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vMA isn't hard; it's just frustratingly BS. Here's how I would change it...

HatchetHaro
HatchetHaro
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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 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.
Edited by HatchetHaro on November 22, 2016 12:48AM
Best Argonian NA and I will fight anyone for it

20 Argonians

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  • Aliyavana
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    nerf vma threads agro this forum, I don't think it needs nerfing but other ppl will voice their opinions on why it shouldn't be nerfed and for you most likely to get gud prepare for those ppl
  • Lightspeedflashb14_ESO
    Lightspeedflashb14_ESO
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    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.
  • HatchetHaro
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    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.

    Didn't mean "role", sorry. Edited. Thanks for the catch.
    Best Argonian NA and I will fight anyone for it

    20 Argonians

    6x IR, 6x GH, 7x TTT, 4x GS, 4x DB, 1x PB, 4x SBS, 1x MM, 1x US, 1x Unchained
  • Beardimus
    Beardimus
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    I dont think the difficulty should change at all. I've only completed it once, and spent weeks on it the challenge is just right. Hard annoying, but doable.

    Hate to tell you but I got a Sharp Dagger and its useless to me, Magika user.

    The only thing id change is the reward for first time pass, it should be more XP (like a million) and another skill point at least.
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  • FriedEggSandwich
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    I'm ok with the ranged damage if I'm honest, I mean it hits hard but with over 70cp in hardy I can take 2 archer light attacks (or whatever they open with in stage 7 - quick shot or something) from full health (15.8k hp) with no ward and without dying, a 3rd would finish me off. This sounds reasonable to me considering they can be avoided.

    I really hate the blue ghosts and wouldn't miss them if they got removed, but part of me feels like they add an interesting layer of skill test. I find sometimes I'm really good at avoiding them and sometimes, usually when tired or hungry, I seem to hit half of them.

    I'm usually fine with the amount of mobs but round 5 does get a bit intense, and recently I found that sometimes the white spawn portals appear earlier than they should, like something triggered the next wave before you finished the last. This doesn't seem right but doesn't happen all the time.

    Yeah I'd like a token system or something. It could be expensive, like you need to hand back 30 or more vma weapons to get one of your choice. Or even 5-10 random weapons with the trait you want, so you have to hand back 5-10 random sharpened vma weapons to get a sharpened weapon of your choice. Something to work towards at least, cos with rng you're not actually working towards anything.
    Edited by FriedEggSandwich on November 21, 2016 6:45AM
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  • Parrot1986
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    Not sure I agree tbh you can clear it without many issues but the issues you do have you'd like to make easier? for me that's fine for the hardest solo content.
    Ranged attacks are dangerous but either getting them where they spawn with trap and another DOT or lots of AOE usually kills them without my need to worry.
    Round 5 the numbers can be high but you have the defence sigil there if it's a struggle which kills them for you practically.
    I can count on 1 hand the deaths directly related to the ghosts but those were me being sloppy and not paying attention.
    I'm not an expert in VMA so this isn't a git gud reply but I'm in a similar boat in that I can clear it fairly easily and close to flawless and I find my deaths are me not paying attention or RNG luck in round 7 so nothing I want changed.
    I do agree with an improvement to the reward element for the final chest just not the difficulty or mechanics changes to the enemies.
  • Nuntjako
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    I don't agree that vma needs a nerf, but I would like to see a token system or a removal of certain traits.
  • SanTii.92
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    I'm sorry but 'I died too much' and 'I'm taking too much damage' are not even close to valid arguments to call for a nerf.
    When the snows fall and the white winds blow,
    the lone wolf dies, but the pack survives.

    Arg | Pc Na | Factionless Mag Warden.
  • SJD_Phoenix
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    Why not introduce an item that drops in the chests each run that can be used as currency to buy the weapons from a vendor that spawns with the final chest at the end. You can then buy coffers that have the specific weapon in it with a random trait.

    Something like 50 (whatever, oblivion shards.... something lore obiding) which would mean you'd have to complete 5 full runs essentially to buy a coffer.
  • redspecter23
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    The end chest RNG is absolute crap. I actually agree with some of your other assessments as well, but I will put extra emphasis on this point here. I can deal with the arena if the ranged damage is a bit high and if the plants in round 7 are slightly annoying. I can power through that. I can't power my way through to the useful weapons I want. I'm no closer to 2 sharp one handers today than I was 2 weeks ago before the event. 0 beforehand and 0 now, 50 weapons later. I have zero motivation to run it once the weapons are single drop compared to double drop.

    ZOS thinks I'll stop running it once I get the weapons I want... well they're right. I'll totally stop running it once I get the weapons I want, but I'll also totally stop running it some point before that and probably take a nice long break from the game as well. It's frustrating to be able to beat the content regularly and do it well and just see nothing for the time investment with no sign of ever getting any closer to the goal.
  • Junipus
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    I was going to point out how the mechanics and tips you suggested for improving the arena aren't actually an issue once you accept that you need to work with them, but then you mentioned the dreaded words "Token system" and I dismiss everything you've put forward no matter how clever, interesting or useful.

    Another token system thread, another person complaining because they don't want to grind content they can do.
    The Legendary Nothing
  • luen79rwb17_ESO
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    VMSA difficulty is fine and it's actually very easy once you memorize it.

    IMO the main issue with vMSA is a design flaw on the traits and loot systems: Too many useless traits and top that with a mix of weapon types for some quite horrible combinations.

    Stuff like powered daggers for example are close to being a joke or a slap in the face for anyone who spent close to 1hr in that place.
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  • Abeille
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    VMSA difficulty is fine and it's actually very easy once you memorize it.

    I actually think this a design flaw, but I can't think of a way to change it that doesn't include RNG, and I despise RNG. So let's just leave it like that :neutral:
    Edited by Abeille on November 21, 2016 12:51PM
    Just so that everyone knows, my Altmer still can't have black hair. About a dozen of Altmer NPCs in the game have black hair. Just saying.

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  • strikeback1247
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    1. Build more resistance or just roll a dk if the ranged mobs hit too hard.
    2. Get better resource management.
    3. Agreed.
    P.A.W.S. - Positively Against Wild Sasquatches - NO TO BIGFOOT!
  • Alucardo
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    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
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    Alucardo 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.
  • SickDuck
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    I'd just love to see a version that is fun. People debate over difficulty but can't see any of them having fun playing it.
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  • Alucardo
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    Alucardo 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!
  • SickDuck
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    Agree with all three points, especially about the incoming damage. Difficulty should not necessarily come from the need to spam shields or burst heals every 2-3 seconds - or be dead.
    Holdviola - Khira'de Regalo - Lélekvadász - Used To Be An Adventurer - Zetor - Does-Not-Give-A-Duck - Lord Sugar - Tenar Arha - Da'rinka - Violent Moon - Extreme Runner
  • Joy_Division
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    People are now completing this in 30 minutes and yet these nerf threads still show up every day. SMH

    If you think vMA is too hard or too frustrating, that's more of a you problem than a VMA problem at this point.

    Yes, the RNG sucks at the final chest. That is a ZOS doesn't know how to balance traits and reward gear problem, not a VMA problem.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Junipus
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    Alucardo wrote: »
    Alucardo 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.
    The Legendary Nothing
  • RazorCaltrops
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    1-All incoming ranged damage can be avoided. Apart from this, they are a good thing in general as they teach people situational awareness, because most players in group content think they're OP after completing their gear and assume every encounter will be like bloodspawn but drop like flies because they don't pay attention to their surroundings.

    2-Speaking for stage 5 boss, if you make the platfrom break order 1-defense sigil 2-speed sigil 3-health sigil the mobs will spawn far away from you which gives time to deal with them while the boss breaks the platform.

    3-VMA needs a token system. Agreed.

    But ranged mobs (and enviromental damage in general like ghosts) should stay as it is in my opinion.
    PS4 EU
  • Alucardo
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    Junipus wrote: »
    Alucardo wrote: »
    Alucardo 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.

    I can do it, but I find vDSA a lot more enjoyable. There's nothing better than jumping on TS with some friends and blasting through a group arena. It's just a shame the rewards are kind of sucky - here's looking at you 2h and 1h dagger.
    vMA would make for some awesome group content with a little reworking. Though like I said, still keep the option to solo it because sometimes I just prefer doing that, or can't find enough people for group stuff.
  • pattyLtd
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    If anything they need to look at why the performance is so badly in vma.
    Maybe that's a weird indirect nerf to it too though, not sure ;)

    I haven't beat it and given up on last boss but that's ok.
    I do think renaming normal to easy and introduce a version in the middle could be a good thing to open it up for a larger group of the players. Right now it's almost impossible to die in normal lol
    English is not my native language, no grammar police please, tyvm
  • Wifeaggro13
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    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
    Edited by Wifeaggro13 on November 21, 2016 2:58PM
  • UrbanMonk
    UrbanMonk
    ✭✭✭✭✭
    *yawwwwwwwwwwwwwwns*
    Urban.Monk

    -Monk I- Magden- ⭐⭐⭐⭐⭐
    -Tsürügi- MagBlade- ⭐⭐⭐⭐⭐
    -Bantam Bomber- MagPlar- AVA28
    -Hot Nöödle- MagDK - AVA37
    -Pablo Necrobar- StamCro- AVA24



    youtube.com/c/UrbanMonkGaming
    Easiest mDK for vMA and vVH- https://youtu.be/dUxQO1FO1XQ

    ___________________________________________________________________________________________________________________________________
    Balance for the Sake of Balance is no Balance at all.
  • AlexTech0x
    AlexTech0x
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    No it shouldn't be nerfed, BUT it must be rewarding.
    When somebody starts vMA it is extremly hard, but after some runs it becomes very mechanical.

    Now, who the hell goes there for a stupid Powered Dagger? Nobody. THAT IS what needs to be changed.
    I am afraid that after so many "token system" ideas ZOS does create it asking for 100 tokens per weapon ¬_¬ being half a key per run.

    IMO we just should pick the weapon we want after finishing it. Lazy gamer ? No, before it starts to be easy it's *** hard.
  • Junipus
    Junipus
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    AlexTech0x wrote: »
    Lazy gamer ? No.

    Entitled gamer? Yes.

    All *** is hard first time you do it. Pretty sure first time you learnt to walk your baby brain didn't go "*** me this is too hard. Not doing this *** again. *** gonna push me everywhere til some *** give me crutches".

    The Legendary Nothing
  • Jeremy
    Jeremy
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    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

    Well said in regards to VMA. It's unimaginative content that relies almost entirely on shallow DPS race gimmicks to give the illusion of challenging gameplay when it fact all it does is cater to high DPS builds.

    I suppose they expect players like me - who play as a healer - to re-design their entire character for high DPS so I can attempt to obtain my Maelstrom Healing Staff - and then to re-build my character again backwards so I can heal efficiently when it's over? That's just stupid I'm sorry to say and entirely unreasonable - especially when you consider the costs and time such a process would involve. Doubly so when you consider all of this work would be for a build I have no interests in playing to begin with.

    If they are going to make this content drop gear for healers then it needs to be made compatible with healers. I would have thought that 'd be common sense for the developers. But apparently not.
    Edited by Jeremy on November 21, 2016 5:01PM
  • Xsorus
    Xsorus
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    I want them to improve the 1hd shield weapon and removed charged from vma
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