Hey thanks for taking the time to slow it down and grab analysis like thatSeptimusDova wrote: »Niftylicious that last video; go to you tube settings and slow the speed down to .25. Then watch and pause it.
at the 4sec mark you were 1meter outside of the stupid ring. Your buffs and debuffs at the time were:
. Green Feet Disease
. Empower
. Minor Sorcery
. Major Smarty Pants
. Major Sorcery
when the poison popped off you were 1.5meters away from the red ring of stupid and still got hit with weakened and volatile poison.
Then you died. If the red ring was widened to account for the actual radius of attack then the ring would be touching the arena wall.
I slo mo all of the vids put up on here it helps with analysis.
Not 100% sure what you mean by this but I don't believe so as you can't kill and the shielder as you'll instantly die anywayryanborror wrote: »Perhaps the wrecking bite enrage exists as a mechanic to discourage aoe burning down the boss and caster so that if you're close enough you get rekt. Seeing as how most other content can just be burned through in this way
Eh I personally feel that VMA has too much RNG to it as a whole and it will take weeks/months to get your perfect run which kills a lot of the competition I think@Alcast
So, played this stage on a new character to give me a better perspective - this time as melee stam.
It actually didn't take me as long to learn as it did the first time around (of course, I already knew the mechanics, so I'm not sure exactly what that tells me)
On the one hand, the poison tics were much more punishing, as you said, you can only live a few seconds with vigor/rally.
However, I don't feel like this particular fight is any more punishing to melee than it is to ranged.
One thing that really does seem 100% avoidable, is taking enraged damage once one of the adds has been killed.
You simply need to make sure you don't kill the add at a time that will result in him insta gibbing you - don't kill the add right before the stomp, or when he's still in melee range. Create enough space between the boss and the add, (e.g. gap closing to the add furthest away from the boss) and you won't get hit by any enraged melee attacks.
I think the issue really is, that the poison dot tic is too punishing for stam builds (or conversely, relatively trivial for magika builds) anyone with harness magika + healing ward can heal through the poison even with a small amount of lag + being unlucky + disjointed hit box, while a stam build has much less margin for error.
That said, I'm still not sure on what grounds we should expect vMSA to be balanced -
I take it from your post that this is about being able to compete for the top score as either a magika or stam build?
(Since you've already got deathless runs as melee stam - it's clearly not that the stage is 'too hard')
While I agree that balance for leader board position is something to strive for,
I think there are far more glaring imbalances. Most egregious is the inability for tank/sustain builds to complete earlier stages of the arena due to dps checks.
Stage 1 and Stage 5 come to mind.
Eh I personally feel that VMA has too much RNG to it as a whole and it will take weeks/months to get your perfect run which kills a lot of the competition I think@Alcast
So, played this stage on a new character to give me a better perspective - this time as melee stam.
It actually didn't take me as long to learn as it did the first time around (of course, I already knew the mechanics, so I'm not sure exactly what that tells me)
On the one hand, the poison tics were much more punishing, as you said, you can only live a few seconds with vigor/rally.
However, I don't feel like this particular fight is any more punishing to melee than it is to ranged.
One thing that really does seem 100% avoidable, is taking enraged damage once one of the adds has been killed.
You simply need to make sure you don't kill the add at a time that will result in him insta gibbing you - don't kill the add right before the stomp, or when he's still in melee range. Create enough space between the boss and the add, (e.g. gap closing to the add furthest away from the boss) and you won't get hit by any enraged melee attacks.
I think the issue really is, that the poison dot tic is too punishing for stam builds (or conversely, relatively trivial for magika builds) anyone with harness magika + healing ward can heal through the poison even with a small amount of lag + being unlucky + disjointed hit box, while a stam build has much less margin for error.
That said, I'm still not sure on what grounds we should expect vMSA to be balanced -
I take it from your post that this is about being able to compete for the top score as either a magika or stam build?
(Since you've already got deathless runs as melee stam - it's clearly not that the stage is 'too hard')
While I agree that balance for leader board position is something to strive for,
I think there are far more glaring imbalances. Most egregious is the inability for tank/sustain builds to complete earlier stages of the arena due to dps checks.
Stage 1 and Stage 5 come to mind.
I don't know about the enraged bite thing, that's probably a bug I've never experienced, but the flowers are really no big deal if you just have awareness of your surroundings..
I've expiremented with this stage several times where I've just let the poison flower summoner live while finishing rounds, and the flowers never hit me. Just look around you.
I don't think damage is the problem, sometimes archers can get irritating, there are two times where that can get really messy. And when you get a xivkyn mini boss, ogrim and daedroth after each other. But you know that all adds to the fun, those parts can get messy but it's a fun challenge.Eh I personally feel that VMA has too much RNG to it as a whole and it will take weeks/months to get your perfect run which kills a lot of the competition I think@Alcast
So, played this stage on a new character to give me a better perspective - this time as melee stam.
It actually didn't take me as long to learn as it did the first time around (of course, I already knew the mechanics, so I'm not sure exactly what that tells me)
On the one hand, the poison tics were much more punishing, as you said, you can only live a few seconds with vigor/rally.
However, I don't feel like this particular fight is any more punishing to melee than it is to ranged.
One thing that really does seem 100% avoidable, is taking enraged damage once one of the adds has been killed.
You simply need to make sure you don't kill the add at a time that will result in him insta gibbing you - don't kill the add right before the stomp, or when he's still in melee range. Create enough space between the boss and the add, (e.g. gap closing to the add furthest away from the boss) and you won't get hit by any enraged melee attacks.
I think the issue really is, that the poison dot tic is too punishing for stam builds (or conversely, relatively trivial for magika builds) anyone with harness magika + healing ward can heal through the poison even with a small amount of lag + being unlucky + disjointed hit box, while a stam build has much less margin for error.
That said, I'm still not sure on what grounds we should expect vMSA to be balanced -
I take it from your post that this is about being able to compete for the top score as either a magika or stam build?
(Since you've already got deathless runs as melee stam - it's clearly not that the stage is 'too hard')
While I agree that balance for leader board position is something to strive for,
I think there are far more glaring imbalances. Most egregious is the inability for tank/sustain builds to complete earlier stages of the arena due to dps checks.
Stage 1 and Stage 5 come to mind.
That's a fair point - since RNG is such a heavy factor for determining scores, if you already have a stage on farm mode, I'm not sure that toning down difficultly is strictly necessary?
In my opinion the whole "time" factor needs to be toned down, I don't know what they can do but they need to make it not so based around time, need more strategy and more quick thinking involved to it
@ZOS I'd also like to see what you guys had in store for the actual final boss, because it's fact that Round 9 isn't the final boss, there are 10 statue heads in the main lobby and the Baron is one of them, he was obviously meant to be the last boss and that is why we are getting -15000 points upon completing, right? My only assumption as to why that is, is because the arena was designed to be a two person place, which is obvious with the amount of mechanics there are but the final boss probably required 2 people to do it.
Ted_Mosby_Architect wrote: »I'm waiting for a certain AD sorc to come into this thread like every other one and say that it's working as intended lol.
Yes, easy to avoid, I go near it to pop it and get hit when I'm far out of the radiusAs far as the ping and poison flowers and all that I can't really agree and it has nothing to do with being a Sorc. As @Dymence said, the flowers are extremely easy to avoid.Ted_Mosby_Architect wrote: »I'm waiting for a certain AD sorc to come into this thread like every other one and say that it's working as intended lol.
However, I think the Arena does not need nerfs. Stage 7 is annoying, but still manageable if you pay attention.
I hate this stage, but there are worse. The worst arena is arena 2, no matter what. The boss mechanic is a joke and simply annoying, no other boss in the game annoys me as much.
@Alcast
For everyone saying it's avoidable here is a perfect example of poison ticking twice (3 times actually in a second) along with poison spawning under my feet and having 0 time to move
Just going to tag @ZOS_GinaBruno @Seiffer and hope this is patched and hope that you guys are honestly not doing another maintenance before next year otherwise I'm personally done dealing with this bs
https://www.youtube.com/watch?v=R419XzpWYC4
You're dodging around the point, it doesn't matter if there were flowers there or not, it doesn't matter what skill I'm using. It doesn't matter what strategy I'm doing. Also notice the lives I was testing a few things.@Alcast
For everyone saying it's avoidable here is a perfect example of poison ticking twice (3 times actually in a second) along with poison spawning under my feet and having 0 time to move
Just going to tag @ZOS_GinaBruno @Seiffer and hope this is patched and hope that you guys are honestly not doing another maintenance before next year otherwise I'm personally done dealing with this bs
https://www.youtube.com/watch?v=R419XzpWYC4
That wave of flowers never should have spawned. From what I can tell from the short clip you missed the poison add spawn and he was already on the second wave before you even attacked him. To me this is a strategic flaw. I'm not certain why you're so far away from the add with him being up and casting.
That said, I think your preferred method of attack (Dark Flare and it's associated cast time) also makes you vulnerable on this stage. You can see the speed reduction while you're casting actually screws you and causes you to get hit at the end.
So glad I have decided to record.
ZOS fix this god damn round it's terrible. This is what I meant by ping and even then the hit detection is atrocious on these poison flowers. are you really going on holiday and leaving DLC like this? honestly? It's by far the most broken round
https://www.youtube.com/watch?v=aE7f1nCiolQ
I'm not completely sure it's ping, I wasn't even near the poison's effect when it exploded to debuff me but I got hit my it, the same thing happens with Arrow Spray, their area of effect is much larger than shown.I stopped going in there due to ping related issues, like getting hit with damage before the enemies have cast anything.
That being said my experiences have me questioning round 4 the most. It's not that badly designed, but getting stunned before you see the 2h mage teleport is bad... and extremely annoying.
Round 7 strat for me was always, kill one minder, stand next to the other one and DPS the boss while in the bubble (his scream kills the other adds on the pedestals). As soon as his scream ends I'd kill the second minder, rinse and repeat on the next minder spawn. Eventually the boss dies. Before the boss, it's just a matter of killing adds while watching your feet for the flowers, yes it's frustrating at times as you've pointed out with ping issues especially when you have no control over your own death, but I didn't find round 7 the most irritating.
@ZOS_GinaBruno @ZOS_RichLambert @Seiffer can you guys look into fixing this *eventually*
Again, you are completely bypassing the point right nowSo glad I have decided to record.
ZOS fix this god damn round it's terrible. This is what I meant by ping and even then the hit detection is atrocious on these poison flowers. are you really going on holiday and leaving DLC like this? honestly? It's by far the most broken round
https://www.youtube.com/watch?v=aE7f1nCiolQ
You practically walked up on that flower and with my low ping any time I get that close to a flower I get hit by it. I agree the latency makes the detection circle for you inaccurate but that was 100% avoidable. There is zero reason ever get that close to a flower.
The price of using dual swords is the lose of an instant cast high damage attack. I do 70% of this fight using Crushing shock and have zero issues with it unless I screw up. The adds die 100% of the time to a double crushing shock/light attack weave(<2 seconds). When I die, it is because of exactly what you did here. I derp into a flower and die to poison before I can cleanse myself. I do it for the same reason that you did it, because I'm rushing through the content as fast as possible to get the best possible time and that means cutting corners and taking risks. In this case the risk you took didn't pan out.
Yeah this stage is not easy, it's not all that enjoyable but every death is 100% avoidable with the right setup and strategy. I could do this entire stage without using a damage shield or overload using nothing but Crushing Shock and I'd be happy to record that for you if you guys want to continue down this "EZ mode sorc" nonsense.
You're dodging around the point, it doesn't matter if there were flowers there or not, it doesn't matter what skill I'm using. It doesn't matter what strategy I'm doing. Also notice the lives I was testing a few things.@Alcast
For everyone saying it's avoidable here is a perfect example of poison ticking twice (3 times actually in a second) along with poison spawning under my feet and having 0 time to move
Just going to tag @ZOS_GinaBruno @Seiffer and hope this is patched and hope that you guys are honestly not doing another maintenance before next year otherwise I'm personally done dealing with this bs
https://www.youtube.com/watch?v=R419XzpWYC4
That wave of flowers never should have spawned. From what I can tell from the short clip you missed the poison add spawn and he was already on the second wave before you even attacked him. To me this is a strategic flaw. I'm not certain why you're so far away from the add with him being up and casting.
That said, I think your preferred method of attack (Dark Flare and it's associated cast time) also makes you vulnerable on this stage. You can see the speed reduction while you're casting actually screws you and causes you to get hit at the end.
Now to the video, notice how I'm hit by poison when I'm not even close to it, that is my argument. Ping has a huge factor when it shouldn't the poison is exploding far too fast, there is no reaction time for players with high ping because of how fast they made it hit.
Actually, you quoted the wrong video, that video is actually showing how poison ticks twice in this case it ticked 3 times in 1 second. The second video is to show the ping and how unfair it is for players like myself, if I get close to it to pop it I can't get out unless I roll dodge around wasting Stamina which probably isn't a good idea for when I need it.
I mean thanks but I dont plan on running till it's fixed :P too much of a hassle to get to this round then have to stopYou're dodging around the point, it doesn't matter if there were flowers there or not, it doesn't matter what skill I'm using. It doesn't matter what strategy I'm doing. Also notice the lives I was testing a few things.@Alcast
For everyone saying it's avoidable here is a perfect example of poison ticking twice (3 times actually in a second) along with poison spawning under my feet and having 0 time to move
Just going to tag @ZOS_GinaBruno @Seiffer and hope this is patched and hope that you guys are honestly not doing another maintenance before next year otherwise I'm personally done dealing with this bs
https://www.youtube.com/watch?v=R419XzpWYC4
That wave of flowers never should have spawned. From what I can tell from the short clip you missed the poison add spawn and he was already on the second wave before you even attacked him. To me this is a strategic flaw. I'm not certain why you're so far away from the add with him being up and casting.
That said, I think your preferred method of attack (Dark Flare and it's associated cast time) also makes you vulnerable on this stage. You can see the speed reduction while you're casting actually screws you and causes you to get hit at the end.
Now to the video, notice how I'm hit by poison when I'm not even close to it, that is my argument. Ping has a huge factor when it shouldn't the poison is exploding far too fast, there is no reaction time for players with high ping because of how fast they made it hit.
Actually, you quoted the wrong video, that video is actually showing how poison ticks twice in this case it ticked 3 times in 1 second. The second video is to show the ping and how unfair it is for players like myself, if I get close to it to pop it I can't get out unless I roll dodge around wasting Stamina which probably isn't a good idea for when I need it.
I agree the ticks of the poison are buggy, I agree that your ping screws you.
What I'm arguing for is a strategy so that you never have to worry about either of those in the first place.
What you're asking for (increasing the time before the flowers pop) in order to accommodate your latency makes the fight far easier for those of us who have no latency issues. I agree, fix the multiple tick bugs (I've had this insta-gib me as well) but I'm just trying to offer you some advice to avoid having to deal with any of this until these things are (hopefully) fixed.
I mean thanks but I dont plan on running till it's fixed :P too much of a hassle to get to this round then have to stopYou're dodging around the point, it doesn't matter if there were flowers there or not, it doesn't matter what skill I'm using. It doesn't matter what strategy I'm doing. Also notice the lives I was testing a few things.@Alcast
For everyone saying it's avoidable here is a perfect example of poison ticking twice (3 times actually in a second) along with poison spawning under my feet and having 0 time to move
Just going to tag @ZOS_GinaBruno @Seiffer and hope this is patched and hope that you guys are honestly not doing another maintenance before next year otherwise I'm personally done dealing with this bs
https://www.youtube.com/watch?v=R419XzpWYC4
That wave of flowers never should have spawned. From what I can tell from the short clip you missed the poison add spawn and he was already on the second wave before you even attacked him. To me this is a strategic flaw. I'm not certain why you're so far away from the add with him being up and casting.
That said, I think your preferred method of attack (Dark Flare and it's associated cast time) also makes you vulnerable on this stage. You can see the speed reduction while you're casting actually screws you and causes you to get hit at the end.
Now to the video, notice how I'm hit by poison when I'm not even close to it, that is my argument. Ping has a huge factor when it shouldn't the poison is exploding far too fast, there is no reaction time for players with high ping because of how fast they made it hit.
Actually, you quoted the wrong video, that video is actually showing how poison ticks twice in this case it ticked 3 times in 1 second. The second video is to show the ping and how unfair it is for players like myself, if I get close to it to pop it I can't get out unless I roll dodge around wasting Stamina which probably isn't a good idea for when I need it.
I agree the ticks of the poison are buggy, I agree that your ping screws you.
What I'm arguing for is a strategy so that you never have to worry about either of those in the first place.
What you're asking for (increasing the time before the flowers pop) in order to accommodate your latency makes the fight far easier for those of us who have no latency issues. I agree, fix the multiple tick bugs (I've had this insta-gib me as well) but I'm just trying to offer you some advice to avoid having to deal with any of this until these things are (hopefully) fixed.
So wait a second, you consider fixing it so it explodes in a shorter amount of time which will be making it so it explodes in the red radius when it is filled and not before it which will make it so you have to be standing in the aoe to be hit by itI mean thanks but I dont plan on running till it's fixed :P too much of a hassle to get to this round then have to stopYou're dodging around the point, it doesn't matter if there were flowers there or not, it doesn't matter what skill I'm using. It doesn't matter what strategy I'm doing. Also notice the lives I was testing a few things.@Alcast
For everyone saying it's avoidable here is a perfect example of poison ticking twice (3 times actually in a second) along with poison spawning under my feet and having 0 time to move
Just going to tag @ZOS_GinaBruno @Seiffer and hope this is patched and hope that you guys are honestly not doing another maintenance before next year otherwise I'm personally done dealing with this bs
https://www.youtube.com/watch?v=R419XzpWYC4
That wave of flowers never should have spawned. From what I can tell from the short clip you missed the poison add spawn and he was already on the second wave before you even attacked him. To me this is a strategic flaw. I'm not certain why you're so far away from the add with him being up and casting.
That said, I think your preferred method of attack (Dark Flare and it's associated cast time) also makes you vulnerable on this stage. You can see the speed reduction while you're casting actually screws you and causes you to get hit at the end.
Now to the video, notice how I'm hit by poison when I'm not even close to it, that is my argument. Ping has a huge factor when it shouldn't the poison is exploding far too fast, there is no reaction time for players with high ping because of how fast they made it hit.
Actually, you quoted the wrong video, that video is actually showing how poison ticks twice in this case it ticked 3 times in 1 second. The second video is to show the ping and how unfair it is for players like myself, if I get close to it to pop it I can't get out unless I roll dodge around wasting Stamina which probably isn't a good idea for when I need it.
I agree the ticks of the poison are buggy, I agree that your ping screws you.
What I'm arguing for is a strategy so that you never have to worry about either of those in the first place.
What you're asking for (increasing the time before the flowers pop) in order to accommodate your latency makes the fight far easier for those of us who have no latency issues. I agree, fix the multiple tick bugs (I've had this insta-gib me as well) but I'm just trying to offer you some advice to avoid having to deal with any of this until these things are (hopefully) fixed.
I just don't know how you can expect them to "Fix" it short of nerfing it to the ground. The damage *Must* be calculated on the server side or it opens up the possibility of exploits/hacks.
This can't be the only thing in this game that having a high latency in requires you adjust your strategy on. You see what I'm saying about the ping though right? On my screen as I said I would have hit the red circle because I couldn't avoid it due to being so close. On your screen your ping is giving you a delayed (visual) cue to the red circle but on the server side it has already hit you and if it was going to hit you regardless of whether you saw it or not I'm not sure how that can be your issue.
With 100ms Ping 90% of the time I try to avoid an expanding circle I get hit by it. For you it's probably 100% of the time. Is that really a big deal?
@Alcast
So, played this stage on a new character to give me a better perspective - this time as melee stam.
It actually didn't take me as long to learn as it did the first time around (of course, I already knew the mechanics, so I'm not sure exactly what that tells me)
On the one hand, the poison tics were much more punishing, as you said, you can only live a few seconds with vigor/rally.
However, I don't feel like this particular fight is any more punishing to melee than it is to ranged.
One thing that really does seem 100% avoidable, is taking enraged damage once one of the adds has been killed.
You simply need to make sure you don't kill the add at a time that will result in him insta gibbing you - don't kill the add right before the stomp, or when he's still in melee range. Create enough space between the boss and the add, (e.g. gap closing to the add furthest away from the boss) and you won't get hit by any enraged melee attacks.
I think the issue really is, that the poison dot tic is too punishing for stam builds (or conversely, relatively trivial for magika builds) anyone with harness magika + healing ward can heal through the poison even with a small amount of lag + being unlucky + disjointed hit box, while a stam build has much less margin for error.
That said, I'm still not sure on what grounds we should expect vMSA to be balanced -
I take it from your post that this is about being able to compete for the top score as either a magika or stam build?
(Since you've already got deathless runs as melee stam - it's clearly not that the stage is 'too hard')
While I agree that balance for leader board position is something to strive for,
I think there are far more glaring imbalances. Most egregious is the inability for tank/sustain builds to complete earlier stages of the arena due to dps checks.
Stage 1 and Stage 5 come to mind.
@Alcast
So, played this stage on a new character to give me a better perspective - this time as melee stam.
It actually didn't take me as long to learn as it did the first time around (of course, I already knew the mechanics, so I'm not sure exactly what that tells me)
On the one hand, the poison tics were much more punishing, as you said, you can only live a few seconds with vigor/rally.
However, I don't feel like this particular fight is any more punishing to melee than it is to ranged.
One thing that really does seem 100% avoidable, is taking enraged damage once one of the adds has been killed.
You simply need to make sure you don't kill the add at a time that will result in him insta gibbing you - don't kill the add right before the stomp, or when he's still in melee range. Create enough space between the boss and the add, (e.g. gap closing to the add furthest away from the boss) and you won't get hit by any enraged melee attacks.
I think the issue really is, that the poison dot tic is too punishing for stam builds (or conversely, relatively trivial for magika builds) anyone with harness magika + healing ward can heal through the poison even with a small amount of lag + being unlucky + disjointed hit box, while a stam build has much less margin for error.
That said, I'm still not sure on what grounds we should expect vMSA to be balanced -
I take it from your post that this is about being able to compete for the top score as either a magika or stam build?
(Since you've already got deathless runs as melee stam - it's clearly not that the stage is 'too hard')
While I agree that balance for leader board position is something to strive for,
I think there are far more glaring imbalances. Most egregious is the inability for tank/sustain builds to complete earlier stages of the arena due to dps checks.
Stage 1 and Stage 5 come to mind.
Ofcourse its avoidable, but broken mechanic is a broken mechanic.....