Lightspeedflashb14_ESO wrote: »I agree with almost everything you said but this-
Maelstrom weapons are BiS in almost every role
They are only BiS for dps. 1/3 of roles or 1/2 depending on the way you look at it. The Maelstrom resto and tanking sets are bad compared to master resto and the master sword, even though most tanks use a set one hander with crusher, being infused or defending.
luen79rwb17_ESO wrote: »VMSA difficulty is fine and it's actually very easy once you memorize it.
strikeback1247 wrote: »1. Build more resistance or just roll a dk if the ranged mobs hit too hard.
2. Get better resource management.
3. Agreed.
strikeback1247 wrote: »1. Build more resistance or just roll a dk if the ranged mobs hit too hard.
2. Get better resource management.
3. Agreed.
1. If someone has to roll another class just to complete vMA that is just utterly stupid, and you're basically just proving their point by saying that.
2. To finish vMA properly you need high damage, but high damage comes at the cost of resources. Not all classes have great resource management, like Templars for example. Sometimes my stam sorc doesn't even get a chance to dark deal without getting pulverized. I can usually cast it between rounds which isn't too bad, but once again, not every class has access to this ability.
3. Also agree.
While you may find vMA easy, others do not. Personally I'd like to see a group vMA (while also retaining a solo one, because sometimes you just want to run it by yourself). You'd have more of a chance at dropping the weapon you want because there's 4 people, and it'd be more fun like vDSA is.
Obviously the mobs/bosses will need to be scaled appropriately.
SJD_Phoenix wrote: »strikeback1247 wrote: »1. Build more resistance or just roll a dk if the ranged mobs hit too hard.
2. Get better resource management.
3. Agreed.
1. If someone has to roll another class just to complete vMA that is just utterly stupid, and you're basically just proving their point by saying that.
2. To finish vMA properly you need high damage, but high damage comes at the cost of resources. Not all classes have great resource management, like Templars for example. Sometimes my stam sorc doesn't even get a chance to dark deal without getting pulverized. I can usually cast it between rounds which isn't too bad, but once again, not every class has access to this ability.
3. Also agree.
While you may find vMA easy, others do not. Personally I'd like to see a group vMA (while also retaining a solo one, because sometimes you just want to run it by yourself). You'd have more of a chance at dropping the weapon you want because there's 4 people, and it'd be more fun like vDSA is.
Obviously the mobs/bosses will need to be scaled appropriately.
There is a group vMA. It's called Dragonstar Arena.
SJD_Phoenix wrote: »strikeback1247 wrote: »1. Build more resistance or just roll a dk if the ranged mobs hit too hard.
2. Get better resource management.
3. Agreed.
1. If someone has to roll another class just to complete vMA that is just utterly stupid, and you're basically just proving their point by saying that.
2. To finish vMA properly you need high damage, but high damage comes at the cost of resources. Not all classes have great resource management, like Templars for example. Sometimes my stam sorc doesn't even get a chance to dark deal without getting pulverized. I can usually cast it between rounds which isn't too bad, but once again, not every class has access to this ability.
3. Also agree.
While you may find vMA easy, others do not. Personally I'd like to see a group vMA (while also retaining a solo one, because sometimes you just want to run it by yourself). You'd have more of a chance at dropping the weapon you want because there's 4 people, and it'd be more fun like vDSA is.
Obviously the mobs/bosses will need to be scaled appropriately.
There is a group vMA. It's called Dragonstar Arena.
Sweet, I'll put a group together and start farming my Maelstrom weapons in vDSA tonight!
SJD_Phoenix wrote: »strikeback1247 wrote: »1. Build more resistance or just roll a dk if the ranged mobs hit too hard.
2. Get better resource management.
3. Agreed.
1. If someone has to roll another class just to complete vMA that is just utterly stupid, and you're basically just proving their point by saying that.
2. To finish vMA properly you need high damage, but high damage comes at the cost of resources. Not all classes have great resource management, like Templars for example. Sometimes my stam sorc doesn't even get a chance to dark deal without getting pulverized. I can usually cast it between rounds which isn't too bad, but once again, not every class has access to this ability.
3. Also agree.
While you may find vMA easy, others do not. Personally I'd like to see a group vMA (while also retaining a solo one, because sometimes you just want to run it by yourself). You'd have more of a chance at dropping the weapon you want because there's 4 people, and it'd be more fun like vDSA is.
Obviously the mobs/bosses will need to be scaled appropriately.
There is a group vMA. It's called Dragonstar Arena.
Sweet, I'll put a group together and start farming my Maelstrom weapons in vDSA tonight!
Want Maelstrom weapons? Farm Maelstrom.
Can't do it? Learn it.
vDSA means you can be carried to a certain extent and get an average usefulness weapon at the end. vMA means you learn to survive on your own and not be carried. If you can't do it then you learn and spend days/weeks or months wiping until you do learn.
Btw, this is directed at everyone not as a response to you Alucardo.
HatchetHaro wrote: »So, another day, another vMA thread.
TLDR:Several suggestions for quality-of-life improvements in vMA
1. Decrease the damage of ranged enemies (slightly)
2. Balance the number of enemies in the arena at once
3. Token system for the final chest
A little bit of context for you: I'm cp 561, and I've done vMA so many times already in this double drop event. Still haven't gotten Flawless yet, and I'm working on it.
I know all the mechanics in this solo trial, and I can clear it no problem. After running this trial so many times, I still have a few gripes with it, and I'm proposing several changes that can be made to vMA so at least it stays challenging and lessen those moments when you slam down your mouse and shout "B***S***". I've seen so many people descend into salty madness over vMA; I'm one of them.
1. Decrease the damage of ranged enemies (slightly)
Here's the thing: the ranged damage in this arena is just horrid and stupidly hard to manage. It's just made even worse when the mob dealing the ranged damage is in some dangerous location. Stage 5 and 7 archers and mages come to mind, as well as the waves that the giants and the Argonian behemoth make in stages 5 and 7 respectively.
Stage 9 also has ghosts floating around that can deal a ton of damage to you if you manage to get in the way of one. They have killed me so many times I've lost count. I would suggest making them a bit more managable by decreasing the damage/slow they apply to you and make roll-dodging a viable way of avoiding them (as in, not getting hit when you roll through them).
2. Balance the number of enemies in the arena at once
I've had so many times where I was just absolutely overwhelmed by enemies while being out of stamina and magicka, potion on cooldown and ult spent. Again, stage 5 is a culprit of this, with such a mixture of mobs surrounding you, ranged and melee, all of them being able to deal 50% of your health in damage with each hit. Couple that with the limited areas of movement, and you have one of the most hated rounds in vMA.
On the other hand, round 1 and 2 are just stupidly easy in comparison and could use a few more mobs to spice things up here and there.
3. Token system for the final chest
I can not stress this enough: the RNG for vMA is just absolute crap.
Here's the thing: it's supposed to be a reward. Nothing is rewarding about receiving a nirnhoned Maelstrom sword, let alone two; nothing is rewarding about receiving a powered Maelstrom bow and a defending Maelstrom axe; nothing is rewarding about receiving a divines-forsaken charged Maelstrom resto staff.
Again, I've beat vMA this so many times on my stam DK, made it to the leaderboards, even got a gold precise Maelstrom battleaxe from the leaderboard rewards. I got several sharpened bows, a nice sharpened axe, but for however many times I run this, I open up the chest hoping for a dagger, and it just never drops. The only Maelstrom dagger I ever got is an infused one, and it's just crap.
It has come to the point where it is becoming way too much of a grind for me, and it is slowly burning me out of the game. Judging from the multitude of people complaining about vMA drops, it's not just me. People are wasting hours upon hours upon hours of their game time, trudging their way through the unbalanced BS oblivion-hole that is vMA, just to receive crap drops. Of course, for some lucky people, they manage to get the stuff they wanted in one go, and that's the thing: not one player should be luckier than another. It is just some unfair unbalanced BS that robs players of their time and faith.
With a token system however, at least the player has a guarantee that they can get what they want. I don't even care about the effort put into running vMA now; what I need is a guarantee that I actually will get that sharpened Maelstrom dagger. Maybe to get that weapon you want, it'll have to take you 10 runs; or 20, I don't mind, but it sure as heck beats getting 5 charged bows and 50 infused swords any day.
And for those of you telling me to stop complaining and stop doing vMA if I hate it, do please tell me where I can get BiS DW weapons for my stam DK. That's right. You can't. Maelstrom weapons are BiS in every dps scenario, and they are locked behind the BS-infested literal-hell-hole that is vMA.
AlexTech0x wrote: »Lazy gamer ? No.
Wifeaggro13 wrote: »HatchetHaro wrote: »So, another day, another vMA thread.
TLDR:Several suggestions for quality-of-life improvements in vMA
1. Decrease the damage of ranged enemies (slightly)
2. Balance the number of enemies in the arena at once
3. Token system for the final chest
A little bit of context for you: I'm cp 561, and I've done vMA so many times already in this double drop event. Still haven't gotten Flawless yet, and I'm working on it.
I know all the mechanics in this solo trial, and I can clear it no problem. After running this trial so many times, I still have a few gripes with it, and I'm proposing several changes that can be made to vMA so at least it stays challenging and lessen those moments when you slam down your mouse and shout "B***S***". I've seen so many people descend into salty madness over vMA; I'm one of them.
1. Decrease the damage of ranged enemies (slightly)
Here's the thing: the ranged damage in this arena is just horrid and stupidly hard to manage. It's just made even worse when the mob dealing the ranged damage is in some dangerous location. Stage 5 and 7 archers and mages come to mind, as well as the waves that the giants and the Argonian behemoth make in stages 5 and 7 respectively.
Stage 9 also has ghosts floating around that can deal a ton of damage to you if you manage to get in the way of one. They have killed me so many times I've lost count. I would suggest making them a bit more managable by decreasing the damage/slow they apply to you and make roll-dodging a viable way of avoiding them (as in, not getting hit when you roll through them).
2. Balance the number of enemies in the arena at once
I've had so many times where I was just absolutely overwhelmed by enemies while being out of stamina and magicka, potion on cooldown and ult spent. Again, stage 5 is a culprit of this, with such a mixture of mobs surrounding you, ranged and melee, all of them being able to deal 50% of your health in damage with each hit. Couple that with the limited areas of movement, and you have one of the most hated rounds in vMA.
On the other hand, round 1 and 2 are just stupidly easy in comparison and could use a few more mobs to spice things up here and there.
3. Token system for the final chest
I can not stress this enough: the RNG for vMA is just absolute crap.
Here's the thing: it's supposed to be a reward. Nothing is rewarding about receiving a nirnhoned Maelstrom sword, let alone two; nothing is rewarding about receiving a powered Maelstrom bow and a defending Maelstrom axe; nothing is rewarding about receiving a divines-forsaken charged Maelstrom resto staff.
Again, I've beat vMA this so many times on my stam DK, made it to the leaderboards, even got a gold precise Maelstrom battleaxe from the leaderboard rewards. I got several sharpened bows, a nice sharpened axe, but for however many times I run this, I open up the chest hoping for a dagger, and it just never drops. The only Maelstrom dagger I ever got is an infused one, and it's just crap.
It has come to the point where it is becoming way too much of a grind for me, and it is slowly burning me out of the game. Judging from the multitude of people complaining about vMA drops, it's not just me. People are wasting hours upon hours upon hours of their game time, trudging their way through the unbalanced BS oblivion-hole that is vMA, just to receive crap drops. Of course, for some lucky people, they manage to get the stuff they wanted in one go, and that's the thing: not one player should be luckier than another. It is just some unfair unbalanced BS that robs players of their time and faith.
With a token system however, at least the player has a guarantee that they can get what they want. I don't even care about the effort put into running vMA now; what I need is a guarantee that I actually will get that sharpened Maelstrom dagger. Maybe to get that weapon you want, it'll have to take you 10 runs; or 20, I don't mind, but it sure as heck beats getting 5 charged bows and 50 infused swords any day.
And for those of you telling me to stop complaining and stop doing vMA if I hate it, do please tell me where I can get BiS DW weapons for my stam DK. That's right. You can't. Maelstrom weapons are BiS in every dps scenario, and they are locked behind the BS-infested literal-hell-hole that is vMA.
VMA is bull it was built and designed around DPS , was designed for the mysterious solo player population that cried for challenge and rewarding content that they did not have to do with other players. now the weapons are a requirement for end game trial player . ZOS got rid of any of the talented creative MMO team long ago . the game is a a shallow DPS race with meatless content thrown out every 90 days. ive given up on the game completely . 2 years in and the MMO part of the game is actually worse then it was at launch