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Please fix the Stranglers on Round 3

Nifty2g
Nifty2g
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Mursa wrote: »
Hello everyone,

With the Strangler Pull, internally we had many of the same complaints about the Pull feeling cheap, so we tried allowing you to stop it by blocking or using player abilities like Immovable. However, over time in our internal playtests and watching streams of Maelstrom Arena, the dominant player behavior became to either use an ability to ignore the Stranglers, or just ignore them all together because they took so long to kill.

We weren’t hitting the desired play experience that we expect from an Arena Trap with the Stranglers. An Arena Trap should challenge you to have more situational awareness; it should make you think about the Arena as something more than just waves of monsters.

So, with that in mind we went back to making the Pull completely unavoidable. However, we also greatly reduced the Stranglers health on both Normal and Veteran Mode. Now, when you are Pulled by a Strangler, you can turn around and quickly kill it. Or if you pay attention to the edges of the playable space, you can easily kill Stranglers before they even get a Pull off. This change makes the arena much easier than it was before – regardless of your build, everyone can now deal with the Stranglers if you choose to focus on them.

There have been countless streams, videos and threads on this; as you see having the Pull may be hitting the desired experience you guys are wanting to achieve however having the Stranglers have no range on the Pull causes the game to hiccup and teleport you back and forth as I believe the max range for an ability is 30 Meters without including Cyrodill Passives.

It's completely unavoidable to be pulled across the other side of the map and the teleported back without block and being 1 shot by the boss. Please increase the range or revert it back to being able to block.


That being said can you also fix Round 6, the Obelisks tend to flicker between each other and if a Webber comes up none of them will light up even if you have 3 unwebbed then you have to wait about 5 seconds for one to light up and can be near impossible to survive. I believe this is unintended due to Mechanics clashing in phases they shouldn't?

Thank you


@Mursa
#MOREORBS
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