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".
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.
Oreyn_Bearclaw wrote: »I am indifferent on some of the stuff you said, and couldn't agree more about the loot. Don't get me wrong, the ranged adds hit hard and everyone has been overwhelmed a time or 3. That said, you have sigils. The shield sigil makes what you are talking about a non-issue. Sure it costs points on the score, but you need to have something to separate the leaderboards.
If I were to change anything mechanically in this arena, it would be a reworking of the poisons in stage 7. It is a neat idea in theory, but this is the only place you really can die to RNG. I would make the shield protect form poison, and the add should be invulnerable while he is shielding so you cant accidentally kill him. I would also give them a longer visual indicator when they explode without the summoner, so you can get out of the way. Lastly, I would also make the poison take a little longer to kill you. On a magic toon, you can shield stack and run across the room. On stam, you better be really damn close to the green pool or you are toast. Also, something about stage 7 always turns my game into a slide show, especially when the wamasu spawns in round 3. It happens every single time.
As for the RNG, no arguments here. This is hands down the worst thing about eso. I ran VMA about 20 times over the event. Not nearly as much as some, but I do have this thing called a job. I got one useful weapon (and two flawless titles). Finally got that sharp dagger (after a year of trying), but still dont have a sharp Inferno or Bow. I think I have both in every other possible trait, or at least close to it. What I did get was enough Resto Staves to build a log cabin.
Something needs to change about the loot system in this arena. Simply put, if you have been running a piece of content for a year and still dont have the item you are after, something is fundamentally flawed with the reward system. I would never ask for instant gratification, but this is broken AF.
Token system or trait change, take your pick ZOS.
Slayer9292_ESO wrote: »...
General issue
Fix dodge roll, so that when you dodge roll out of a red ring it actually counts as being outside.
Synergy to pick up sigils doesn't work half the time. You end up pressing x about 20 times to grab one. This seems to be an issue with synergies in general.
...
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.
strikeback1247 wrote: »Jk, a 4-man vMA sounds pretty cool.
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.
KramUzibra wrote: »Just bring back double drops. vMA isn't hard it's just not worth it with the way rng is.
Oreyn_Bearclaw wrote: »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.
After reading your comments, I cant tell if you are a troll or just got really lucky in VMA so you dont care. You keep saying to grind the arena. For how long? The content has been out for a year, and there are many of us that if been grinding it nearly that long and still dont have what we are after. You will never hear me say to give stuff away or put it in the vendor, but at some point, enough is enough. These weapons are BIS and if you care about scores, they are required for endgame content. The fact that some people get them in 1 run and others dont get them after 1000 is just ridiculous. Pure RNG has no place in modern video games. ZOS needs to do better.
Oreyn_Bearclaw wrote: »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.
After reading your comments, I cant tell if you are a troll or just got really lucky in VMA so you dont care. You keep saying to grind the arena. For how long? The content has been out for a year, and there are many of us that if been grinding it nearly that long and still dont have what we are after. You will never hear me say to give stuff away or put it in the vendor, but at some point, enough is enough. These weapons are BIS and if you care about scores, they are required for endgame content. The fact that some people get them in 1 run and others dont get them after 1000 is just ridiculous. Pure RNG has no place in modern video games. ZOS needs to do better.
Not a troll, and still looking for a sharpened 1h and flawless so am still grinding away.
Token systems are going to be difficult to implement even if ZOS decided that they wanted to change from calling their content repeatable content (which is what it is).
How many tokens would someone need? 1? 5? 10? 100? Too many means no difference as you'd learn the trial enough so you'd be a good enough player without the weapons. Too few and the weapons make little difference as you're not going to learn how to survive on your own in trials. I've seen plenty of average players improve drastically after grinding vma, even if they don't use the weapons.
Do you replace weapons with tokens?
Do you revert the changes with save points and continuation?
Do you revert the changes made to mob difficulty so it's more challenging for an immediate gratification reward?
Do you implement the changes and have legions of players with poor impulse control complain there's no content to do and they're bored?
Do you remove weekly rewards or give players another meaningless token once they cash in their existing stash?
Do you relent and make the changes only to then have others complain they don't get their VO/IA/Moondancer/Twilight/Alkosh/Lunar Bastion jewels or weapons from the other trials? (I know it's tradeable, but people will complain and this change would give precedent)
Do you ignore the above calls for change and be labeled as selfish for only demanding change for your own benefit over others?
There's plenty of people around who can help out in a variety of different means to help someone get their desired vma weapon, and not just through YouTube guides.
Don't agree with anything OP said.
Git Gud is in order here.
We already said the token system is bad and I doubt it will ever come.
Thread after thread after thread ... can't say I'm surprised
Oreyn_Bearclaw wrote: »No amount of guides or help can get you a VMA weapon. Only luck can do that. I have cleared this on every class, with several flawless runs, since about a month after it launched. I dont need help clearing the arena, I need help with an archaic random number generator that has no business in a modern game.
I think you are missing the main issue. For the record, a token system requiring 100 runs would be better than the status quo, which is pure RNG and a huge loot table. That is the problem with RNG. Even in a really big loot table like this, a lot of people will get pretty much everything they want in 50-60 runs, and say there is no problem.
However, there are people like myself that are well in excess of this and cant get the weapon they are after. Replayability is one thing, but a grind with no end in sight is quite another. I am no stranger to a grind, I have been playing RPGs for almost 30 years. That being said, every other grind I have done has foreseeable end at some point. This place does not. Statistically, it is possible to run this place a million times and not get what you are after, which is a huge problem. Sure it's really unlikely, but it's possible.
I have a guild mate that has only cleared this place a handful of times, and he got 2 sharp infernos in one run. Compare that to Streak One, arguably the best VMA player on the planet, who didnt get his sharp inferno until over an estimated 1,000 runs. People might not believe he ran it that much, but I tend to believe it. Mostly because when he is online he is nearly always in that place and because I dont know how you get that good without running it 1,000 times.
RNG is fine and all for a lot of things, but there needs to be some system in place where you can get what you need after a reasonable amount of runs. That is all we want. Some sort of safety valve to ensure you dont fall on the far side of the bell curve and want to rage quite.
redspecter23 wrote: »Don't agree with anything OP said.
Git Gud is in order here.
We already said the token system is bad and I doubt it will ever come.
Thread after thread after thread ... can't say I'm surprised
Says the guy that got shapened + precise one handers on his first run of the event. Join the ranks of the unlucky and see if you still say "Git Gud" Some people are "Gud" but just can't beat RNG