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.
anitajoneb17_ESO wrote: »@Mursa :
As a consequence, everyone or at least most people will invest in "sure, reliable buffs" such as more magicka/stamina, more spell/weapon damage, more regen. All these leading to one and unique feature : brute force / max DPS, which in turn is the best guaranteed way to bypass the mechanics and design of NOT ONLY this stage of Maelstrom Arena, but ALL mechanics and design of ALL fights in the game, like we all did (even average to mediocre players) with Hiath the Battlemaster and countless other encounters.
Tweak the mechanics, not the players' abilities.
This is exactly the opposite of "catering to the hardcore crowd" as you put it.byrom101b16_ESO wrote: »anitajoneb17_ESO wrote: »@Mursa :
As a consequence, everyone or at least most people will invest in "sure, reliable buffs" such as more magicka/stamina, more spell/weapon damage, more regen. All these leading to one and unique feature : brute force / max DPS, which in turn is the best guaranteed way to bypass the mechanics and design of NOT ONLY this stage of Maelstrom Arena, but ALL mechanics and design of ALL fights in the game, like we all did (even average to mediocre players) with Hiath the Battlemaster and countless other encounters.
Tweak the mechanics, not the players' abilities.
They do this because it's easier to gate content that way.
High health, high dps, one-shot instants, punishing mechnics you cannot use counters for...
... lazy game design, and catering ONCE AGAIN to those who have no life but ESO and [24 hours minus sleep/eat duration] time to play.
tinythinker wrote: »
Stranglers have vines that try to snatch you. These vines have large thorns. If you are unable to be moved to the strangler, those thorns rip into your flesh as the vines pull away (with a nice scratching/tearing sound) for a major bleed DoT.
You can choose whether you want to take that DoT and the large amount of damage it inflicts or let your character get yanked around.
Scyantific wrote: »This is exactly the opposite of "catering to the hardcore crowd" as you put it.byrom101b16_ESO wrote: »anitajoneb17_ESO wrote: »@Mursa :
As a consequence, everyone or at least most people will invest in "sure, reliable buffs" such as more magicka/stamina, more spell/weapon damage, more regen. All these leading to one and unique feature : brute force / max DPS, which in turn is the best guaranteed way to bypass the mechanics and design of NOT ONLY this stage of Maelstrom Arena, but ALL mechanics and design of ALL fights in the game, like we all did (even average to mediocre players) with Hiath the Battlemaster and countless other encounters.
Tweak the mechanics, not the players' abilities.
They do this because it's easier to gate content that way.
High health, high dps, one-shot instants, punishing mechnics you cannot use counters for...
... lazy game design, and catering ONCE AGAIN to those who have no life but ESO and [24 hours minus sleep/eat duration] time to play.
anitajoneb17_ESO wrote: »
However, if I understand it well, it reads like "we've reduced players' abilities in order to preserve our design of the fight".
.
nimander99 wrote: »Here's what I've learned about boss fights in 18 years of mmo-ing; Boss abilities trump player abilities