Zos wanted to close the gap but ended up doing the opposite as usual. Noobs can't use Thrassian stranglers in real content because they have trouble staying alive even without it. Only in a good group can you use it. So the ceiling keeps on raising and the floor is still wiping. Lmao well done
Dragonredux wrote: »
Isn't Yol selected in the combat metrics? Or am i just reading it wrong?
Zos wanted to close the gap but ended up doing the opposite as usual. Noobs can't use Thrassian stranglers in real content because they have trouble staying alive even without it. Only in a good group can you use it. So the ceiling keeps on raising and the floor is still wiping. Lmao well done
When balancing and closing the performance gap butts against commercial interests, the latter win. Some of the most watched ESO videos are dummy parses, PvE builds and Trial/Arena speed runs. ZOS needed to add something to the chapter for end game pvers to desire and chase after. That only happens if the item is stronger than existing ones. And so here we are.
I don't believe that this was unintended. I can't imagine a combat dev designs an item with 3000 base wp/sp dmg and thinks players won't find a way to use it. They're intelligent people, they're not that naive.
WrathOfInnos wrote: »How many stacks were active? It doesn’t appear to be much of a damage boost so I’m guessing not 20. I also would not want to stand in a Flare while taking 40% more damage and receiving 40% less healing, so lower stacks is probably the smart move.
WrathOfInnos wrote: »How many stacks were active? It doesn’t appear to be much of a damage boost so I’m guessing not 20. I also would not want to stand in a Flare while taking 40% more damage and receiving 40% less healing, so lower stacks is probably the smart move.
Just have a second equipment set with health enchantments for everything...
WrathOfInnos wrote: »How many stacks were active? It doesn’t appear to be much of a damage boost so I’m guessing not 20. I also would not want to stand in a Flare while taking 40% more damage and receiving 40% less healing, so lower stacks is probably the smart move.
While people are debating whether it can be used on actual end game content or not, here's a "decent" parse in vSS from a guildmate.
I'm just so glad we nerfed bash, re-balanced arena weapons and added them to normal modes in order to close the gap between players
WrathOfInnos wrote: »How many stacks were active? It doesn’t appear to be much of a damage boost so I’m guessing not 20. I also would not want to stand in a Flare while taking 40% more damage and receiving 40% less healing, so lower stacks is probably the smart move.
Oreyn_Bearclaw wrote: »
This is a cherry picked parse fight. Let's not overreact too much with these. They are super fun to play with and they do come with a pretty serious drawback as you build stacks. Very few people, if anyone is going to be able to run these for a whole trial.
WrathOfInnos wrote: »How many stacks were active? It doesn’t appear to be much of a damage boost so I’m guessing not 20. I also would not want to stand in a Flare while taking 40% more damage and receiving 40% less healing, so lower stacks is probably the smart move.
This wasn't me lads, this was a guild-mate so only he can answer your questions about how many stacks he had active if he pops in. Flare, evidently, wasn't a problem.Oreyn_Bearclaw wrote: »
This is a cherry picked parse fight. Let's not overreact too much with these. They are super fun to play with and they do come with a pretty serious drawback as you build stacks. Very few people, if anyone is going to be able to run these for a whole trial.
Ofc it's cherry picked but there's still a quite few trial bosses you can cheese with these, if you want to push score. You don't have to use them for the whole trial, nor do you need too many stacks. At only 4 stacks it significantly outperforms every monster set already. And the point exactly is that few people can run them, therefore raising the ceiling and its distance from floor. Contrary to ZOS' stated intentions.
I'm not sure reducing the max number of stacks will make any significant difference. Might even have the opposite effect. I actually think if they cap them to something low, like 5 stacks, they are reducing the risk and then pretty much everyone will run them.
I wonder if you could run heavy armor Seducers and Julianos with Health and Magicka Recovery Enchants and still come up with a net positive DPS vs using a pre-stranglers build.
You should have more than enough sustain to not have to worry about resources, enough extra resists to negate the 40% extra damage, and extra healing taken/health/health recovery to offset the healing penalty.
GrumpyKlam wrote: »https://imgur.com/a/7QSZRHF That's with like 10 stacks
Oreyn_Bearclaw wrote: »GrumpyKlam wrote: »https://imgur.com/a/7QSZRHF That's with like 10 stacks
@GrumpyKlam
I would take the over on 10 with that much spell damage, but hard to say (Templars do get a %spell damage buff, so maybe 10 is right). Shame its not easier to track. Out of curiosity, were you the only when wearing them? When did you equip? Are you taking them on and off throughout the trial? Could you feel the heat at that level of stacks? What was your best parse on that fight up until then?
These things are obviously super strong. I just want to make sure we have all the cards on the table before ZOS destroys them, because they are really fun. haha
If the meta is going to be, high end raids all equip these for everything, I will probably have issues with it. If its more the kind of thing where the best 2-3 DPS in a trial are going to equip them for specific sections of the trial and fight over KBs to build stacks, I am probably okay with them for the most part.
I was of the original opinion that they were fine as is, but as I have played with them more and more, I am seeing some issues, but its mostly about class balance, not outrageous DPS.
GrumpyKlam wrote: »Oreyn_Bearclaw wrote: »GrumpyKlam wrote: »https://imgur.com/a/7QSZRHF That's with like 10 stacks
@GrumpyKlam
I would take the over on 10 with that much spell damage, but hard to say (Templars do get a %spell damage buff, so maybe 10 is right). Shame its not easier to track. Out of curiosity, were you the only when wearing them? When did you equip? Are you taking them on and off throughout the trial? Could you feel the heat at that level of stacks? What was your best parse on that fight up until then?
These things are obviously super strong. I just want to make sure we have all the cards on the table before ZOS destroys them, because they are really fun. haha
If the meta is going to be, high end raids all equip these for everything, I will probably have issues with it. If its more the kind of thing where the best 2-3 DPS in a trial are going to equip them for specific sections of the trial and fight over KBs to build stacks, I am probably okay with them for the most part.
I was of the original opinion that they were fine as is, but as I have played with them more and more, I am seeing some issues, but its mostly about class balance, not outrageous DPS.
I have no idea if I was the only one using them, this was done in a carry run and I was just testing it out for fun. I had them on since the start but never really tried to ramp them up to 20 by getting the killing blow and never took the buff off by dying or sneaking. It was pretty easy to survive all along with jabs on trash and twins. Pretty sure 100K + is possible in a "core raid" environment.
I still feel this is highly situationnal (useless in vAS and vCR mostly) and you need players with high awareness that won't loose the stacks dying all over the place.
I can already see how broken this could be in a trial like vSO or vHRC where you have huge trash pulls right before the first boss.
https://imgur.com/a/JLvvnXB <-- DSA last boss (no necro, no major slayer)