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3/5/2023 11:09:10 AM
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Threadlings are a meh idea executed poorly

When the idea was first floated that the Strand Warlock would be a summoner type class, I was excited. It was a fresh new thing, as up until then, we've only had little turrets from Stasis and Arc, and I already adore those. So the potential for Strand Warlock seemed really great! But then we got Threadlings, and... They're not summons. They're just a reskin of a tracking missile. This is already a disappointment, but it gets much worse when you consider the way Threadlings work, resulting in the following problems: 1) Threadlings are slow 2) Threadlings struggle with targets on high ground 3) Threadlings cannot hit flying enemies 4) Threadlings get stuck on terrain 5) Threadlings have a 'bomb mode' that, once triggered, they can't pull out of, leading them to divebomb corpses and blow up for zero value With all these stacked up disadvantages, I'd rather just have the missile. The needles from Needlestorm would've been a great aesthetic to pull the same concept -without- all the jank that comes from turning Threadlings into a pale imitation of a Bombchu. A consumed threadling grenade + rift spawns 8 Threadlings total, and it struggles to kill more than two targets because five of them will hop on the same goblin, meaning three are just blowing up on nothing. It's an enormous disappointment and unfortunately, I don't really see how it can be fixed without an invasive mechanical overhaul. Maybe some AI improvements can alleviate some of the problem, but as it stands, I'm shelving the Threadling grenade. I get it for free from grapple-bashing anyway.

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  • The threadlings also pounce on immune enemies.

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  • 10 threadlings jumping over a redbar goblin is definitely an issue, this and they going for an immune enemy

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  • i do feel like alot of the wasted threadlings could be avoided by only allowing a certain amount of threadlings to lock on to 1 target at a time, like redbars can only have 1-2 locked on while orange bars get 3-4 and majors and bosses can have max so that way you can still focus fire but it doesn't waste large quatities of threadlings on already dead enemies lol

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  • My only issue is how easy they are to destroy in pvp. One shot without even having explosive rounds will kill 90% of the threadlings. Their hitboxes are just massive! I get they would be annoying but their damage is not really that impressive anyway unless you use the fragment with the grenade and the rift. Thats a lot stuff for just one kill in pvp. Their hitboxes just need to be smaller in pvp and in pve I honestly think they are fine.

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  • Peakn’t

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  • [quote] 1) Threadlings are slow 2) Threadlings struggle with targets on high ground 3) Threadlings cannot hit flying enemies 4) Threadlings get stuck on terrain 5) Threadlings have a 'bomb mode' that, once triggered, they can't pull out of, leading them to divebomb corpses and blow up for zero value [/quote] 1: not really accurate. They are quite speedy for a crowd control ability. 2: not true at all. My threadlings have no issue climbing up walls 3: not true. I have no issues with my threadlings leaping up to flying enemies and new threadlings bouncing from enemy to enemy. 4: not accurate. They go over terrain very well. They are meant to be used for crowd control so obviously if you proc them too far from enemies they won't track. They are not supposed to be long ranged. 5: they only expire on corpses when there are no other enemies in range. Never had this issue when using them properly.

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    • [quote] 1) Threadlings are slow 2) Threadlings struggle with targets on high ground 3) Threadlings cannot hit flying enemies 4) Threadlings get stuck on terrain 5) Threadlings have a 'bomb mode' that, once triggered, they can't pull out of, leading them to divebomb corpses and blow up for zero value [/quote] 1. No enemy in pve is going outrun them or get away from them. 2. They can jump very high. 3. They can… 4. Use warlock then and have them attach to you. 5. Only if the enemy dies while they’re mid attack or you’re not on warlock.

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    • I think they're over rated. Patrol build IMO.

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      • 4
        Guardian, Archon Of Light
        Guardian, Archon Of Light

        Archon Priest Of House Light - old

        Whatever, I love my little buddies, I like watching them pounce on my foes Alot more fun than OldGod's, which is very situational and borderline useless Yes we would all like to be a mage from Warcraft and Summon Dragons and Giant Spiders, but this 1980s engine will never be able to handle that

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        • I like the damage they do and man are they damn fun, I even used them in the legendary campaign and they worked wonderfully (mind you, I was strand empowered so of course no matter what the strand builds are gonna feel pretty good regardless) but my issue is that they only merely do dps and just spread about 10k damage. only once per about 15 seconds depending on your build which is good but against champions they don't do much. I would like to see them have more utility. perhaps seek out unraveled targets and if they hit them they suspend them or something. maybe more aspects or fragments that do that. so as of for right now they are fun but leave a bit to be desired late game.

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        • I use the threadling grenade + the fragment that increases their distance and damage.. eat the grenade, cast the rift, 8 threadlings. it's fun to me, but yeah they will blow up on dead bodies.. i try to save it for strong single targets instead of small adds

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          • Personally I like them but I hate how part of them are a rift aspect. On the other hand verity brow threading are a menace to this planet

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          • I once saw a threadling jump 20 meters to reach a harpy. It was pretty funny imo

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          • But they're funny little guys

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          • I think it's a disservice to call threadlings anything close to what we've had in the past. Threadlings have a much bigger presence on the field compared to most other things that track and proc an effect. Not to mention it's quite easy for them to propagate themselves with the right build setups. You also are forgetting that threadlings have the ability to return to you. They're AI driven so of course they're not perfect. They will attack dead things on occasion or get stuck. But that would be like me saying Tormentors failed as a threatening enemy because they can get stuck as well. Personally Broodweaver didn't land for me like I originally thought it would. But in all honesty it's because Berzerker ended up being way better than I thought it would. Also there's like 3 variations of the thread runner that gives you near/actually infinite up time with grapple and suspend dive. This isn't to say that I think threadlings as an identity cannot be improved. But it's the most...forward of the three Strand classes. Comparatively I feel like Strand landed better than Stasis did in terms of class balance between the three.

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          • It's not a bad idea but it is implemented poorly. It would be better for them to work more like say outbreak prime or the ghorn

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            • I love me some good threadlings

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            • Edited by Astrosa: 3/5/2023 9:54:40 PM
              Them tiny bugs super good

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            • I don’t want them to get buffed, I like strand how it is

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            • Git Gud

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              • I find them to be pretty effective if deployed at the right times. They seem to take 1 for 1 versus red bars on at-level content. I’d agree that they struggle with high-ground enemies if there is no direct route. They operate in the same way as the grenades from colony do. Just you can only deploy them in limited areas. They put in massive work with swarmers on though. Unraveling multiple enemies is extremely effective and easy with them.

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              • I like how with the new Exotic pants, [armory]Swarmers[/armory], your Threadlings supposedly unravel target - with unravel being effect that works against Barrier Champions. Watched my friend send his lil army of bombers towards Barrier Champ, just to see them stroll past it to red bar enemy. Also random site note, don't use them near Xur's Starhorse. The horse apparently eats your Threadlings, they just get sucked inside and you'll never see them again.

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                • Edited by Hawpy: 3/5/2023 2:51:38 PM
                  While the ways of creating Threadlings doesn't necessarily fit with my idea of a summoner class, I have no complaints about their strength or how fun they are. I use the Grapple-melee rather than the Threadling Grenade, as it seems much, much better for damage and also has the movement option for when it's needed. Between that, creating 3 when casting Rift, the Hatchling perk on a Strand gun and the Fragment that lets Strand guns sometimes spawn one on a kill, I make plenty of Threadlings in combat and they do a lot of work. It's also good to note that the Fragment which boosts their damage is a great 33% increase and this also applies to the Threadlings spawned as part of Needlestorm, which innately do more damage than normal ones. As far as Summoning goes, they're also a lot better than "Cast your Rift to summon a Strand Soul that causes a minor inconvenience to your enemies", which is what I was expecting.

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                • I’ve always just wanted a true summoner class in this game where my super summons a teleporting taken captain to aide me in battle. Stuff like that.

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