Onefrkncrzypope wrote: »WrathOfInnos wrote: »Onefrkncrzypope wrote: »I'll just be the 2,325th person to say it but, don't nerf False Gods Devotion. As stated before if you want to compare it to VO give it a buff and only have it drop from bosses in vet Craglorn trials then leave False Gods alone. vAA, vSO, and vHRC are not remotely as difficult as vSS AND VO drops from all three of the trials. Heck, it drops from the NORMAL VERSION OF THESE TRIALS. If you really want to compare the two, let perfected False Gods drop in normal Sunspire. No reason for this asides from giving a nerf to an overused set.
Y'all pfg ppl need to read. They didn't compare pfg to vo they compared VO to serpent. PFG had two bonuses as a perfected set. Name another perfect set that does that? They took a whopping single mag line off this set. That 100 spell damage. The set still does what it meant to do.
PFGD did not have two Perfected bonuses, it gained only 1096 Max Mag compared to the normal version, just like other perfected sets. The normal version gave 8% cost reduction + 129 Spell Damage, which was mirroring VO.
Quick Serpent is an underpowered set that nobody uses. 8% cost reduction is very low, offering about half the sustain of other 5pc set bonuses (Lich and Magnus), unless enemies are constantly dying. The additional stat line was intended to offset the weakness of this cost reduction, and allow the set to be used in content other than arenas and trash pulls.
Yes it did. They just had FG with a perfected line too.
VO is an underpowered set that barely anyone uses.
Onefrkncrzypope wrote: »WrathOfInnos wrote: »Onefrkncrzypope wrote: »I'll just be the 2,325th person to say it but, don't nerf False Gods Devotion. As stated before if you want to compare it to VO give it a buff and only have it drop from bosses in vet Craglorn trials then leave False Gods alone. vAA, vSO, and vHRC are not remotely as difficult as vSS AND VO drops from all three of the trials. Heck, it drops from the NORMAL VERSION OF THESE TRIALS. If you really want to compare the two, let perfected False Gods drop in normal Sunspire. No reason for this asides from giving a nerf to an overused set.
Y'all pfg ppl need to read. They didn't compare pfg to vo they compared VO to serpent. PFG had two bonuses as a perfected set. Name another perfect set that does that? They took a whopping single mag line off this set. That 100 spell damage. The set still does what it meant to do.
PFGD did not have two Perfected bonuses, it gained only 1096 Max Mag compared to the normal version, just like other perfected sets. The normal version gave 8% cost reduction + 129 Spell Damage, which was mirroring VO.
Quick Serpent is an underpowered set that nobody uses. 8% cost reduction is very low, offering about half the sustain of other 5pc set bonuses (Lich and Magnus), unless enemies are constantly dying. The additional stat line was intended to offset the weakness of this cost reduction, and allow the set to be used in content other than arenas and trash pulls.
Yes it did. They just had FG with a perfected line too.
VO is an underpowered set that barely anyone uses.
Onefrkncrzypope wrote: »WrathOfInnos wrote: »Onefrkncrzypope wrote: »I'll just be the 2,325th person to say it but, don't nerf False Gods Devotion. As stated before if you want to compare it to VO give it a buff and only have it drop from bosses in vet Craglorn trials then leave False Gods alone. vAA, vSO, and vHRC are not remotely as difficult as vSS AND VO drops from all three of the trials. Heck, it drops from the NORMAL VERSION OF THESE TRIALS. If you really want to compare the two, let perfected False Gods drop in normal Sunspire. No reason for this asides from giving a nerf to an overused set.
Y'all pfg ppl need to read. They didn't compare pfg to vo they compared VO to serpent. PFG had two bonuses as a perfected set. Name another perfect set that does that? They took a whopping single mag line off this set. That 100 spell damage. The set still does what it meant to do.
PFGD did not have two Perfected bonuses, it gained only 1096 Max Mag compared to the normal version, just like other perfected sets. The normal version gave 8% cost reduction + 129 Spell Damage, which was mirroring VO.
Quick Serpent is an underpowered set that nobody uses. 8% cost reduction is very low, offering about half the sustain of other 5pc set bonuses (Lich and Magnus), unless enemies are constantly dying. The additional stat line was intended to offset the weakness of this cost reduction, and allow the set to be used in content other than arenas and trash pulls.
Yes it did. They just had FG with a perfected line too.
VO is an underpowered set that barely anyone uses.
You said VO is underpowered but you support making false gods worse than VO and PFG (a perfected set!!!!) As weak as VO which again in your own words is underpowered???!
Thanks for further fueling the argument that the nerf doesn't make sense....
Onefrkncrzypope wrote: »Onefrkncrzypope wrote: »WrathOfInnos wrote: »Onefrkncrzypope wrote: »I'll just be the 2,325th person to say it but, don't nerf False Gods Devotion. As stated before if you want to compare it to VO give it a buff and only have it drop from bosses in vet Craglorn trials then leave False Gods alone. vAA, vSO, and vHRC are not remotely as difficult as vSS AND VO drops from all three of the trials. Heck, it drops from the NORMAL VERSION OF THESE TRIALS. If you really want to compare the two, let perfected False Gods drop in normal Sunspire. No reason for this asides from giving a nerf to an overused set.
Y'all pfg ppl need to read. They didn't compare pfg to vo they compared VO to serpent. PFG had two bonuses as a perfected set. Name another perfect set that does that? They took a whopping single mag line off this set. That 100 spell damage. The set still does what it meant to do.
PFGD did not have two Perfected bonuses, it gained only 1096 Max Mag compared to the normal version, just like other perfected sets. The normal version gave 8% cost reduction + 129 Spell Damage, which was mirroring VO.
Quick Serpent is an underpowered set that nobody uses. 8% cost reduction is very low, offering about half the sustain of other 5pc set bonuses (Lich and Magnus), unless enemies are constantly dying. The additional stat line was intended to offset the weakness of this cost reduction, and allow the set to be used in content other than arenas and trash pulls.
Yes it did. They just had FG with a perfected line too.
VO is an underpowered set that barely anyone uses.
You said VO is underpowered but you support making false gods worse than VO and PFG (a perfected set!!!!) As weak as VO which again in your own words is underpowered???!
Thanks for further fueling the argument that the nerf doesn't make sense....
Worse than vo? The same as vo. VO is compared to quick serpent. Spin all you want but in the end it had two stat lines as a perfected. It wasn't in line with any other perfected. You lossed 1k mag. The set still does the same thing as before but with what 3% or less dps? Please the nerf was warranted your love of one stat line is bizzare.
WrathOfInnos wrote: »I was just thinking more about the Netch’s Touch and Ysgramor sets. They did not receive a magnitude buff to match War Maiden (600 Spell Damage), but doing so would still give poor results because there are so few sources of Lightning and Frost damage on DPS builds, even for Sorcerers and Wardens.
So I had an idea, what if Netch and Ysgramor didn’t operate like Silks of the Sun and War Maiden. Instead these 2 sets could mirror Burning Spellweave. They would proc on the use of Shock or Frost damage, give a ~500 Spell Damage buff to all skills for 8s with a 12s cooldown, and apply the Concussion or Chilled status effect. That way a Lightning or Frost build could use a thematically appropriate set, without it feeling wasted on non-elemental skills like Deep Fissure, Daedric Prey, Crystal Fragments, Fetcher, Bear etc. It could match BSW’s new 490 value, or be slightly higher given than Concussion and Chill are typically less valuable than Burning for a damage dealer.
I think this would appropriately balance these sets, which are underperforming on PTS and live, without needing to increase their Spell Damage for a single element to something extreme like 800-100 (which would probably cause a new set of issues on niche builds like Overload gankers and BG Frost CC spammers).
DUTCH_REAPER wrote: »Caalurions needs to have the crit requirement removed. as of now only magblades will continue to use this set. when u had the crit requirement removed any mag class could now use the set and time a burst attack on a target. stamina classes have so many hard hitting proc sets that go off that do not reuqire a crit to use. if you want magic classes to have more choices and variuation then remove the crit requirement. otherwise change the name from caalurion legacy to Magic Nb set only.
Onefrkncrzypope wrote: »Onefrkncrzypope wrote: »WrathOfInnos wrote: »Onefrkncrzypope wrote: »I'll just be the 2,325th person to say it but, don't nerf False Gods Devotion. As stated before if you want to compare it to VO give it a buff and only have it drop from bosses in vet Craglorn trials then leave False Gods alone. vAA, vSO, and vHRC are not remotely as difficult as vSS AND VO drops from all three of the trials. Heck, it drops from the NORMAL VERSION OF THESE TRIALS. If you really want to compare the two, let perfected False Gods drop in normal Sunspire. No reason for this asides from giving a nerf to an overused set.
Y'all pfg ppl need to read. They didn't compare pfg to vo they compared VO to serpent. PFG had two bonuses as a perfected set. Name another perfect set that does that? They took a whopping single mag line off this set. That 100 spell damage. The set still does what it meant to do.
PFGD did not have two Perfected bonuses, it gained only 1096 Max Mag compared to the normal version, just like other perfected sets. The normal version gave 8% cost reduction + 129 Spell Damage, which was mirroring VO.
Quick Serpent is an underpowered set that nobody uses. 8% cost reduction is very low, offering about half the sustain of other 5pc set bonuses (Lich and Magnus), unless enemies are constantly dying. The additional stat line was intended to offset the weakness of this cost reduction, and allow the set to be used in content other than arenas and trash pulls.
Yes it did. They just had FG with a perfected line too.
VO is an underpowered set that barely anyone uses.
You said VO is underpowered but you support making false gods worse than VO and PFG (a perfected set!!!!) As weak as VO which again in your own words is underpowered???!
Thanks for further fueling the argument that the nerf doesn't make sense....
Worse than vo? The same as vo. VO is compared to quick serpent. Spin all you want but in the end it had two stat lines as a perfected. It wasn't in line with any other perfected. You lossed 1k mag. The set still does the same thing as before but with what 3% or less dps? Please the nerf was warranted your love of one stat line is bizzare.
Regular false gods is losing a line of spell damage to make it worse than VO and perfected false gods is losing a line of Magicka which costs approximately 108 effective spell damage. That's not a trivial nerf and only serves to punish those that play mag dps. PFG being competitive DPS wise while offering sustain is what made it so desired. Regular false gods being a VO equivalent meant that the bar for getting into harder content was reasonable for most players. The level of effort to achieve capable (false gods) and competitive (PFG which can be beat out now in certain situations where siroria is possible) made sense with the sets as is.
DUTCH_REAPER wrote: »Caalurions needs to have the crit requirement removed. as of now only magblades will continue to use this set. when u had the crit requirement removed any mag class could now use the set and time a burst attack on a target. stamina classes have so many hard hitting proc sets that go off that do not reuqire a crit to use. if you want magic classes to have more choices and variuation then remove the crit requirement. otherwise change the name from caalurion legacy to Magic Nb set only.
No, the set was completely overperforming with it offering 20k TT damage every 10 seconds that was further buffed by Malacath.
It's already powerful in terms of burst damage but how it was on PTS was way, way too much
Onefrkncrzypope wrote: »WrathOfInnos wrote: »Onefrkncrzypope wrote: »I'll just be the 2,325th person to say it but, don't nerf False Gods Devotion. As stated before if you want to compare it to VO give it a buff and only have it drop from bosses in vet Craglorn trials then leave False Gods alone. vAA, vSO, and vHRC are not remotely as difficult as vSS AND VO drops from all three of the trials. Heck, it drops from the NORMAL VERSION OF THESE TRIALS. If you really want to compare the two, let perfected False Gods drop in normal Sunspire. No reason for this asides from giving a nerf to an overused set.
Y'all pfg ppl need to read. They didn't compare pfg to vo they compared VO to serpent. PFG had two bonuses as a perfected set. Name another perfect set that does that? They took a whopping single mag line off this set. That 100 spell damage. The set still does what it meant to do.
PFGD did not have two Perfected bonuses, it gained only 1096 Max Mag compared to the normal version, just like other perfected sets. The normal version gave 8% cost reduction + 129 Spell Damage, which was mirroring VO.
Quick Serpent is an underpowered set that nobody uses. 8% cost reduction is very low, offering about half the sustain of other 5pc set bonuses (Lich and Magnus), unless enemies are constantly dying. The additional stat line was intended to offset the weakness of this cost reduction, and allow the set to be used in content other than arenas and trash pulls.
Yes it did. They just had FG with a perfected line too.
VO is an underpowered set that barely anyone uses.
@WrathOfInnos is correct. VO has two 5-pc bonuses and normal False God's mirrors this which is perfectly acceptable because they require similar effort.
As for VO being underpowered...VO isn't considered BiS because stam have less problems with sustain compared to magicka. Stamina also have a lot more options for decent sets, compared to magicka sets.
Onefrkncrzypope wrote: »Onefrkncrzypope wrote: »WrathOfInnos wrote: »Onefrkncrzypope wrote: »I'll just be the 2,325th person to say it but, don't nerf False Gods Devotion. As stated before if you want to compare it to VO give it a buff and only have it drop from bosses in vet Craglorn trials then leave False Gods alone. vAA, vSO, and vHRC are not remotely as difficult as vSS AND VO drops from all three of the trials. Heck, it drops from the NORMAL VERSION OF THESE TRIALS. If you really want to compare the two, let perfected False Gods drop in normal Sunspire. No reason for this asides from giving a nerf to an overused set.
Y'all pfg ppl need to read. They didn't compare pfg to vo they compared VO to serpent. PFG had two bonuses as a perfected set. Name another perfect set that does that? They took a whopping single mag line off this set. That 100 spell damage. The set still does what it meant to do.
PFGD did not have two Perfected bonuses, it gained only 1096 Max Mag compared to the normal version, just like other perfected sets. The normal version gave 8% cost reduction + 129 Spell Damage, which was mirroring VO.
Quick Serpent is an underpowered set that nobody uses. 8% cost reduction is very low, offering about half the sustain of other 5pc set bonuses (Lich and Magnus), unless enemies are constantly dying. The additional stat line was intended to offset the weakness of this cost reduction, and allow the set to be used in content other than arenas and trash pulls.
Yes it did. They just had FG with a perfected line too.
VO is an underpowered set that barely anyone uses.
@WrathOfInnos is correct. VO has two 5-pc bonuses and normal False God's mirrors this which is perfectly acceptable because they require similar effort.
As for VO being underpowered...VO isn't considered BiS because stam have less problems with sustain compared to magicka. Stamina also have a lot more options for decent sets, compared to magicka sets.
Onefrkncrzypope wrote: »Onefrkncrzypope wrote: »WrathOfInnos wrote: »Onefrkncrzypope wrote: »I'll just be the 2,325th person to say it but, don't nerf False Gods Devotion. As stated before if you want to compare it to VO give it a buff and only have it drop from bosses in vet Craglorn trials then leave False Gods alone. vAA, vSO, and vHRC are not remotely as difficult as vSS AND VO drops from all three of the trials. Heck, it drops from the NORMAL VERSION OF THESE TRIALS. If you really want to compare the two, let perfected False Gods drop in normal Sunspire. No reason for this asides from giving a nerf to an overused set.
Y'all pfg ppl need to read. They didn't compare pfg to vo they compared VO to serpent. PFG had two bonuses as a perfected set. Name another perfect set that does that? They took a whopping single mag line off this set. That 100 spell damage. The set still does what it meant to do.
PFGD did not have two Perfected bonuses, it gained only 1096 Max Mag compared to the normal version, just like other perfected sets. The normal version gave 8% cost reduction + 129 Spell Damage, which was mirroring VO.
Quick Serpent is an underpowered set that nobody uses. 8% cost reduction is very low, offering about half the sustain of other 5pc set bonuses (Lich and Magnus), unless enemies are constantly dying. The additional stat line was intended to offset the weakness of this cost reduction, and allow the set to be used in content other than arenas and trash pulls.
Yes it did. They just had FG with a perfected line too.
VO is an underpowered set that barely anyone uses.
@WrathOfInnos is correct. VO has two 5-pc bonuses and normal False God's mirrors this which is perfectly acceptable because they require similar effort.
As for VO being underpowered...VO isn't considered BiS because stam have less problems with sustain compared to magicka. Stamina also have a lot more options for decent sets, compared to magicka sets.
In what world is that balanced... As stated multiple times ZOS saying that VO is perfected quick serpent is absolute nonsense. If the crag sets that drop from all three are supposed to be perfected versions of other sets in crag trials then where are the other ones? Where's "perfected" twice fang? Where's perfected AY? That hole in their argument makes it obvious that ZOS just wanted to nerf players and it has nothing to do with standards.
For the last few years now (supposedly current standards) perfected has meant drops from vet or vet hm. VO comes from normal. False gods comes from normal. They match this is logical. False gods has a perfected version (because all the sets in VSS do). That should be better than regular false gods (incentive to run vet). The one line mag in addition accomplished this quite nicely without being overpowered. It was BiS only because sustain in this game is awful (it was better with bfb but they are destroying that too) because they keep nerfing it and because siroria was frustrating to use in content where you needed high mobility (fixed with current PTS proposed changes).
This isn't balance because of standards it's nerfing players and disrespecting effort put in. I'm not against the meta changing I'm against crippling a set because it was being used. It sets a bad precedent. How about instead they buff alternatives to make them more enticing because all they are doing right now is widening player skill gap and hurting people who put in effort.
Skjaldbjorn wrote: »As I have said elsewhere, I feel like the Morag change is good in theory, terrible in practice. It's exclusively buffing the ever-loving hell out of Stamcro and Stamblade to the detriment of Stam Sorc and Stamplar, which are seeing a lot of viability and usefulness in the current PTS climate. It's just going to restrict the meta. Poison damage is fine and reasonably balanced on a set, Disease, not so much. It should be a class-exclusive buff/debuff, not tacked onto a set that a support can run. Restricting viability at the top-end will inevitably trickle down regardless of skill level, which we've seen time and time again. Not saying a disease damage ramp is bad or has no place, but lazily throwing it on Morag is the wrong way to handle it.
Onefrkncrzypope wrote: »Skjaldbjorn wrote: »As I have said elsewhere, I feel like the Morag change is good in theory, terrible in practice. It's exclusively buffing the ever-loving hell out of Stamcro and Stamblade to the detriment of Stam Sorc and Stamplar, which are seeing a lot of viability and usefulness in the current PTS climate. It's just going to restrict the meta. Poison damage is fine and reasonably balanced on a set, Disease, not so much. It should be a class-exclusive buff/debuff, not tacked onto a set that a support can run. Restricting viability at the top-end will inevitably trickle down regardless of skill level, which we've seen time and time again. Not saying a disease damage ramp is bad or has no place, but lazily throwing it on Morag is the wrong way to handle it.
If Morag tong excludes the top Stam dps then people won't use it. Why would they? Even if it's a class exclusive ZoS always still includes a set that can replace that buff. There is even a set for battle roar.
Yes there are outliers leave me alone.
Skjaldbjorn wrote: »Onefrkncrzypope wrote: »Skjaldbjorn wrote: »As I have said elsewhere, I feel like the Morag change is good in theory, terrible in practice. It's exclusively buffing the ever-loving hell out of Stamcro and Stamblade to the detriment of Stam Sorc and Stamplar, which are seeing a lot of viability and usefulness in the current PTS climate. It's just going to restrict the meta. Poison damage is fine and reasonably balanced on a set, Disease, not so much. It should be a class-exclusive buff/debuff, not tacked onto a set that a support can run. Restricting viability at the top-end will inevitably trickle down regardless of skill level, which we've seen time and time again. Not saying a disease damage ramp is bad or has no place, but lazily throwing it on Morag is the wrong way to handle it.
If Morag tong excludes the top Stam dps then people won't use it. Why would they? Even if it's a class exclusive ZoS always still includes a set that can replace that buff. There is even a set for battle roar.
Yes there are outliers leave me alone.
Currently it doesn't necessarily exclude anyone on live. Everyone has some form of poison damage. The issue is the disease change literally ramps Necro and Stamblade exclusively.
DUTCH_REAPER wrote: »DUTCH_REAPER wrote: »Caalurions needs to have the crit requirement removed. as of now only magblades will continue to use this set. when u had the crit requirement removed any mag class could now use the set and time a burst attack on a target. stamina classes have so many hard hitting proc sets that go off that do not reuqire a crit to use. if you want magic classes to have more choices and variuation then remove the crit requirement. otherwise change the name from caalurion legacy to Magic Nb set only.
No, the set was completely overperforming with it offering 20k TT damage every 10 seconds that was further buffed by Malacath.
It's already powerful in terms of burst damage but how it was on PTS was way, way too much
if you are saying the damage is to high then lower the damage but remove the crit requirement. only mnb use this set currenlty in pvp because of that. Or change malacath to not affect proc sets but regardless remove the proc crit requirement. I dont see anyone calling for stam sets with high damage to have a crit requirement. Thats because only nbs can use them. it is niche.
edited- no caal proc in pvp against a target has ever been or ever will be 20k man
HalfDragoness wrote: »I realy enjoy playing characters with the stranglers, as they are currently They're really fun for solo play and they're enjoyable in vet dungeons. Personally I'd just never wear them in a trial because I'd hate to be a liability. However I udnerstand that there are a lot of people who would use them in trials to maximise their damage.
My initial reaction to their current modifications is that when the debuffs become fixed numbers rather than percentages (and with the addition of weapon damage) this vastly favours medium armor stamina builds over magicka light armor builds, and this feels unfair. If the stranglers will now benefit stamina and magicka dps, the debuffs should not favour one build over the other.
If I understand correctly, the devs don't want stranglers to become essential to meta damage builds. IIf this is the case then the stranglers should have debuffs against group play but they should still be fun for solo content and useable in dungeons.
Make Thrassians Penalise an Entire Group
Suggestion One
What I would like to suggest it that instead of all the penalty falling on the wearer, the penalty could be more like the weapon overload mechanic in Cloudrest, where, if you have multiple people in the same group within 50ft of each other who are wearing the stranglers all wearers take damage per second based on how many stacks of the sloads call they have.
Damage would be calculated so that in a trial group it's safest to have only one player wearing the stranglers, but you can have a maximum of two, but this will kep your healers very occupied especially if both players have maximum stacks.
Suggestion Two
Or it could be that everyone in the same group as someone wearing stranglers takes damage per second based on the amount of sloads call stacks, which can be healed in veteran trial content if you have 4-6 players wearing stranglers but that all group memebers (including those not wearing them) will take damage x the total amount of sloads call stacks in the group.
e.g. 1 sloads call stack = 10 damage per second, per group memeber
One player wearing stranglers: At 50 sloads call stacks all group members take 500 damage per second
Two players: With both at 50 stacks all group members take 1000 damage per second
Six players: With all at 50 stacks all group members take 3000 damage per second (unfeasable in most veteran content)
With this penality coordinated trial teams could still have two players wearing stranglers but could organize themselves so that either, both players try to hover around having 25 stacks, or that they alternate who has max stacks. E.g. P1 wear them from the start, at around 20 -25 stacks P2 puts theirs on. P1 gets to 50 stacks, then crouches to cleanse themselves. P2 is at 25 stacks, P1 is at 0, when P2 gets to 50 stacks they crouch to cleanse themselves, P1 is at 25 stacks again, and so on...
Suggestion Three
The stranglers have some other kind of debuff that stacks with itself so that the more players in a group wearing the stranglers the worse the debuff will be.E.g.
- Wearing the stranglers lowers all group mmebers health by 500. (two or more players wearing stranglers would counter the Ebon Armory buff)
- Wearing the stranglers causes all group memebers to recieve 0.25% less healing per stack of sloads call. (One player with max stacks means whoe group takes 12.5% less healing. Four players with max stacks means whole group takes 50% less healing)
- Wearing the stranglers causes unstable magic energy in a 2-15ft circle around you. This damages group members with unblockable oblivion damage, both the damage and the circle size increase with more stacks. If multiple players in the group are wearing the stranglers and their circles overlap this multiples the damage.
You get the idea...
HalfDragoness wrote: »I posted this elsewhere but it is also relevant hereHalfDragoness wrote: »I realy enjoy playing characters with the stranglers, as they are currently They're really fun for solo play and they're enjoyable in vet dungeons. Personally I'd just never wear them in a trial because I'd hate to be a liability. However I udnerstand that there are a lot of people who would use them in trials to maximise their damage.
My initial reaction to their current modifications is that when the debuffs become fixed numbers rather than percentages (and with the addition of weapon damage) this vastly favours medium armor stamina builds over magicka light armor builds, and this feels unfair. If the stranglers will now benefit stamina and magicka dps, the debuffs should not favour one build over the other.
If I understand correctly, the devs don't want stranglers to become essential to meta damage builds. IIf this is the case then the stranglers should have debuffs against group play but they should still be fun for solo content and useable in dungeons.
Make Thrassians Penalise an Entire Group
Suggestion One
What I would like to suggest it that instead of all the penalty falling on the wearer, the penalty could be more like the weapon overload mechanic in Cloudrest, where, if you have multiple people in the same group within 50ft of each other who are wearing the stranglers all wearers take damage per second based on how many stacks of the sloads call they have.
Damage would be calculated so that in a trial group it's safest to have only one player wearing the stranglers, but you can have a maximum of two, but this will kep your healers very occupied especially if both players have maximum stacks.
Suggestion Two
Or it could be that everyone in the same group as someone wearing stranglers takes damage per second based on the amount of sloads call stacks, which can be healed in veteran trial content if you have 4-6 players wearing stranglers but that all group memebers (including those not wearing them) will take damage x the total amount of sloads call stacks in the group.
e.g. 1 sloads call stack = 10 damage per second, per group memeber
One player wearing stranglers: At 50 sloads call stacks all group members take 500 damage per second
Two players: With both at 50 stacks all group members take 1000 damage per second
Six players: With all at 50 stacks all group members take 3000 damage per second (unfeasable in most veteran content)
With this penality coordinated trial teams could still have two players wearing stranglers but could organize themselves so that either, both players try to hover around having 25 stacks, or that they alternate who has max stacks. E.g. P1 wear them from the start, at around 20 -25 stacks P2 puts theirs on. P1 gets to 50 stacks, then crouches to cleanse themselves. P2 is at 25 stacks, P1 is at 0, when P2 gets to 50 stacks they crouch to cleanse themselves, P1 is at 25 stacks again, and so on...
Suggestion Three
The stranglers have some other kind of debuff that stacks with itself so that the more players in a group wearing the stranglers the worse the debuff will be.E.g.
- Wearing the stranglers lowers all group mmebers health by 500. (two or more players wearing stranglers would counter the Ebon Armory buff)
- Wearing the stranglers causes all group memebers to recieve 0.25% less healing per stack of sloads call. (One player with max stacks means whoe group takes 12.5% less healing. Four players with max stacks means whole group takes 50% less healing)
- Wearing the stranglers causes unstable magic energy in a 2-15ft circle around you. This damages group members with unblockable oblivion damage, both the damage and the circle size increase with more stacks. If multiple players in the group are wearing the stranglers and their circles overlap this multiples the damage.
You get the idea...