That was today, right?
Have you ever seen instaspawn bug during ice arena (when all waves of adds spawn at the same time. I got like...4 ice atronachs and a bunch of other guys)? It still happens sometimes. Or happend. Well, at least before I've stopped farming arena.
That was today, right?
Have you ever seen instaspawn bug during ice arena (when all waves of adds spawn at the same time. I got like...4 ice atronachs and a bunch of other guys)? It still happens sometimes. Or happend. Well, at least before I've stopped farming arena.
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.
If no shrine is glowing free them. Then I usually get a glowing one. The 20m Wrecking blow is that the mob followed you all the time. On client side it looked like he was further away from you than he actually was. The pulls were completely normal ... you didn't even get teleported back, don't see the issue there. The knock back knocking you into the pillar ... well yeah, this is a general problem. Knockbacks of this kind can knock you into environment. The archers hitting you is because the arrows appear before the mobs are even spawned. The portals are basically shooting you and not the mob. It's weird.
Probably the best thread, should include the strangler pull where you get teleported all over the place because getting pulled through block is meant to be intended for who knows what reason, wellHello 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.
If no shrine is glowing free them. Then I usually get a glowing one. The 20m Wrecking blow is that the mob followed you all the time. On client side it looked like he was further away from you than he actually was. The pulls were completely normal ... you didn't even get teleported back, don't see the issue there. The knock back knocking you into the pillar ... well yeah, this is a general problem. Knockbacks of this kind can knock you into environment. The archers hitting you is because the arrows appear before the mobs are even spawned. The portals are basically shooting you and not the mob. It's weird.
You do realize I had CC Immunity while pulled? But mobs do not seem to give a f.Probably the best thread, should include the strangler pull where you get teleported all over the place because getting pulled through block is meant to be intended for who knows what reason, wellHello 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.
Ye the Pull and port back stuff is not in here, this is just from 1 run. I mean 80% of my deaths are due to bugs/broken mechanics...its just stupid. Yet 1000000 threads about bugs and not in one of those thread zos says "we are aware of the issue and working on a fix" just radio silencium
If no shrine is glowing free them. Then I usually get a glowing one. The 20m Wrecking blow is that the mob followed you all the time. On client side it looked like he was further away from you than he actually was. The pulls were completely normal ... you didn't even get teleported back, don't see the issue there. The knock back knocking you into the pillar ... well yeah, this is a general problem. Knockbacks of this kind can knock you into environment. The archers hitting you is because the arrows appear before the mobs are even spawned. The portals are basically shooting you and not the mob. It's weird.
You do realize I had CC Immunity while pulled? But mobs do not seem to give a f.Probably the best thread, should include the strangler pull where you get teleported all over the place because getting pulled through block is meant to be intended for who knows what reason, wellHello 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.
Ye the Pull and port back stuff is not in here, this is just from 1 run. I mean 80% of my deaths are due to bugs/broken mechanics...its just stupid. Yet 1000000 threads about bugs and not in one of those thread zos says "we are aware of the issue and working on a fix" just radio silencium
If no shrine is glowing free them. Then I usually get a glowing one. The 20m Wrecking blow is that the mob followed you all the time. On client side it looked like he was further away from you than he actually was. The pulls were completely normal ... you didn't even get teleported back, don't see the issue there. The knock back knocking you into the pillar ... well yeah, this is a general problem. Knockbacks of this kind can knock you into environment. The archers hitting you is because the arrows appear before the mobs are even spawned. The portals are basically shooting you and not the mob. It's weird.
You do realize I had CC Immunity while pulled? But mobs do not seem to give a f.Probably the best thread, should include the strangler pull where you get teleported all over the place because getting pulled through block is meant to be intended for who knows what reason, wellHello 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.
Ye the Pull and port back stuff is not in here, this is just from 1 run. I mean 80% of my deaths are due to bugs/broken mechanics...its just stupid. Yet 1000000 threads about bugs and not in one of those thread zos says "we are aware of the issue and working on a fix" just radio silencium
It's intentional you cannot be immune to those pulls. They said so multiple times ...
If no shrine is glowing free them. Then I usually get a glowing one. The 20m Wrecking blow is that the mob followed you all the time. On client side it looked like he was further away from you than he actually was. The pulls were completely normal ... you didn't even get teleported back, don't see the issue there. The knock back knocking you into the pillar ... well yeah, this is a general problem. Knockbacks of this kind can knock you into environment. The archers hitting you is because the arrows appear before the mobs are even spawned. The portals are basically shooting you and not the mob. It's weird.
You do realize I had CC Immunity while pulled? But mobs do not seem to give a f.Probably the best thread, should include the strangler pull where you get teleported all over the place because getting pulled through block is meant to be intended for who knows what reason, wellHello 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.
Ye the Pull and port back stuff is not in here, this is just from 1 run. I mean 80% of my deaths are due to bugs/broken mechanics...its just stupid. Yet 1000000 threads about bugs and not in one of those thread zos says "we are aware of the issue and working on a fix" just radio silencium
It's intentional you cannot be immune to those pulls. They said so multiple times ...
TotterTates wrote: »