StamBlade DPS - EP
    Raises-The-Dead - Argonian Mag Necromancer DPS/Healer - EP (Previously a Sorc healer, RIP)
    Bthuzdir Ynzavretz - Dwemer StamSorc DPS - AD (Dunmer in-game)
    Fafnir the Dragon - Nord Stam DK DPS - EP
    Bloodmage Thalnos - Breton MagBlade DPS - DC
    Finnis Wolfheart - Bosmer Stam Warden DPS - EP
    Gwyneth - Nord Warden Tank - EP
    Kud-Wazei Xeroicas - Argonian Mag Templar DPS/Tank - EP
    Barkskin Ben-Zhu - Argonian Warden Healer - EP (Alternate version of main)
    Xal-Vakka Xeroicas - Argonian DK Healer - EP
    Jaree-Shei the Wamasu - Argonian Sorcerer Tank - EP
    Gwennen Ereloth - Snow Elf Mag Warden DPS - EP (Dunmer in-game)
    Friedrich der Grosse - Imperial Nightblade Tank - EP
    Warfarin - Altmer Nightblade Healer - EP
    Lavinia Telvanni - Dunmer Arcanist MagDPS - EP
    Studies-Dark-Secrets - Argonian Arcanist StamDPS - EP
  • notyuu
    notyuu
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    What about altering it from
    50 stacks of +23/-120/-1%
    to
    10 stacks of +115/-600/-5%

    That way the stranglers would be usable in content beyond farting about in overland
    Edited by notyuu on 18 September 2024 12:39
  • BXR_Lonestar
    BXR_Lonestar
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    Aggrovious wrote: »
    Aggrovious wrote: »
    pl4gwyf5jsov.png

    When you leave an instance, Sload's Call stacks are removed. The mythic does not clearly state this and you should be allowed to keep the stacks.

    This mythic can give a player 1150 w/s damage maximum at the cost of -6000 Health and slight reduction in shields. We already have Mora's Whispers (do not nerf, just a comparison), which gives 1528 Critical Chance at no negatives. So I see an easy fix to this mythic. Allow the stacks to stay while leaving in instance.

    That is intended to do that and likely won't change to keep players from "pre-buffing" in PVP - in a delve for example - and then they head out into PVP to gank/bomb. I agree, it'd be nice if you could keep your stacks in more situations, but they knew this would probably get abused to hell in PVP, so they added some pretty punishing qualifiers.

    you can already pre-buff in PVP and simply mount to your location. This reasoning is ridiculous and effects PVE more..again

    Yes you can, but you HAVE to get the kills to do it. This is much harder to do in the open world than you would think, and the easiest place to do it would be cyrodil delves, which are different instances. They basically wanted it so that you have to pre-buff in the open world which you need 50 kills to do - and unless you are hitting objectives with guards, it is really hard to pre-buff getting PVE kills in cyrodil without risk of death, which resets your stacks. This is why you NEVER see people use this mythic in PVE.
  • Aggrovious
    Aggrovious
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    Aggrovious wrote: »
    Aggrovious wrote: »
    pl4gwyf5jsov.png

    When you leave an instance, Sload's Call stacks are removed. The mythic does not clearly state this and you should be allowed to keep the stacks.

    This mythic can give a player 1150 w/s damage maximum at the cost of -6000 Health and slight reduction in shields. We already have Mora's Whispers (do not nerf, just a comparison), which gives 1528 Critical Chance at no negatives. So I see an easy fix to this mythic. Allow the stacks to stay while leaving in instance.

    That is intended to do that and likely won't change to keep players from "pre-buffing" in PVP - in a delve for example - and then they head out into PVP to gank/bomb. I agree, it'd be nice if you could keep your stacks in more situations, but they knew this would probably get abused to hell in PVP, so they added some pretty punishing qualifiers.

    you can already pre-buff in PVP and simply mount to your location. This reasoning is ridiculous and effects PVE more..again

    Yes you can, but you HAVE to get the kills to do it. This is much harder to do in the open world than you would think, and the easiest place to do it would be cyrodil delves, which are different instances. They basically wanted it so that you have to pre-buff in the open world which you need 50 kills to do - and unless you are hitting objectives with guards, it is really hard to pre-buff getting PVE kills in cyrodil without risk of death, which resets your stacks. This is why you NEVER see people use this mythic in PVE.

    I want PVE to kill 50 things and get the bonus when they load into a dungeon or trial or whatever.

    You go to Skyreach in Craglorn. You run the cool cleave DK build you theory crafted. You get the 50 stacks very quickly. You queue for RND, stacks gone. This is unacceptable and makes the mythic not worth running at all.

    I brought up PVP because someone at some point mentioned thats why the instance removed the stacks. Another PVP reason for a PVE mythic is so dumb
    Edited by Aggrovious on 18 September 2024 16:09
    Making a game fun should be a priority. Making a game balanced should not come at the expense of fun.
  • Bammlschwamml
    Bammlschwamml
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    Aggrovious wrote: »
    Aggrovious wrote: »
    pl4gwyf5jsov.png

    When you leave an instance, Sload's Call stacks are removed. The mythic does not clearly state this and you should be allowed to keep the stacks.

    This mythic can give a player 1150 w/s damage maximum at the cost of -6000 Health and slight reduction in shields. We already have Mora's Whispers (do not nerf, just a comparison), which gives 1528 Critical Chance at no negatives. So I see an easy fix to this mythic. Allow the stacks to stay while leaving in instance.

    That is intended to do that and likely won't change to keep players from "pre-buffing" in PVP - in a delve for example - and then they head out into PVP to gank/bomb. I agree, it'd be nice if you could keep your stacks in more situations, but they knew this would probably get abused to hell in PVP, so they added some pretty punishing qualifiers.

    you can already pre-buff in PVP and simply mount to your location. This reasoning is ridiculous and effects PVE more..again

    Yes you can, but you HAVE to get the kills to do it. This is much harder to do in the open world than you would think, and the easiest place to do it would be cyrodil delves, which are different instances. They basically wanted it so that you have to pre-buff in the open world which you need 50 kills to do - and unless you are hitting objectives with guards, it is really hard to pre-buff getting PVE kills in cyrodil without risk of death, which resets your stacks. This is why you NEVER see people use this mythic in PVE.

    A while ago we had an emp who "went afk" for a while almost every time after he died. He was farming zombies between Sejanus and Brk. So I guess it is possible to play this mythic in Cyrodiil too :)
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