Thrassian Stranglers:
- Reduced the Weapon and Spell Damage per stack to 17, down from 40.
- This set no longer causes you to take 1% more damage per stack, or decreases your healing taken by 1% per stack.
- This set now causes you to lose 120 Maximum Health for every stack you have. The maximum stack count stays at 50, resulting in the final stats to be 850 Weapon and Spell Damage, -6000 Health, and -50% shield efficacy.
- Increased the duration of the stacks to 1 hour, up from 10 minutes, to better cement the quasi-permanent permanency.
This idea may be seen as death for the item as well, but hear me out. Make the item have a huge bonus to Weapon and Spell Damage, and also bring back the more damage and healing reduction per stack. However, increase the negatives per stack to 2% instead of 1%. What will this do? Well If fully stacked, you take 100% more damage, receive a 100% reduction in healing, and lowers shield efficiency by 100%. Heck, let's ramp it up even more! Make the maximum stack 69 instead of 50. Not only does this make the stranglers a meme, but also takes into account Major and Minor Buffs that may negate these negatives, like the Vitality or Protection buffs. This would 100% align with the original goal of the item and would make it to where players would seldom want to be at full stacks, having to remove them constantly for fear of their own safety. As long as the reward is big enough for players to want it, they'll still use the item, but it'll make them think about it now.This set was originally created to be a risk/reward set that inflicted you with such a high penalty that despite the power potential it offered, attaining it would be something you'd seldom want to keep.
Just keep the item like it is in public, but lower the overall Weapon and Spell Damage you gain per stack. This option is boring, it's no fun, but it'll work.New Moon Acolyte: Reduced the Weapon and Spell Damage granted from this set’s 5 piece bonus to 401, down from 481. This was done to make up for the fact that the resource cost increase penalty can be easily alleviated in group settings by having allies supply you with sets or synergies.
Playboy_Shrek wrote: »theres a threshold of this item being too good or too bad because its glass cannon
if healers can keep you alive = every DD will use it
if healers can't keep you alive = no DD will use it
simple as that.
I almost think I kind of see where they might've been coming from with this recent change. Not that its necessarily good but whatever.
Using set piece bonuses as a reference, 1206 Max Health = 129 Weapon/Spell Damage. This is close to the current Thrassian's numbers per stack, with 120 Health loss versus 17 WD/SD gained (12 would've been more equal). At the max is 6000 Health loss and 850 WD/SD gained. To make up that 6000 Health lost, you could redistribute about 50 points into Health, which is 122 per point for a total of 6100 in exchange of 50 points in Stamina or Magicka, which is 111 for 5500. 5500 of either resource is approximately 523 WD/SD. Subtracting that from the full bonus of 850 becomes 327 for the net gain here. That's close to a 5 piece bonus which these mythic items are supposed to be equivalent to. Closest examples are Hunding's Rage and Julianos of course.
I believe realistically the net gain should still be decently more since you're sacrificing a full monster set bonus and need to build stacks over a period of time before even reaching a "break even" point with what the monster set would've gave you from the jump. The conditional aspect of it is no different than other sets that give you more WD/SD due to these types of narrow conditions. At least then it could maybe push the net gain to 500 or 600.
But even with that, the issue with the stacks currently is there still requires not only way too many to reach that break even point in a reasonable time in the first place but also still requiring kills, which is questionable in at least trial settings. Its not 100% clear what their intentions are but it definitely doesn't seem like they want it for group play, so I dunno what its purpose is exactly.
Czekoludek wrote: »Max 10 stacks, 80 sd/wd per stack, 2% increased damage taken per stack. Live iteration of Thrassians is fun but too op, this change would be good for balance without killing the Item. Also they lower stack number for siro and rele this patch, why not do the same for thrassians?
VioletDracolich wrote: »The proposed changes to the mythic item Thrassian Stranglers as of v6.1.2, will 100% be the death of this item:
2. Ramp up the risk and reward:This idea may be seen as death for the item as well, but hear me out. Make the item have a huge bonus to Weapon and Spell Damage, and also bring back the more damage and healing reduction per stack. However, increase the negatives per stack to 2% instead of 1%. What will this do? Well If fully stacked, you take 100% more damage, receive a 100% reduction in healing, and lowers shield efficiency by 100%. Heck, let's ramp it up even more! Make the maximum stack 69 instead of 50. Not only does this make the stranglers a meme, but also takes into account Major and Minor Buffs that may negate these negatives, like the Vitality or Protection buffs. This would 100% align with the original goal of the item and would make it to where players would seldom want to be at full stacks, having to remove them constantly for fear of their own safety. As long as the reward is big enough for players to want it, they'll still use the item, but it'll make them think about it now.This set was originally created to be a risk/reward set that inflicted you with such a high penalty that despite the power potential it offered, attaining it would be something you'd seldom want to keep.
I like this idea. It fits the original intent (as per the description - awesome power but unattainable) the best. And it really makes the item unique and interesting. At full stacks the penalty should be prohibitively high (like getting 1 shot by just about everything in any vet content and no healer can do anything to protect you). If you are a god-like player who can avoid all damage, then, fair play, you get to use godlike powers. Everyone else has to manage stacks carefully and really take on risks to get a damage boost beyond other sets.
ZOS should have gone with this in the first place!
Problem with this item is it's binary nature. Either it is too good and everybody uses it. Or it is very limited in scope and hence not useful in most situations.
So it is either meta or niche with no middle ground. Problem is that us players, especially those of us did the extremely annoying grind for it, would prefer it to be meta rather than unused in most cases. ZOS on the other hand is adamant about keeping it niche instead as it created the fastest powercreep in DPS in the last 5 years.
The problem with having the risk portion of the item only applying if players take damage is that the best players can avoid it in most PvE content. The only way to balance the item in PvE is either have it not work well in trials (balance in dungeons is generally ignored) or have the risk portion not be dependent on taking damage.
There's so many other negatives they could have used instead of/as well as:
- Snare (imagine being stuck in place at max stacks)
- Resource drain / increased skill cost
- Health drain
- Damage reflect (hard to balance between PvE and PvP though)
- Summon a pet that taunts enemies so they attack you
- Damage other group members (trolls would have fun)
The live version of the gloves there is NOTHING wrong with
Good reward, high risk And loss of 5 pierce - -perfect
These pts changes mean no one will wear them. Noone
VioletDracolich wrote: »The live version of the gloves there is NOTHING wrong with
Good reward, high risk And loss of 5 pierce - -perfect
These pts changes mean no one will wear them. Noone
I am sorry to tell you, but you're wrong. I use the stranglers for my high risk vampire build, and they give it too much power with literally no risk. If a stage 4 vampire who occassionally uses Shimmering Frenzy has literally no fear of death, then there is little risk to using them. Now imagine a group of people working together to minimize the little risk this set currently provides.
The developers want this item to provide a significant risk which is currently not the case. However, they're now wanting to give it too much risk for little to no actual reward. It needs to have risk with an appropriate reward, which neither the live or current pst versions provide.
Whilst I don’t doubt this is the case in the wilds of auridon against mud crabs , this is not true against anything in a vet dlc dungeon or indeed any vet trial. You simply would not wear them (Also worth noting you are using b4b to aid your invulnerable status I assume)
Tanis-Stormbinder wrote: »Tone down the damage per stack a bit and done! In future update come out with a stamina version everyone is happy. Stop hating on something new and fun to use!