
LegendaryArcher wrote: »With these changes, ~5% of the player base might be able to complete it. It would still require 501 CP and best-in-slot min-maxed gear. It would NOT solve the fact that stamina builds would still struggle a lot through it and the amount of stamina players completing it would still be under 1%. But it's not vMA's fault. Stamina desperately needs buffs in the healing/damage shield area.
Now let the <1% and mundus stone cheater crying begin..
Elijah_Crow wrote: »
Elijah_Crow wrote: »
I think that this kind of damage is not needed. Who in earth desing that kind of damage? Let say 25,000 is enough for 99 % playerbase.
Elijah_Crow wrote: »
I think that this kind of damage is not needed. Who in earth desing that kind of damage? Let say 25,000 is enough for 99 % playerbase.
LegendaryArcher wrote: »Alright ZOS,
vMA has been out there long enough. The <1% Sorcerers have had their fun for quite some time now. It's time to make it available to your player base, at least for 5% of it.
What balancing it would look like:
Stage 1: No balance needed.
Stage 2: Slow down the blades.
Stage 3: Significantly reduce the damage. Disable pull attacks from enemies while the water is electrified. Remove the slow down dot from flowers.
Stage 4: No balance needed.
Stage 5: Significantly reduce the amount of enemies in the rounds. Make the troll always go to the platform closest to the player. Reduce the amount of Frost Atronachs to 1 at a time. Same for the giants. Reduce the last boss's health by 20%.
Stage 6: Reduce the frequency of Webspinner spawns and swarm attacks. Make Webspinners only appear when there are 3 or more pinions unwebbed. Remove the enrage mechanic from the last boss.
Stage 7: Remove the phase with 3 archers spawning at the same time. Prohibit Venomcallers from spawning or have them die instantly once the boss starts his "cry attack".
Stage 8: Remove the chain pull attack from the last boss or add a mechanic the prohibits pulls that end up in or go through AoE.
Stage 9: Boss fight: Reduce the Daedroths' HP by 50%. Reduce the crystals' HP by 20%. Reduce make the boss's attacks and mechanics (channeling, skull, etc.) depend on his health taken, not on time.
With these changes, ~5% of the player base might be able to complete it. It would still require 501 CP and best-in-slot min-maxed gear. It would NOT solve the fact that stamina builds would still struggle a lot through it and the amount of stamina players completing it would still be under 1%. But it's not vMA's fault. Stamina desperately needs buffs in the healing/damage shield area.
Now let the <1% and mundus stone cheater crying begin.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_GaryA @ZOS_TristanK @ZOS_KaiSchober when can we expect some balance? The normal version of MA it a cakewalk to 70%+ of your player base. And the best weapons are locked for <1% and mundus stone cheaters.
LegendaryArcher wrote: »
Because you're not using the cheat that gives you all mundus stones. Since the developers aren't playing their own content, they don't see how impossible it actually is, they only judge based on completion numbers. Those <1% that can complete it are cheaters. I wouldn't waste my time until they fix the mundus stone cheat and realize that their content is actually impossible.
Oreyn_Bearclaw wrote: »
The only things that needs addressed in VMA are the lag and the horrible RNG. So glad I got sword and shield from the weekly again! (sidebar: who the heck uses this set? It is absolutely horrible).
The crematorial guards on stage 9 do need a nerf.
You can't out run them, can't out heal them and can't out dps them.
It comes down to hoping you can deliver enough dps to them before they go fire phase.. stupid..
The BS rng in stage seven could use some polishing as well but as for the rest of it, it's fine.