Integral1900 wrote: »Oh it's definitely not for everyone, I've only completed it once on normal but by the time I did my normally laid back if somewhat anxiety prone demeanour had been transformed into a ball of rage and frustration, so much so that I went storming outside and kicked a 10 kilo garden gnome through a hedge. Came to the conclusion that it's most likely not for me
Sallington wrote: »It's not for everyone, and that's a good thing. Not everything in the game needs to be for everyone playing it.
Bobby_V_Rockit wrote: »Sallington wrote: »It's not for everyone, and that's a good thing. Not everything in the game needs to be for everyone playing it.
It should be for the majority though. But this is just another case of the loud minority quieting and disrupting the quiet majority
The only thing i dislike about vMA is that its only for one style of play. As much DPS as you can put out while self healing style of play.....
Why cant there be interesting mechanics that allow SnB DPS builds to compete? Or a semi-healer build or some kind of sustain build.
Like the new hists dungeons. Plenty of one shots if u fail mechanics but no DPS race. You could burn boss with huge DPS groups or u could even clear it with average DPS while following mechanics.
And ZOS, are you aware of the incredibly low percentage of players with VMA clears? Let alone those who want to partake in attempting it, and or completing it? If so, that should tell you something about the content. Whether it be: Difficulty, mechanics, loot tables, and overall RNG.
Bobby_V_Rockit wrote: »Sallington wrote: »It's not for everyone, and that's a good thing. Not everything in the game needs to be for everyone playing it.
It should be for the majority though. But this is just another case of the loud minority quieting and disrupting the quiet majority
anitajoneb17_ESO wrote: »Where did anyone ever mention it was for "everyone" ?
In my opinion it's a part of the content dedicated to highly skilled players. I'm not one of them, but that's OK though.
I also believe that, with the ongoing "power creep", more and more people will be bale to clear it (it won't be "nerfed" but it will automatically get easier). So yeah someday it's going to be "for everyone".
More problematic is the fact that, among those who have seriously tried and/or completed it, extremely few declare it to be fun or well designed. Other content like VDSA back in the days, or vMOL, which are extremely hard, were also considered as extremely fun. Not VMA...
ewhite106b16_ESO wrote: »Maelstrom arena could have been a really cool like the Imperial City Arena quests from Oblivion. This is what I expected when I went in - I wanted a good fight vs cool npcs/bosses. What I got was one annoying puzzle after another full of gimmicky MMO raid style mechanics - essentially it felt like a single player raid/trial. IMO it's another example of where the game fails by trying to be too much like an MMO and not enough like other Elder Scrolls games. It's even more aggravating that it's the only source of Maelstrom weapons in the game. I wasn't dying to the fights/monsters, I was dying to puzzle mechanics.
I think fun, repeatable solo content with worthwhile rewards is a great thing for the game. Even the RNG involved with Maelstrom Arena drops doesn't bother me.....it's the fact the content itself flat out isn't fun. I don't think the content needs a nerf, IMO it needs to be re-designed using the Oblivion game Imperial Arena as a template. Have fights come up in a random order, put as many different ones in as possible and put the focus on the fighting not the weird "mechanics".
Edit: Fighting the monsters themselves was fun, I also liked the lore/setup around the arena - it's just the environmental mechanics that got really really frustrating. There should IMO be another more combat oriented path to get Maelstrom weapons, like I mentioned above. I don't think the devs that designed this area were bad designers at all - more that their focus was in the wrong place in terms of content style.
ewhite106b16_ESO wrote: »Maelstrom arena could have been a really cool like the Imperial City Arena quests from Oblivion. This is what I expected when I went in - I wanted a good fight vs cool npcs/bosses. What I got was one annoying puzzle after another full of gimmicky MMO raid style mechanics - essentially it felt like a single player raid/trial. IMO it's another example of where the game fails by trying to be too much like an MMO and not enough like other Elder Scrolls games. It's even more aggravating that it's the only source of Maelstrom weapons in the game. I wasn't dying to the fights/monsters, I was dying to puzzle mechanics.
I think fun, repeatable solo content with worthwhile rewards is a great thing for the game. Even the RNG involved with Maelstrom Arena drops doesn't bother me.....it's the fact the content itself flat out isn't fun. I don't think the content needs a nerf, IMO it needs to be re-designed using the Oblivion game Imperial Arena as a template. Have fights come up in a random order, put as many different ones in as possible and put the focus on the fighting not the weird "mechanics".
Edit: Fighting the monsters themselves was fun, I also liked the lore/setup around the arena - it's just the environmental mechanics that got really really frustrating. There should IMO be another more combat oriented path to get Maelstrom weapons, like I mentioned above. I don't think the devs that designed this area were bad designers at all - more that their focus was in the wrong place in terms of content style.
Enemy-of-Coldharbour wrote: »I would love to do vMA but the terrible RNG keeps me away. I refuse to waste my time on something that does not give a proper reward. Currently, vMA is for masochists.
And ZOS, are you aware of the incredibly low percentage of players with VMA clears? Let alone those who want to partake in attempting it, and or completing it? If so, that should tell you something about the content. Whether it be: Difficulty, mechanics, loot tables, and overall RNG.
Something tells me they have more actual data about this than you think you know.
Integral1900 wrote: »Oh it's definitely not for everyone, I've only completed it once on normal but by the time I did my normally laid back if somewhat anxiety prone demeanour had been transformed into a ball of rage and frustration, so much so that I went storming outside and kicked a 10 kilo garden gnome through a hedge. Came to the conclusion that it's most likely not for me
Bobby_V_Rockit wrote: »How the hell did those first people get through it without knowing the mechanics?!
Bobby_V_Rockit wrote: »How the hell did those first people get through it without knowing the mechanics?!
Schemering wrote: »try; fail and try again until a pattern of skills positions movements and killorder that works emerges
That is to say the key is to learn the specific mechanics and positions etc for each level, have gear chosen to meet the content and so on... its making sure you have the keys to fit each set of locks and you turn the locks in the right order.
Specifically, its not about "how good you are" as much as "do you have the pattern".
i believe one said early something like "after you do it once or twice you wont be able to imagiune how you used to lose to it" or something like that.
Thats not for me... not what i like.
I like solving puzzles just fine
Took me around a week + a few extra days to complete my first Vmsa, even got up to last stage last boss and raged quite after spending a hole day at that place even Deleting the quest! Then I was thinking VMsa Is NOT for me and I have just to deal with it.
The next day when i was in game with friend`s etc playing, I realized that I HAD to complete Vmsa to keep up with my friend`s progress also. So i got back in there and did it all in much shorter time and completed it. these days it takes me around an hour +-.
Still havn`t got an Inferno Staff
So Yeah, VMSA is NOT for everyone, YOU choose if it`s for you !