Having been doing VMSA a LOT for a couple of months now, I figured I'd share some thoughts on various aspects of the experience. For context, I am not among the best of the best players in this content. My top score is 545.6k on my magicka templar and I have flawless conqueror, but I am close to the peak of what I can do with my skills as a player and my build, which is rather defensive. In other words, I won't be getting 570k+ any time soon, but I'd like to think I'm good enough at it to offer educated opinions.
The first thing I want to discuss is difficulty. I do not believe much (if anything) in this game adequately prepares players for veteran Maelstrom Arena. The skill floor is absurdly high in comparison to other content. I thought I was good at this game but then I did VMSA. I burned through normal without breaking a sweat, just to learn what it was all about before moving on to veteran. Before my first veteran completion, I died no less than... 50 times? I don't remember exactly. I didn't know the mechanics, my build was bad, and I generally had a bad time. That was the problem:
I had a bad time. I was frustrated and thought it was a waste of effort. I even considered never touching the content again, which got me started thinking I should just play a different game. That's not a good thing.
My first time completing it actually gave me exactly the weapon I wanted, and this was before 100% drop chance for weapons. I was extremely lucky. I then set my sights on a no-death run, for whatever reason.
Eventually, I practiced more and more, learning most of the spawns and memorizing the mechanics. I refined my build until I found out exactly how much of everything I needed, where to get my buffs (potions!), and which spells I'd need. Then one day, maybe a few weeks after my first completion, I achieved the impossible and got Flawless Conqueror. I vowed never to return to this hellish place.
So a couple of days later, I was running it again. I guess I decided I wanted to git gud and get on the leaderboard or something. I don't know. Just one more run...
The tldr of it is that the normal mode does not prepare you for just how difficult veteran is and I wouldn't be surprised if most players gave up on the content too quickly because of that, and perhaps it didn't do their interest in the game any favors. I am not suggesting it be made easier. What I am suggesting is that normal mode be made harder. If normal isn't so simple you can finish it with one skill, perhaps more players could work on the mechanics there and have that skillset transfer to veteran when they are ready. As it stands, normal is a joke.
Moving on to thoughts on specific arenas...
The first four arenas work well. They're a nice warmup for seasoned players and a huge wake-up call for those new to the arena. The difficulty progression here is great. It feels as if it ramps up appropriately.
Once you hit the Rink of Frozen Blood, things change. I absolutely hate this arena. I do not like the way it is designed. I feel the sheer difficulty of this arena far surpasses that of any other. The damage you have to take is comparable to that of Igneous Cistern but your movement limitations and all of the CC you're subjected to make it far harder. This arena boils down to killing quickly for me, much more so than others, because you die too quickly if you don't thin out enemy numbers. It wouldn't be so bad if they would come out of the water, letting me use Sweep on them to get some health back. As for the boss, I find her more stressful than fun. She'd be too easy without the adds but I just find it frustrating to deal with her, the adds, and the trolls at once.
After the Rink is my favorite arena; Spiral Shadows. Spiral Shadows is mostly about creative mechanics and that's why it is my favorite arena. You don't necessarily have to brute-force your way through it but it punishes you for ignoring its mechanics and rewards you for following them. I'd call it relatively easy, but it's nice to have a step back after the last one.
Next up is Vault of Umbrage, and this one is stupid. I hate it. Maybe more than Rink, but not because it is difficult. I hate Vault of Umbrage because the design choices here baffle me. This arena far too often RNGs you to death. The poison and snipes are usually easy enough to avoid if you pay attention to your surroundings and the Wamasu isn't so bad once you figure out to avoid the circles and then nuke him. Sometimes the poison catches me off guard but 99% of the time it can be avoided by being aware. The problem here is the boss wave. The boss isn't that difficult on paper, but the adds can sometimes happen to be standing on a poison pod. As soon as the boss starts shouting, you have to run into the lightning shield, just to be hit by poison. Now you're dead if you leave and dead if you stay. This is not fun. This is not challenging. This is inept design. The lightning shield should cleanse the poison. Poison would still be a threat for most of the fight but you would no longer lose that perfect run to RNG.
Igneous Cistern is next and it's very straight forward but also challenging. Stuff here hits hard. It feels like Rink of Frozen Blood in that regard, but it emphasizes target prioritization to reduce incoming damage over mad flailing to kill as many as possible in as short a period of time. This is why I like this one more, despite usually having more trouble with it. I still hate the Flame Knight for having too much burst damage but Empowering Sweep saves the day here.
The last arena is mostly just an annoyance. The waves just drag on and on and it feels like it will never end. The Ash Titan can be tough if you don't avoid the fire wall or don't burn him quick when the adds spawn, but the worst is when he gets to 0 health and decides not to die. I think he is an appropriately difficult boss, otherwise. The final boss is easy enough once you figure out his rotation. I still struggle against him on bad days but that's all on me. He doesn't do cheap shots and it is all on the player to beat him or not. I like the design here.
So overall, I'd say VMSA is very frustrating for new players and still very challenging for those who have been there a while. But is it rewarding for your trouble? Absolutely. But is it appropriately rewarding for the difficulty? Absolutely not.
Don't get me wrong; the Maelstrom weapons are amazing. Most of them, anyway. But even with 100% drop chance, I find I may never get some of the ones I want (looking at you, defending Resto staff). Then you have the matter of the other sets VMSA gives you. Most of them are utterly useless. In fact, I'd say all of them are niche at best. But that's a problem for me because I want Permafrost for my health recovery troll build on an alt.
If my math is correct, there are 54 possible item drops, excluding weapons from the last chest. That isn't accounting for traits. That gives you 8 chances at an item you want over the course of a run. Right now, I want two permafrost rings and one necklace in healthy. Assuming I've accounted for all of the items and possible traits, I'm estimating a 1-in-246 chance of getting the items I want. I need three of them. So if the math holds up, I need to run VMSA approximately 93 times to be
statistically likely to obtain the items I want. At my average speed, that's 77.5 hours of VMSA. I'd use over 6000 potions in that time, costing me 1,500 lady's smock and corn flower, or something to the tune of 250-300 thousand gold of materials. My reward? Three mediocre, niche pieces of jewelry and 93 maelstrom weapons, of which probably 85 or so would be useless to me. In fact, I'd bet half of the ended up infused.
This system is horrible. Everyone hates it. It has no redeeming qualities. It's RNG again. Nobody likes a purely RNG-based system. This is 2016, not 2004. These sets aren't even worth this hell. Pretty much every set coming in One Tamriel is vastly superior for anything but the most niche of builds (my troll build). Please fix it.
My suggestion? A currency system. Ramp up the difficulty of normal mode and grant "maelstrom tokens" and / or "veteran maelstrom tokens" at the end of each arena. Remove the chests from each wave. Especially remove them in veteran, where most players looking for a leaderboard position ignore them anyway. Each arena in normal mode should grant a single normal token when finished, a bonus three for finishing all nine, and maybe give a single veteran token, assuming the difficulty has been sufficiently increased. For veteran mode, each arena should grant a normal and veteran token.
To put that in easier terms, the total reward for a full run on both difficulty settings:
Normal: 12 normal tokens and 1 veteran token
Veteran: 12 normal tokens and 12 veteran tokens
Put a vendor in the sandy area with the quest giver outside and have him sell satchels that are specific to sets, sort of how imperial city sets work. Just as a suggestion:
Normal token vendor (3 tokens each):
Random Superior Hunt Set Item
Random Superior Glory Set Item
Random Superior Permafrost Set Item
Random Superior Winterborn Set Item
Random Superior Succession Set Item
Random Superior Para Bellum Set Item
Random jewelry of any set
Random shield of any set
The veteran vendor would be the same but 3 veteran tokens each and epic quality items. Maybe even yellow quality, to give any reason whatsoever to pick this over the next vendor.
Maelstrom Weapon vendor (10 veteran tokens):
Random Maelstrom 1H (all one-handed axes, maces, swords, and daggers, excluding shields)
Random Maelstrom 2H melee (all two-handed axes, swords, mauls, and bow)
Random Maelstrom 2H staff (all flame, frost, shock, and restoration staves)
The goal of this vendor is to grant the weapons somewhat more focused on what type you want but to retain a bit of RNG to make you work for the perfect weapon and trait.
Anyway, that's just a suggestion. I just think there needs to be some system in place to narrow down the chances of getting what you want, especially when it comes to the armor sets that are arguably mediocre, yet one of the hardest sets to obtain consistently. Or maybe just make them all BoE and call it a day.