The community is strongly divided over the dungeon. 40% haven't done it, and 26% have done it but never made the leaderboards. The 40% are enraged over the frustration level of the dungeon, and I think the rest of those that are doing it are mad at the RNG on weapon/traits. In any case the entire community is a bad situation for one reason or another and something should be done about it.
I don't think we need to nerf it though. The main problem is the frustrating elements and the initial hurdle of suffering and frustration. That can be dealt with by adding free rezes, cheap VMA only pots, no repair costs etc. Bugs or poor performance can be fixed like the animation canceling mobs. RNG can be fixed by evaluating red aoe timers.
Right now the way to complete it is kill it as fast as you can so you don't have to play it. Playing it gets you killed. New ways of doing the dungeon can be made so you can actually play it reactively. For example you can reduce the cost of breakfree, bash, and roll while in VMA. So maybe instead of nuking everything as soon as it spawns you can dps, and use reactives as the situation warrants. It's not a challenge in any traditionally desirable way, you don't win by playing it, you win by playing it the least amount of time possible.
Oreyn_Bearclaw wrote: »The community is strongly divided over the dungeon. 40% haven't done it, and 26% have done it but never made the leaderboards. The 40% are enraged over the frustration level of the dungeon, and I think the rest of those that are doing it are mad at the RNG on weapon/traits. In any case the entire community is a bad situation for one reason or another and something should be done about it.
I don't think we need to nerf it though. The main problem is the frustrating elements and the initial hurdle of suffering and frustration. That can be dealt with by adding free rezes, cheap VMA only pots, no repair costs etc. Bugs or poor performance can be fixed like the animation canceling mobs. RNG can be fixed by evaluating red aoe timers.
Right now the way to complete it is kill it as fast as you can so you don't have to play it. Playing it gets you killed. New ways of doing the dungeon can be made so you can actually play it reactively. For example you can reduce the cost of breakfree, bash, and roll while in VMA. So maybe instead of nuking everything as soon as it spawns you can dps, and use reactives as the situation warrants. It's not a challenge in any traditionally desirable way, you don't win by playing it, you win by playing it the least amount of time possible.
40%? Curious where that number is coming from. I find it really hard to believe that 40% of the community has cleared this place.
I definitely agree. I used to refuse to do it because of the horror stories of loot rng, but last week I decided to try it on my stamblade and managed to do it. Completed it like 5 times since and got some pretty nice weapons, but for the love of god why do Infused and Charged Maelstrom weapons even exist?! The enchantment is fixed so the weapon is literally traitless, absolutely mind blowing that Orsinium has been out for so long and they still haven't sorted that out...
Other than that it's actually really well made content. I just find it kinda weird how some of the best weapons in the game are locked behind solo content in an MMO. Duoable vMSA would be way more fun, even if the mobs and boss' health and damage was increased.
Oreyn_Bearclaw wrote: »The community is strongly divided over the dungeon. 40% haven't done it, and 26% have done it but never made the leaderboards. The 40% are enraged over the frustration level of the dungeon, and I think the rest of those that are doing it are mad at the RNG on weapon/traits. In any case the entire community is a bad situation for one reason or another and something should be done about it.
I don't think we need to nerf it though. The main problem is the frustrating elements and the initial hurdle of suffering and frustration. That can be dealt with by adding free rezes, cheap VMA only pots, no repair costs etc. Bugs or poor performance can be fixed like the animation canceling mobs. RNG can be fixed by evaluating red aoe timers.
Right now the way to complete it is kill it as fast as you can so you don't have to play it. Playing it gets you killed. New ways of doing the dungeon can be made so you can actually play it reactively. For example you can reduce the cost of breakfree, bash, and roll while in VMA. So maybe instead of nuking everything as soon as it spawns you can dps, and use reactives as the situation warrants. It's not a challenge in any traditionally desirable way, you don't win by playing it, you win by playing it the least amount of time possible.
40%? Curious where that number is coming from. I find it really hard to believe that 40% of the community has cleared this place.
From here. That is 40% that haven't cleared it and 50% that have.
luen79rwb17_ESO wrote: »I totally agree with the OP's opinion. Bad / useless traits is a game issue. Even after the trait updates there's 90% of them that are useless on the vast majority of builds.
I should add that ZOS should balance drop rates, making it an even odd (at least) to get any weapon. As it is right now, it can't be a coincidence that everyone is getting S&B, resto and bows like 60% of the times.
Sallington wrote: »Oreyn_Bearclaw wrote: »The community is strongly divided over the dungeon. 40% haven't done it, and 26% have done it but never made the leaderboards. The 40% are enraged over the frustration level of the dungeon, and I think the rest of those that are doing it are mad at the RNG on weapon/traits. In any case the entire community is a bad situation for one reason or another and something should be done about it.
I don't think we need to nerf it though. The main problem is the frustrating elements and the initial hurdle of suffering and frustration. That can be dealt with by adding free rezes, cheap VMA only pots, no repair costs etc. Bugs or poor performance can be fixed like the animation canceling mobs. RNG can be fixed by evaluating red aoe timers.
Right now the way to complete it is kill it as fast as you can so you don't have to play it. Playing it gets you killed. New ways of doing the dungeon can be made so you can actually play it reactively. For example you can reduce the cost of breakfree, bash, and roll while in VMA. So maybe instead of nuking everything as soon as it spawns you can dps, and use reactives as the situation warrants. It's not a challenge in any traditionally desirable way, you don't win by playing it, you win by playing it the least amount of time possible.
40%? Curious where that number is coming from. I find it really hard to believe that 40% of the community has cleared this place.
From here. That is 40% that haven't cleared it and 50% that have.
285 votes. I wouldn't trust those numbers as much as the one AOE cap poll with like 7-8000 votes lol
And there's no chance in hell 40% of the community has cleared vMA.
If I were to add any supplental data to poll it would be that it seems more likely to me that those who are doing well in vma would be more socially vocal and present on the forums because that is where you go to stay on top of trends and strategy.
If I were to add any supplental data to poll it would be that it seems more likely to me that those who are doing well in vma would be more socially vocal and present on the forums because that is where you go to stay on top of trends and strategy.
Not necessarily true. Kind of like service surveys the majority of people are more likely to go out of their way to voice a negative experience than a positive.