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Official Feedback Thread for Maelstrom Arena

  • asneakybanana
    asneakybanana
    ✭✭✭✭✭
    Didn't play Maelstrom Arena myself, but judging from others' posts, it seems like the vet mode is far too difficult. I think it should probably be the same difficulty like playing vet DSA with four.
    OH God no dsa is stupid ea St and has been since like 1.5 when they nerfed it into the ground. Vet MA needs to be a 9 or a 10 in difficulty right now just due to the way that difficulty decreases over time. The hardcore players get their shot of farming it now and the casuals get their chance to farm it when they get new gear and maybe a level increase. It's how all mmos cycle. Hard content becomes farmed content becomes levelling content.

    because the casual crowd is going to just... pay like everyone else... then wait around until the next dlc so they can get old, outdated gear?... yeah, good luck with that idea. Where do people get this, "i'm more hardcore of a gamer and deserve more than everyone else" baditude? They can't base the game on the select few who have 12 hours a day to put into a game. It doesn't work like that. If you're good enough to go through everything quickly... great. Try playing a different character and level everything again. But don't try to say that the casual crowd will just have to wait and/or not even get a chance to get the gear.
    If the arena requires a player to spend an hour per level (8-10 hours total continuous play just for a chance at a mal weapon) and a complete respec for everyone to play solo then eso will lose tons of people; myself included. IC wasn't good enough to keep people playing... and so far this one isn't looking amazing either. Many people will be sucked into this arena and it will leave very few to play group dungeons. This will probably move whats left of the tanking crowd away from group play.

    So you want everyone to be able to roll in there day 1 and complete it? That's a real funny joke. . Was told once that you get out of an mmo what you put in and if you're dedicated and skilful enough to make an entirely new build for this and can clear out early on then you deserve access to that gear before others.
    Also there is a very good reason there is a normal and a veteran version of this. If you want to clear it out of the gate and farm gear but can't do vet then do normal. Still have a chance for maelstrom weps to drop, not sure if it's like dsa where you can only get v15 but even if you do only get v15 most of the casual players aren't interested in getting everything perfect and will be content with good enough.
    And the arena won't require 8-10 hours once people figure out everything. I can do the first 5 stages in an hour or so now and until the change they just did to 6 that was taking me an hour tops. It's been the same way with every trial/arena release since launch. Look at dsa. It wasn't cleared for about a week by anyone when it first came out. Then slowly people started to clear it and the runs got faster and faster as people figured out all the mechanics. Sanctum ophidia was the same story. When it first came out it took 2 weeks for anyone to clear it and that guild was pretty much the only ones to clear it for the first month+ that is was out. Then more and more people cleared and about 2 months after it came out still only 10 or so guilds had cleared and then they nerfed it and gave everyone more rezzes and that's when a ton of people started to get clears. It's just how gear cycles work. Hardcore players clear first and then the more casual players begin to clear over time as strategies come out and people keep progressing.
    Now with this content I can almost guarantee it will be cleared day @ if they don't change things around like they did for Sanctum and dsa so the people testing on the pts don't already have all the mechanics figured and can go I'm there and 1 shot the bosses.
    Asneakybanana AD DK Former emperor of Chrysamere and Chillrend. World first hardmode Hel'ra and Quake con winner (Alliance rank 25)
    Asneakyhabenero EP DK Former emperor of Thornblade, Haderus. World first vMA Dk clear (Alliance rank 39)
    Asneakycucumber EP Sorc Former empress of Blackwater Bay and Trueflame (Alliance rank 32)
    Asneakypineapple EP Temp Former empress of Azuras Star and Haderus (Alliance rank 22)
    Asneakypickle EP NB Former empress of Trueflame (Alliance rank 47)
    Sweat Squad
    Crowned 27x on 12 different campaign cycles | 200M+ AP earned
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    609k Mag Sorc vMA
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    NA first trinity (All No Death/HM/Speed run trials titles)
    2x Tick Tock Tormentor
  • jakeedmundson
    jakeedmundson
    ✭✭✭✭✭
    Didn't play Maelstrom Arena myself, but judging from others' posts, it seems like the vet mode is far too difficult. I think it should probably be the same difficulty like playing vet DSA with four.
    OH God no dsa is stupid ea St and has been since like 1.5 when they nerfed it into the ground. Vet MA needs to be a 9 or a 10 in difficulty right now just due to the way that difficulty decreases over time. The hardcore players get their shot of farming it now and the casuals get their chance to farm it when they get new gear and maybe a level increase. It's how all mmos cycle. Hard content becomes farmed content becomes levelling content.

    because the casual crowd is going to just... pay like everyone else... then wait around until the next dlc so they can get old, outdated gear?... yeah, good luck with that idea. Where do people get this, "i'm more hardcore of a gamer and deserve more than everyone else" baditude? They can't base the game on the select few who have 12 hours a day to put into a game. It doesn't work like that. If you're good enough to go through everything quickly... great. Try playing a different character and level everything again. But don't try to say that the casual crowd will just have to wait and/or not even get a chance to get the gear.
    If the arena requires a player to spend an hour per level (8-10 hours total continuous play just for a chance at a mal weapon) and a complete respec for everyone to play solo then eso will lose tons of people; myself included. IC wasn't good enough to keep people playing... and so far this one isn't looking amazing either. Many people will be sucked into this arena and it will leave very few to play group dungeons. This will probably move whats left of the tanking crowd away from group play.

    So you want everyone to be able to roll in there day 1 and complete it? That's a real funny joke. . Was told once that you get out of an mmo what you put in and if you're dedicated and skilful enough to make an entirely new build for this and can clear out early on then you deserve access to that gear before others.
    Also there is a very good reason there is a normal and a veteran version of this. If you want to clear it out of the gate and farm gear but can't do vet then do normal. Still have a chance for maelstrom weps to drop, not sure if it's like dsa where you can only get v15 but even if you do only get v15 most of the casual players aren't interested in getting everything perfect and will be content with good enough.
    And the arena won't require 8-10 hours once people figure out everything. I can do the first 5 stages in an hour or so now and until the change they just did to 6 that was taking me an hour tops. It's been the same way with every trial/arena release since launch. Look at dsa. It wasn't cleared for about a week by anyone when it first came out. Then slowly people started to clear it and the runs got faster and faster as people figured out all the mechanics. Sanctum ophidia was the same story. When it first came out it took 2 weeks for anyone to clear it and that guild was pretty much the only ones to clear it for the first month+ that is was out. Then more and more people cleared and about 2 months after it came out still only 10 or so guilds had cleared and then they nerfed it and gave everyone more rezzes and that's when a ton of people started to get clears. It's just how gear cycles work. Hardcore players clear first and then the more casual players begin to clear over time as strategies come out and people keep progressing.
    Now with this content I can almost guarantee it will be cleared day @ if they don't change things around like they did for Sanctum and dsa so the people testing on the pts don't already have all the mechanics figured and can go I'm there and 1 shot the bosses.

    I didn't even read past your first sentence because it was so ridiculous... where/when did i ever say you should be able to "roll in there day 1 and complete it"? and even if you DID ... there is no guarantee on the drop... if you need 1 sword and get the bow 15 times in a row... that is still enough of a pain.
    There IS a middle ground you know... where it will be normal difficulty for the "elite" players and passable/harder for the casual players while still being too difficult for new/inexperienced players.
    if it is so difficult for the casual player base that they can never complete it... why would they even buy the dlc?

    This really is the deciding factor for whether or not many people will continue to play this game.
    Just remember... without a casual player base, there is no bright future for any game.
    CP690
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  • asneakybanana
    asneakybanana
    ✭✭✭✭✭
    Didn't play Maelstrom Arena myself, but judging from others' posts, it seems like the vet mode is far too difficult. I think it should probably be the same difficulty like playing vet DSA with four.
    OH God no dsa is stupid ea St and has been since like 1.5 when they nerfed it into the ground. Vet MA needs to be a 9 or a 10 in difficulty right now just due to the way that difficulty decreases over time. The hardcore players get their shot of farming it now and the casuals get their chance to farm it when they get new gear and maybe a level increase. It's how all mmos cycle. Hard content becomes farmed content becomes levelling content.

    because the casual crowd is going to just... pay like everyone else... then wait around until the next dlc so they can get old, outdated gear?... yeah, good luck with that idea. Where do people get this, "i'm more hardcore of a gamer and deserve more than everyone else" baditude? They can't base the game on the select few who have 12 hours a day to put into a game. It doesn't work like that. If you're good enough to go through everything quickly... great. Try playing a different character and level everything again. But don't try to say that the casual crowd will just have to wait and/or not even get a chance to get the gear.
    If the arena requires a player to spend an hour per level (8-10 hours total continuous play just for a chance at a mal weapon) and a complete respec for everyone to play solo then eso will lose tons of people; myself included. IC wasn't good enough to keep people playing... and so far this one isn't looking amazing either. Many people will be sucked into this arena and it will leave very few to play group dungeons. This will probably move whats left of the tanking crowd away from group play.

    So you want everyone to be able to roll in there day 1 and complete it? That's a real funny joke. . Was told once that you get out of an mmo what you put in and if you're dedicated and skilful enough to make an entirely new build for this and can clear out early on then you deserve access to that gear before others.
    Also there is a very good reason there is a normal and a veteran version of this. If you want to clear it out of the gate and farm gear but can't do vet then do normal. Still have a chance for maelstrom weps to drop, not sure if it's like dsa where you can only get v15 but even if you do only get v15 most of the casual players aren't interested in getting everything perfect and will be content with good enough.
    And the arena won't require 8-10 hours once people figure out everything. I can do the first 5 stages in an hour or so now and until the change they just did to 6 that was taking me an hour tops. It's been the same way with every trial/arena release since launch. Look at dsa. It wasn't cleared for about a week by anyone when it first came out. Then slowly people started to clear it and the runs got faster and faster as people figured out all the mechanics. Sanctum ophidia was the same story. When it first came out it took 2 weeks for anyone to clear it and that guild was pretty much the only ones to clear it for the first month+ that is was out. Then more and more people cleared and about 2 months after it came out still only 10 or so guilds had cleared and then they nerfed it and gave everyone more rezzes and that's when a ton of people started to get clears. It's just how gear cycles work. Hardcore players clear first and then the more casual players begin to clear over time as strategies come out and people keep progressing.
    Now with this content I can almost guarantee it will be cleared day @ if they don't change things around like they did for Sanctum and dsa so the people testing on the pts don't already have all the mechanics figured and can go I'm there and 1 shot the bosses.

    I didn't even read past your first sentence because it was so ridiculous... where/when did i ever say you should be able to "roll in there day 1 and complete it"? and even if you DID ... there is no guarantee on the drop... if you need 1 sword and get the bow 15 times in a row... that is still enough of a pain.
    There IS a middle ground you know... where it will be normal difficulty for the "elite" players and passable/harder for the casual players while still being too difficult for new/inexperienced players.
    if it is so difficult for the casual player base that they can never complete it... why would they even buy the dlc?

    This really is the deciding factor for whether or not many people will continue to play this game.
    Just remember... without a casual player base, there is no bright future for any game.

    Well other than the last boss the arena is at that point right now of not stupid easy for the hardcore player and tough for the casual also vdsa is was what someone originally said it should be scaled tot which isn't even hard for casuals anymore and if this was scaled to that level it would be bad for everyone. Maybe waiting for a new update to come out was a bit of an overstatement lol but it should take the casual player a good while to clear it especially since they can't be carried through it but I would still expect most to clear within a month and a half when there's uilds and video guides out there.
    Asneakybanana AD DK Former emperor of Chrysamere and Chillrend. World first hardmode Hel'ra and Quake con winner (Alliance rank 25)
    Asneakyhabenero EP DK Former emperor of Thornblade, Haderus. World first vMA Dk clear (Alliance rank 39)
    Asneakycucumber EP Sorc Former empress of Blackwater Bay and Trueflame (Alliance rank 32)
    Asneakypineapple EP Temp Former empress of Azuras Star and Haderus (Alliance rank 22)
    Asneakypickle EP NB Former empress of Trueflame (Alliance rank 47)
    Sweat Squad
    Crowned 27x on 12 different campaign cycles | 200M+ AP earned
    Fastest AA clear ever: 5:42 | Fastest HRC clear ever: 5:27 | NA first HM MoL
    609k Mag Sorc vMA
    NA first Tick Tock Tormentor
    NA first trinity (All No Death/HM/Speed run trials titles)
    2x Tick Tock Tormentor
  • Contraptions
    Contraptions
    ✭✭✭✭✭
    Just tried vet mode for the first time. Made it to arena 3 then stopped.

    Everything seems to hit too hard. The vet mode seems really overtuned compared to normal. Attacks that hit for 2k ish on normal suddenly hit for 12-13k on vet. The increased health was manageable to me but the damage just seemed over the top.

    This is just a lazy way of increasing the difficulty to me, by simply increasing the stats of the enemies. No significant new mechanics, no new types of mobs, no new attack patterns. Just a flat multiplier on numbers. Just like what you did for WGT and ICP.

    Is this going to be a pattern ZOS? Our so called "premium DLC" content being just copy and pasted from one mode to the other with an arbitrary multiplier slapped on it? What happened to normal and veteran modes actually being significantly different like for dungeons and for DSA?

    Either way ZOS I suggest you tone down the damage and health of all enemies in there, because at this point it's not challenging in the fun way. It just feels really cheap.

    Just my two cents.
    Edited by Contraptions on October 21, 2015 2:21PM
    Patroller and Editor at UESP
  • Flattedfifth
    Flattedfifth
    ✭✭✭
    Just tried vet mode for the first time. Made it to round 3 then stopped.

    Everything seems to hit too hard. The vet mode seems really overtuned compared to normal. Attacks that hit for 2k ish on normal suddenly hit for 12-13k on vet. The increased health was manageable to me but the damage just seemed over the top.

    This is just a lazy way of increasing the difficulty to me, by simply increasing the stats of the enemies. No significant new mechanics, no new types of mobs, no new attack patterns. Just a flat multiplier on numbers. Just like what you did for WGT and ICP.

    Is this going to be a pattern ZOS? Our so called "premium DLC" content being just copy and pasted from one mode to the other with an arbitrary multiplier slapped on it? What happened to normal and veteran modes actually being significantly different like for dungeons and for DSA?

    Either way ZOS I suggest you tone down the damage and health of all enemies in there, because at this point it's not challenging in the fun way. It just feels really cheap.

    Just my two cents.

    Weird, this guy seems to think it's a bit too easy.

    http://forums.elderscrollsonline.com/en/discussion/225390/world-first-veteran-maelstrom-arena#latest
  • omfgitsbatman
    omfgitsbatman
    ✭✭✭✭
    I would like to see some method of saving your progress for a limited amount of time like an hour or so even while out of instance.
    Examples of when this would be useful:
    Oh no... I ran out of potions and don't have the materials for more... I would really love to go get some more potions off of the guild store.
    I got to the 4th round of vet before I realized I was running without a mundus stone buff on the template. I would really love to have that mundus stone buff right now.
    I am on the 7th round and realize I won't be able to beat it with my current gear setup... I'd really like to go craft or grab some other gear really quick.
    He's the healer Tamriel deserves, but not the one it needs right now. So we'll hurt his tank. Because he can heal them to full. Because he's not our hero. He's a silent guardian, a watchful rejuvinator. A Cloaked Healer.

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    Vet Maw 4/5

  • OrphanHelgen
    OrphanHelgen
    ✭✭✭✭✭
    ✭✭
    I would like to see some method of saving your progress for a limited amount of time like an hour or so even while out of instance.
    Examples of when this would be useful:
    Oh no... I ran out of potions and don't have the materials for more... I would really love to go get some more potions off of the guild store.
    I got to the 4th round of vet before I realized I was running without a mundus stone buff on the template. I would really love to have that mundus stone buff right now.
    I am on the 7th round and realize I won't be able to beat it with my current gear setup... I'd really like to go craft or grab some other gear really quick.

    :neutral:
    PC, EU server, Ebonheart Pact


    Finally a reason not to play League of Legends
  • code65536
    code65536
    ✭✭✭✭✭
    ✭✭✭✭✭
    I would like to see some method of saving your progress for a limited amount of time like an hour or so even while out of instance.
    Examples of when this would be useful:
    Oh no... I ran out of potions and don't have the materials for more... I would really love to go get some more potions off of the guild store.
    I got to the 4th round of vet before I realized I was running without a mundus stone buff on the template. I would really love to have that mundus stone buff right now.
    I am on the 7th round and realize I won't be able to beat it with my current gear setup... I'd really like to go craft or grab some other gear really quick.

    I wonder... What would happen if you disconnected or crashed in the middle of vet MA?
    Edited by code65536 on October 20, 2015 11:35PM
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  • Merlight
    Merlight
    ✭✭✭✭✭
    code65536 wrote: »
    I wonder... What would happen if you disconnected or crashed in the middle of vet MA?

    If you log back in quickly, only the current round will be reset, just like when you die.
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • byrom101b16_ESO
    byrom101b16_ESO
    ✭✭✭✭✭
    Well I had a good go at the place on Normal and Veteran tonight with my main.

    Normal is frankly, nice and fun, but rather easy for a maxed out toon.... but Veteran is far too hard. It's a very bad joke in it's current form which for 95%+ of players to finish, will require them moving in many cases entirely away from one of the reasons they bought the game - to play different builds, and achieve goals in different ways.

    The mechanics are mostly fine, with dishonourable mention for the poison round, the stranglers are not fixed and the instant claw attacks with no animation just make it super hard by being utterly arbitrary. The darts in the fourth round are practically invisible as well, and far too damaging for such fast ranged attacks.

    But examples aside, in general, it's the insanity of the damage output from the mobs and the health and cc pan-immunity for each non-boss elite that is ridiculous.

    Using the FOTM class, a finely tuned cookie cutter build and the very best gear in the game and vMA will still eat far, far too many hours of most people's time to get anywhere at all with it. For those able to play 24/7 who have many millions of gold to spend on stack after stacks of potions, this is a still going to be a massive time-sink. I am sure a handful (less than 0.1% of the players of the game) will come on here and say it's the best thing ever, but frankly I don't give a damn about that insignificantly small proportion of the player base, and neither should ZOS if they have an ounce of commercial sense.

    For the vast majority of players who have stuck with the game through all the many bugs, the broken promises about what the game was about... you know, those with lives and who play for a challenge but to ENJOY it, this is a non-starter.

    I am still shaking my head at the logic behind this instance. Making interesting, challenging mechanics in many of the arenas, and then making those challenges a sideshow compared to the difficulties of dealing with completely over the top health and dps numbers for the mobs!! The whole "for the next 12 minutes, if you make one mistake you are instantly dead" isn't fun.

    vDSA was the right level of difficulty, and could be done by a variety of players with a variety of classes, races and builds. it was challenging to learn, but fun. The same was true of vCoA and WGT.

    Lord Warden Dusk is still too buggy and kicks out random unavoidable deaths when you get dropped into portals, so I don't bother with it now - too much frustrating random *** I can do without. I don't want to succeed sometimes and not others just because of badly programmed random-proccing unavoidable character deaths.

    Maelstrom Arena though... ahhh this is in a class all it's own. Something to absorb the 18 hours a day players so they don't spend so much complaining about carebears, noobs and casuals maybe?

    As for me. I have a life, don't want the gear from in there anyway, and don't intend to end up in divorce court by selfishly spending the required time to get to the end of the instance on any particular day. In fact if you have to spend more than 3 hours in ANY instance, then it is too much.

    If you intend to keep it this hard ZOS - expect insignificant completion rates from your players, and more people leaving the game.

    This dungeon is a long way indeed from all the things that attract most people to the TES franchise, and to add insult to injury, it has to be done solo, and your preferentially solo players are not generally the bleeding edge eat and sleep at your computer demographic this caters for in its current form.

    It seems over the past year, every move you make rewards those who play most of the day, every day. Everything has catered to them - CPs (as was I suppose), gold accrual, inherent advantages of alts, trial leaderboards, gear drop rates, RNG, no lockouts... everything gets better if you sit in front of your computer playing ESO for long, long hours every day.

    And now you make the biggest timesink in the game a solo arena which requires dps/mitigation/heal cookie cutting, and shafts everyone who likes to just tank, or just heal, or just play 2 hours at a time with other players.

    I suggest you wake up and smell the coffee.

    Reduce health of mobs by 25% and reduce damage output by a third; fix the bugs and give such heavy hitting attacks animations you can actually see why don't you!?

    If the only people on the leaderboard end up being animation cancelling shield stacking magicka using, resto staff second bar FOTM classes then you have entirely reneged on what you promised this game would be.
    Edited by byrom101b16_ESO on October 21, 2015 12:10AM
  • Sentinel
    Sentinel
    ✭✭✭✭
    • What was your class, build (active skills, Champion Point distribution) and level?
    Class: Nightblade
    Level: v16
    Build: All points into Stamina, all passives, Breton
    Sets: Molag Kena 1 pc, Shield Breaker 4pc, Morkuldin 4pc, agility 3pc: 5 medium 1 light, 1 heavy, 1 mace, 1 sword, 1 maul
    Active Skills:
    Bar 1: Dual-wielder: Ambush, Siphoning attacks, Surprise attack, Steel Tornado, Vigor, Soul harvest/Soul Tether/Flawless DB
    Bar 2: Two-hander: Double Take, executioner, brawler, relentless focus, rally, soul tether/bolstering darkness
    Champion Allocation: 300:
    Mage: Mighty 68, blessed 32
    Thief: Tumbling 10, Mooncalf 45, warlord 45
    Warrior: Quick Recovery 55, hardy 10, elemental defender 10, medium focus 25
    Warrior mundus
    All prismatic glyphs on armor
    1 stamina regen, 1 reduce stam cost, 1 weapon damage on jewelry
    Absorb stamina on maul, increase weapon damage for 5s on sword, disease damage on mace
    • Which version of Maelstrom Arena did you play: Normal, Veteran or both?
    I played Vet Maelstrom
    • On a scale from 1 (very easy) – 10 (very hard) how difficult did you find Maelstrom Arena? Please indicate whether you were playing Normal or Veteran.
    Veteran, 10.
    I got through the first three rounds in under 15 lives lost, however the fourth round was where I was unable to continue progressing, as the mobs came out in large enough quantities that I could not tank and DPS all of them at the same time, considering the movement aspect required of the round, it was difficult. Likely it was possible, however I was down to 450 lives, 35 spent on that round alone.
    • Which Arena was your favorite, and why?
    My favorite arena was the second arena (of the four I experienced). I enjoyed it because it provided a hefty challenge to situational awareness (I needed to avoid all of the aoes) and the DPS required was just enough that it was punishing to me if I faltered, but not so much that I always failed. It was not easy, but it was not impossible.
    • Which Arena was your least favorite, and why?
    My least favorite arena was the third arena. Even though I failed to finish the fourth arena, this arena frustrated me the most because it felt unresponsive. I often was pulled halfway across the map by one of the stranglers and just as soon teleported right back to where I was pulled from, and more often now in the way of another aoe that I could not interrupt, dodge or heal through. Additionally, many of the AoEs within the arena seemed to hit me even if I moved out of their projected radius if I were close enough to the edge, making it seem a bit larger than in reality. Also the mechanic of the shocking waters coupled with the crowd control and pull of the stranglers into water caused for many deaths that seemed impossible to interrupt or do anything to prevent death. The only counter was to try and make sure all stranglers were dead when the water was electrocuted so as to keep them from pulling me to an inevitable death. Overall, many of the mechanics felt clunky and
    • Which Arena gave you the most trouble?
    The most trouble came from the very last arena that I could reach, arena 4. It had sound mechanics but the mob density and damage tended to be overwhelming for the little defense I could utilize and in the end I could not succeed in surviving as well as damaging. If I spent too long surviving, no damage is done and the mobs multiply, if I spent too long damaging, I died quickly whenever the empowered mobs came at me.
    • If you could change one thing in any of the Arenas, what would it be?
    The stranglers. I would want to put in some way to counter them a bit more abruptly, such as they grab on, root, then pull. During the root perhaps you would have time to roll dodge and prevent their grabbing of you, or block their grab.
    • How often did you receive a reward? Were you satisfied overall with the rewards you received?
    I received a reward often from the boxes at the end of each arena. On Vet they seemed a bit underwhelming from the effort that goes into the fighting. Perhaps additional rewards, twice as many for vet than normal.
    • What was your favorite reward?
    I had no favorites of the ones I was rewarded. I did not plan on using any of the new dropped sets.
  • Zinaroth
    Zinaroth
    ✭✭✭✭✭
    Feedback for the Veteran Maelstrom Arena post 2.2.2 patch:
    - Will update as I advance into the later arenaes!

    Class: Templar
    Level: VR16
    Attributes: All into stamina
    Champion Points: 300
    Will update later...


    Arena 1:
    Seemed to be fine for me, a nice introduction arena for the whole thing.

    Arena 2
    The whirling blades on the ground work fine and the damage is penalizing enough, however having a DoT component that ticks for 1k every second on my Stamina Templar on top of it is a bit overkill since it's impossible to avoid the blades all the time. Remove the DoT component or scale down the initial damage.

    Arena 3:
    Had no trouble here until I got to the last stage with the Lamia Queen boss. She hits for 8.5k damage on my Stamina Templar with 17.5k physical resistance while standing inside my Rune Focus. It is overtuned. I am using every global cooldown to heal myself. Stuff hitting like a truck doesn't constitute difficult and engaging content. I am sure this wouldn't be an issue for magicka Sorc and Templars because insane shields and Breath of Life heals for maximum health instantly with enough spell power. But for anyone playing stamina, this is going to be a major pain.

    Arena 4:
    Haven't been able to get here yet because of the Lamia Queen's insane melee hits...
    Edited by Zinaroth on October 21, 2015 8:33AM
  • Hlaadriel
    Hlaadriel
    ✭✭✭
    Died first boss because I had to walk away from my comp. Wayshrined, reentered the arena and the boss didn't spawn.

    Stuck in the arena, even if I drop the quest, and the mist follows me so I can't even get out of combat...

    had that one too

  • Katinas
    Katinas
    ✭✭✭✭
    In general,
    Liked: New unseen mechanics that are not easy to get a hold of at first.
    Disliked: Some stages feel way too hyperactive. At no point should a player have to deal with so many CCs, adds, snares and incoming damage from multiple targets. Please keep the difficulty up but don't make it feel like you are soloing a dungeon where all adds are incoming at once. Particularly speaking about Arena 3. Make it sever so slightly slower paced.
  • jakeedmundson
    jakeedmundson
    ✭✭✭✭✭
    Anyone have luck with a melee build in vet?
    curious to see if anyone has beaten it ... and if they did. their stats/gear/cp.

    only ones i've heard of beating the arena on vet are sorcs
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • Soleya
    Soleya
    ✭✭✭✭✭
    Anyone have luck with a melee build in vet?
    curious to see if anyone has beaten it ... and if they did. their stats/gear/cp.

    only ones i've heard of beating the arena on vet are sorcs

    According to the leaderboards (as of last night), there are 2 sorcs and 2 nightblades on the leaderboards. That's all. Unfortunately there is no way to tell if the builds are melee or ranged/magicka or stamina.
  • zerosingularity
    zerosingularity
    ✭✭✭✭
    This post is almost entirely going to be about the Veteran version of Maelstrom Arena (vMA). That said, this baby is gonna be loooooooooong.

    It is worth noting that from the perspective of this writer, Normal Maelstrom Arena is a 2/10 in terms of difficulty, even when we were hitting like wet noodles with no resources.

    *Disclaimer* Nothing in this post is meant to be offensive or mean, but since I fail at writing things may seem that way, so apologies in advance. And sorry if the format sucks, first post and all.

    The 2 characters I used were:

    My copied Stamina Nightblade Duel Wielder - 320 CP, Endgame gear load-out (Hundings 5pc, 2pc Endurance, 3pc Agility, Molag Kena+Blood Spawn), Blue Vet 15 stam/hp food, Vet 15 potions, Shadow Mundus Stone *Vigor+Caltrops/Barrier unlocked and leveled (Combat defense 18k/18k AR/SR)

    Template Magicka Sorcerer - 300 CP, Endgame Gear Loadout (5pc Julianos, 3pc Willpower, Molag Kena+Lord Warden's Dusk, Maelstrom Resto and Maelstrom Inferno/Ice staff, dependent on round), Crown Tri-pots and Crown Tri-food, Thief Mundus Stone (Combat defense 15k/10k, sometimes 20k/15k AR/SR) *No Overload usage, that's just cheap, and no Magicka Detonation, as lots of soloers do not have this skill (only my stamblade has it for me), no BoL, only streak, cause it should NOT be a required skill.

    My Stamina user was done before the EU character copy when resources and damage were bugged, My Sorc was after the character copy. In my humble opinion, there is a MASSIVE rift between stamina and magicka performance, and this all boils down to the incoming damage. (Stamina users have no shields, and no, dodge chance is not the same, that's RNG defense vs 20k shields, no comparison when damage is at burst you down in 1 second levels)

    Furthermore, even for a Sorc with 20k spammable shields and good dps/defense/resources, the damage is too high. I shall elaborate for each arena I have completed.

    Arena 1:

    OK so arena 1, this one isn't too bad. Nothing very particular about anything except the boss fight. The damage numbers are a little out of hand, especially for the first arena. I was able to complete this with my Nightblade and my Sorcerer. Being pelted by ranged magic for 7k per hit from adds and the boss is a little too much damage, even for someone with almost 20k Spell Resist. For boss damage that is fine, but any non-boss mob that has a 90% chance to hit you at range (spell casters/archers) should do less damage.

    Furthermore, the boss adds are on a timer, and not a %hp (from what I can tell). This causes the boss fight to be more of a dps race than it should be.

    Some of the damage for this arena needs to be tuned down. It is more brutal (not by much) for stam builds with no access to ultra powerful shields (dodge chance is a RNG defense, which is unbalance-able in burst scenarios).

    Arena 2:

    This round stomped my Nightblade HARD. It is possible to avoid much of the damage from the blades (albeit stupid hard at times), but if you DO get hit multiple times, the damage is very high. This wouldn't be SO bad, but the bleed damage stacks and can even get high enough to counter a vigor heal.

    You cannot purge the bleed, so the best defense is to use shields, since DoTs don't affect you unless the shield is gone, right, right? Well the only 2 shields most stamina users have is a paltry bone shield (with good CP arrangement and hp, ~7k shield for a high cost) and the Barrier ult. (Brawler from the 2H tree doesn't count, you need mobs to get a good shield number, and not everyone wants to run 2H.) Conversely, magicka users have an insane healing ward (and conjured ward for Sorcs). Also, last I checked I thought the blades were doing magic damage (harness magicka), which should NOT be the case, as it makes no sense.

    In this case, the environmental damage is tuned too high, mostly for the bleed damage since it can stack. The mobs (and boss) themselves were fine, although are designed to be anti-melee in most cases.

    Stacking bleed damage I would think is the biggest issue here, it is what kept my Nightblade from passing Arena 2, but a shield spamming Sorc did not have much trouble (Template Sorc looked at this arena and laughed).

    Arena 3: (Only used a Sorc from here on out, so there is some bias.)

    Oh man, this arena is purely an RNG mess, those stranglers, ungh. The mob damage here isn't so bad, but the stranglers (and mini-boss) are a real problem. Their range for pulling NEEDS to be looked at, they can pull from ANYWHERE on the map. This usually happens at the worst times, so it is almost an instant death, especially if the water is electrified. (Maybe electric water should kill stranglers too, or stun them, that would be cool.) What is probably worst of all, is that 40% of the time, I was rubber-banded back to where I was initially pulled (surrounded by mobs) and stunned, so I just died, with no way to prevent it. (100ms latency @ 60 FPS, so not my fault)

    Damage could be lowered, but those stranglers need reworking. A reduce in pull range, fix rubber-banding, and/or maybe no pulling while water is electric. It is a frustrating and purely RNG mechanic that punishes the unlucky. Also healing ward OP.

    Arena 4:

    Huehhuehhuehhueh, this one was fun (Totally serious too). The individual rounds could use some lowered damage, but all in all, not too bad. HOWEVER, and this is more so during the boss round, those Dwarven spheres need less hp. A mob that spawns normally probably should not have more than 10% the bosses HP. (Low spawn rates sure, up to maybe 15% arena boss hp, but not common spawns.)

    The boss though, that was a PURE dps race, so I suggest to change that ASAP. Spawns are on a timer and not on a % hp threshold. You have to ignore most adds and dps burn the boss (since some adds have 10-15% boss hp, and do NOT stop spawning.) The boss's damage could be lowered a bit, but it isn't so bad (safe green zone yay).

    Arena 5:

    This here is where the difficulty really starts to ramp up. First off, there is a major increase in ranged damage in this round, so you get hit for 5-7k per shot more often. These damage numbers are OK on bosses, but not on trash. Shields again block massive damage and act as a huge buffer, making magicka classes better suited to vMA. I think the biggest issue is the second to last wave, with the 2 giants and their massive 17k damage wave. With everything going on it is hard to see
    the wave, and it has major range. Your shields get depleted fast (if you are lucky to have them)
    from all the other trash, so you are nuked down fast.

    Bashing those trolls so they stop breaking the ice seems a no-brainer, but when there is another enemy on the same tile, priority goes to the other enemy, and not the troll, which makes things worse. (CC doesn't work on the trolls, so no streak to stop them.)

    Also of note, the platforms are not all uniform in height, you can get stuck in water trying to run onto them, which will cause you to die extra fast if you don't notice/react in time. This I do not think is by design, but I could be wrong.

    Damage needs to be toned down, and keep in mind that melee users are ultra gimped this round. (Easy to get swarmed upon)

    Streak/Healing Ward OP

    Arena 6:

    This arena is the worst so far, bar none. There is quite literally too much going on in addition to too much incoming damage. 3k per swarm spider, and 8k spits from even minor Daedra, and 7k arrows/magic bolts all equate to far too much incoming damage.

    If this wasn't enough, the spider swarms make you run to glowing obelisks. Good luck, if there is a Lurcher up, you are likely dead. The slow stacks from the Lurchers, and they hit so hard you cannot stay still. (This hurts melee builds especially.) Therefore if you are at an obelisk waiting for the spiders to go away, you are still taking massive damage, even more so cause you are stationary. Sometimes even shield-spam isn't enough.

    This all makes the rounds far too difficult, just too much incoming damage and too much going on. Sure you can stun everything since the Hoarvers free up obelisks, but a lot of the times you don't know a Webspinner is up until it is too late.

    Then there is the boss phase, this one ends up being a pure DPS race. Getting the boss to 50% is very hard (but doable) with the incoming damage and spider swarms. And again, due to the rage mechanics of the boss, melee gets the shaft. Once 50% happens, you get a Lurcher, which moves rather fast. Killing it to focus on the boss is too much with Webspinners, spider swarms, spider Daedra, and the boss all pelting you with massive damage. I had to cave, stun the boss at about 60% HP, grab the dps sigil, and burn the boss ignoring everything. (Only sigil used up till this point, since they do not last long enough to be worth it in most cases, from my perspective anyway.)

    A telegraph for the Webspinners would be nice, but mostly the incoming damage really is too much here. Especially because the spider swarms keep you mostly stationary at times, which in this round is a recipe for death.

    Arena 7: (On normal mode, this was actually my least favorite round)

    This round gets mobby fast, but that's OK. However the poison DoT you get hit with does about 9k per tick. You can only tell you are poisoned with an add-on showing the damage numbers, by then it is too late. Sometimes the red AoE zones for the explosion do not show up, so oops, your dead. I had to stop at round 1 here, as it was getting late and I already spend 4 hours in vMA getting this far.



    That's all I got, since I did not have the time to try and beat arena 7, which is sad cause Arena 8 was kinda my favorite on the normal version. (Melee didn't have too much trouble with broken Obelisks).

    TL;DR

    Damage is waaaaay to high, favors magicka and ranged builds much more than stamina or melee builds. The mechanics ARE fun, but the damage makes a fun arena frustrating on vet, and boring on normal. (Though normal should stay as is.)

    Also buff elemental succession, simple numbers show the dps you get from it is paltry compared to basically any other magicka dps set. Winterborn seems pretty cool though, might need a buff but definitely fun to use for mobs/soloing. No Maelstrom drops yet, I assume it is only from Vet last boss, but the drop rates seem to be OK for the other sets. (I didn't see any jewelry drops for the sets though.)
    NA-PC

    Kaineth - Stamina Nightblade (Weakest Player Ever!)
    Elena Stormwood - Magicka Sorcerer (vMA no Death 12/21/15 Score 401148)
    Sheila Feyrondas - Magicka Dragonknight Tank (Frost staves are gonna be fun!)

    *Disclaimer* I fail at emotional communication, so assume what I say is NOT meant to be offensive.
  • code65536
    code65536
    ✭✭✭✭✭
    ✭✭✭✭✭
    I really wish there was more than just normal and vet. As with ICP and WGT, it seems like normal is too easy and vet is too hard. Ideally, there should be a normal mode, a middling vet mode (in line with the original vet dungeons), and then a hardcore mode that corresponds to the current vet ICP/WGT/MA difficulty level.
    Nightfighters ― PC/NA and PC/EU

    Dungeons and Trials:
    Personal best scores:
    Dungeon trifectas:
    PC/Console Add-Ons: Combat AlertsGroup Buff Panels
    Media: YouTubeTwitch
  • RoamingRiverElk
    RoamingRiverElk
    ✭✭✭✭✭
    I tried the nonvet version. I played a few stages - maybe five or so, and then stopped because it was so easy and thus, boring. It felt like the drop rate was about 50% per level, which was fine, BUT...

    I was not happy that the set items were Bind on Pickup, because for any PvPer to be able to get those sets, it means that they have to *solo grind in PvE* to be able to get them for hours and hours, instead of doing what they actually want to do - and that is, to PvP. There is way too much PvE grind needed for PvPers in the game, and that is not just my opinion - it is what I gather from the other PvPers I've talked to. You know, the ones who are already unhappy about the game mechanics changing over the past seven months to favor numbers instead of skill.

    Getting the Maelstrom weapons involves too much PvE grind, especially considering just how many weapon types there are, and that the traits are also assigned randomly.
    Dalris Aalr - Magicka (Stamina) DK | Dalfish - Magicka Sorc | Dal Aalr - Magicka Warden | Dalrish - Mag/Stam NB | Irana Aalr - PvE Templar
  • jakeedmundson
    jakeedmundson
    ✭✭✭✭✭
    I tried the nonvet version. I played a few stages - maybe five or so, and then stopped because it was so easy and thus, boring. It felt like the drop rate was about 50% per level, which was fine, BUT...

    I was not happy that the set items were Bind on Pickup, because for any PvPer to be able to get those sets, it means that they have to *solo grind in PvE* to be able to get them for hours and hours, instead of doing what they actually want to do - and that is, to PvP. There is way too much PvE grind needed for PvPers in the game, and that is not just my opinion - it is what I gather from the other PvPers I've talked to. You know, the ones who are already unhappy about the game mechanics changing over the past seven months to favor numbers instead of skill.

    Getting the Maelstrom weapons involves too much PvE grind, especially considering just how many weapon types there are, and that the traits are also assigned randomly.

    That's probably why its somewhat easy on normal.... you're gonna have to do it 50 times to get the items you want.
    veteran on the other hand... is so difficult only a select few have beaten so far. that ridiculous difficulty + the RNG of drops = hammer to my face.
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • Soleya
    Soleya
    ✭✭✭✭✭
    I tried the nonvet version. I played a few stages - maybe five or so, and then stopped because it was so easy and thus, boring. It felt like the drop rate was about 50% per level, which was fine, BUT...

    I was not happy that the set items were Bind on Pickup, because for any PvPer to be able to get those sets, it means that they have to *solo grind in PvE* to be able to get them for hours and hours, instead of doing what they actually want to do - and that is, to PvP. There is way too much PvE grind needed for PvPers in the game, and that is not just my opinion - it is what I gather from the other PvPers I've talked to. You know, the ones who are already unhappy about the game mechanics changing over the past seven months to favor numbers instead of skill.

    Getting the Maelstrom weapons involves too much PvE grind, especially considering just how many weapon types there are, and that the traits are also assigned randomly.

    That's probably why its somewhat easy on normal.... you're gonna have to do it 50 times to get the items you want.
    veteran on the other hand... is so difficult only a select few have beaten so far. that ridiculous difficulty + the RNG of drops = hammer to my face.

    Even worse, drops on normal are V15 and no maelstrom weapons from normal.
  • Bloodhawke-Von_Uriel
    What was your class, build (active skills, Champion Point distribution) and level?
    DragonKnight, Stam DPS/Tank hybrid. i trying many different variations of stamina skills in various different combinations. mainly from the bow and duel wield trees. and i had all passives that applied to the relevant skill lines i was utilizing as well as class passives, armor passives, soul magic and guild passives, as well as the imperial race passives.
    as for champion points i had 34 in think skinned, 34 in hardy, 33 in elemental defender, 100 in warlord, and 100 in mighty.
    this was on a PTS template char so i had v16 char but only had access to new sets and imperial city sets.
    my most effective build used 5 essence thief, 5 glorious defender, the maelstrom bow and duel wielding the maelstrom axe and dagger.

    Which version of Maelstrom Arena did you play: Normal, Veteran or both?
    Veteran

    Which Arena was your favorite, and why?
    i only saw the first arena as i couldn't defeat the boss at the end, first attempt i took way too much damage and could not survive long enough to kill everything, even though my kill speed was fast, my death speed was equally fast. then when i went more defensive i managed the waves easily, but didn't have the damage to take down the boss, and it eventually killed me due to me exhausting my self heal resources (potion was on cool down and green dragon blood could not be afforded).

    Which Arena gave you the most trouble?
    the first and only arena i managed to attempt

    If you could change one thing in any of the Arenas, what would it be?
    Make it group viable. the solo arena idea doesn't really work for me as i like to work as a co-operative team. and not have to deal with tanking damage and healing at the same time. i prefer one role to three.

    im starting to think this arena is not for me, though it just means that their will be another achievement i wont be able to complete :(

    How often did you receive a reward? Were you satisfied overall with the rewards you received?
    What was your favorite reward?
    Never. couldn't complete. the rewards look good, as i have used the gold versions given to template chars for testing reasons.
    -Administrator of More Than Fair Fighters.
  • Aletheion
    Aletheion
    ✭✭✭
    @ZOS_GinaBruno it would be nice to hear ZOS feedback on the provided feedback so far. There is a Z comment or two on all the other official threads except this one.

    The consistent feedback I'm seeing that people want to know if future tuning will include is:
    - reducing mob damage
    - reducing mob health
    - reducing quantity/timed nature of spawned adds
    - removing certain DPS race elements (hard to DPS when we are spending so much time surviving)
    - if things like creatures bypassing CC immunity and not allowing creatures to be interrupted are going to stay (it seems odd to me to be able to interrupt the behemoth boss in his scream, but not the poison archers - for example)

    I'm also hearing that folks aren't talking about massive nerfs, just reduced from nearly impossible to difficultly achievable (from infuriating rage quit to challenging fun).

    I think if ZOS would speak to those particular things it would be helpful to know what you guys think about the feedback and what you want vMA to be.

    -Aletheion
  • Alcast
    Alcast
    Class Representative
    I did Stage 1-4 yesterday on my Stamina Templar. And I see the most issues for Stamina Templar and DK due to no Heals on procs unlike NBs with Siphoning Strikes and Sorcs with Crit Surge.

    On every stage I thought "I should roll a Magicka Sorc, this would be SO EASY...."

    Here the vid, the game decided to give me NO SOUND at all, no idea why....w/e.
    https://youtu.be/RACguS6qaeA
    https://alcasthq.com - Alcasthq.com Builds & Guides
    https://eso-hub.com - ESO-Hub.com Sets, Skills, Guides & News
    https://dwemerautomaton.com - Discord, Telegram & Twitch Command Bot



  • andy_s
    andy_s
    ✭✭✭✭
    What was your class, build (active skills, Champion Point distribution) and level?
    Magicka Nightblade v16 (see video below)

    Which version of Maelstrom Arena did you play: Normal, Veteran or both?
    Veteran

    On a scale from 1 (very easy) – 10 (very hard) how difficult did you find Maelstrom Arena? Please indicate whether you were playing Normal or Veteran.
    Can't say yet. First time it was really hard, but after many tries many things become easy.

    Which Arena was your favorite, and why?
    I liked all arenas, almost :)

    Which Arena was your least favorite, and why?
    Stage 3 (Drome of Toxic Shock). Because of Stranglers. They are bugged since Dragonstar Arena. When they pull a player, there is a chance you will return back, I don't know why it happens, but it happens a lot, it's more annoying than difficult.

    Which Arena gave you the most trouble?
    Stage 6 (Spiral Shadows). For me the last boss there is more technically difficult than any other boss.

    If you could change one thing in any of the Arenas, what would it be?
    There are a lot of mechanics that sometimes randomly synergise and lead to death. I would make some of mechanics mutually exclusive, because only sorcs with shields can survive many things at once :D

    How often did you receive a reward? Were you satisfied overall with the rewards you received?
    I recieved a bow with defending trait, which made me want to delete the game, j/k :p

    Here is a video of last boss:

    https://youtu.be/meHzzuieBHo
    World's First Cloudrest Hardmode + Speed Run + No Death w/ HODOR
    Tick-Tock Tormentor & All vHoF Achievements done w/ Chimaira
    World's First Sanctum Ophidia Difficult Mode (patch 1.5)
    World#2 vMoL All Achievements w/ Aquila Raiders
  • jakeedmundson
    jakeedmundson
    ✭✭✭✭✭
    What was your class, build (active skills, Champion Point distribution) and level?
    DragonKnight, Stam DPS/Tank hybrid. i trying many different variations of stamina skills in various different combinations. mainly from the bow and duel wield trees. and i had all passives that applied to the relevant skill lines i was utilizing as well as class passives, armor passives, soul magic and guild passives, as well as the imperial race passives.
    as for champion points i had 34 in think skinned, 34 in hardy, 33 in elemental defender, 100 in warlord, and 100 in mighty.
    this was on a PTS template char so i had v16 char but only had access to new sets and imperial city sets.
    my most effective build used 5 essence thief, 5 glorious defender, the maelstrom bow and duel wielding the maelstrom axe and dagger.

    Which version of Maelstrom Arena did you play: Normal, Veteran or both?
    Veteran

    Which Arena was your favorite, and why?
    i only saw the first arena as i couldn't defeat the boss at the end, first attempt i took way too much damage and could not survive long enough to kill everything, even though my kill speed was fast, my death speed was equally fast. then when i went more defensive i managed the waves easily, but didn't have the damage to take down the boss, and it eventually killed me due to me exhausting my self heal resources (potion was on cool down and green dragon blood could not be afforded).

    Which Arena gave you the most trouble?
    the first and only arena i managed to attempt

    If you could change one thing in any of the Arenas, what would it be?
    Make it group viable. the solo arena idea doesn't really work for me as i like to work as a co-operative team. and not have to deal with tanking damage and healing at the same time. i prefer one role to three.

    im starting to think this arena is not for me, though it just means that their will be another achievement i wont be able to complete :(

    How often did you receive a reward? Were you satisfied overall with the rewards you received?
    What was your favorite reward?
    Never. couldn't complete. the rewards look good, as i have used the gold versions given to template chars for testing reasons.

    So we have people trying with stamina builds... using the endgame gear from the arena itself and other orsinium drops/crafts... still can't beat the vet arena. I think the highest i've read so far was round 4?.... sounds super fun, can't wait to not play it in a week or so.
    CP690
    Lv 50 Dunmer DragonKnight Tank/Dps
    Lv 50 Altmer Sorcerer Dps
    Lv 50 Breton Templar Healer/Dps
    Lv 50 Altmer Nightblade Dps
    Lv 50 Redguard Sorcerer Dps
    PS4 - DC
    vSOHM - vAAHM - vHRC - vMA Flawless

    My version of a Heavy Attack Sorc build
    https://forums.elderscrollsonline.com/en/discussion/294724/magicka-sorc-heavy-attack-build-homestead-ready/p1?new=1
  • Ezareth
    Ezareth
    ✭✭✭✭✭
    ✭✭✭✭
    What was your class, build (active skills, Champion Point distribution) and level?
    V16 Sorc PTS Template w 300/CPs
    90 Bastion, 5 Hardy 5 Elemental Defender, 70 Arcanist, 30 Magician, 88 Elemental Mastery, 1 Spell Erosion, 1 Elfborn, 10 Thaumaturge


    Crystal Fragments
    Force Pulse
    Ball of Lightning
    Inner Light
    Hardened Ward
    Energy Overload

    Crit Surge
    Daedric Minefield
    Ball of Lightning
    Inner Light
    Hardened Ward
    Energy Overload



    Which version of Maelstrom Arena did you play: Normal, Veteran or both?
    Both

    On a scale from 1 (very easy) – 10 (very hard) how difficult did you find Maelstrom Arena? Veteran 9.5, Normal 6

    Which Arena was your favorite, and why?
    The arena with the spiders, I enjoyed the mechanic.

    Which Arena was your least favorite, and why?
    The Lamia Arena. I died several times to bugged strangler pulls where I'm hit with two at the same time and just start doing a long slow "slide" across the screen unable to move or break free until I'm killed by mobs.

    Which Arena gave you the most trouble?
    The 4th Arena was as far as I made it in Veteran mode but my build and gear was non-optimal compared to my live char.

    If you could change one thing in any of the Arenas, what would it be?
    There really should be a way to start the arena again either through aggroing mobs or a slightly longer timer that allows you to swap out an ability or a piece of gear between tries.

    Also, see below about my comments on targetting

    How often did you receive a reward? Were you satisfied overall with the rewards you received?
    I got several set pieces and was satisfied with the gear that dropped in my attempts.

    What was your favorite reward?
    Divines Elemental Succession belt.

    To all of those who think that Magicka Sorcs somehow have the Arena in easy mode I would have to challenge that from my experience so far. I'm far from the best player and certainly not the best at PvE but I have the core mechanics in the game on muscle memory and I know magicka sorc very well.

    @Dymence I don't see how you were able to complete this without both bolt escape and hardened ward on your main DPS bar. Oftentimes you're taking so much damage if I had to swap between hardened ward on my off bar and then back to my DPS bar my DPS would be reduced far more than the value of a buff ability like Inner light or Bound Aegis.

    I created a template character (300 CPs), gave him the Shadow Mundus(What a pain on PTS!), equipped 3X willpower (1 Spell damage, 2X cost reduction), 5 Piece Julianos(all magicka enchant), Maelstrom Fire staff/ Maelstrom Lightning stack and 2 Piece Molag Kena for lack of better options that I could see on PTS.

    I spent about 3 hours on my first trip into Veteran Maelstrom and got stuck on the 4th boss after getting him down to 20% or so a few times. I know you've spent a lot more time playing it and I've not watched any videos or anything other than my own experience that I learned from doing it myself. I also never used a sigil or whatever in my entire time in the dungeon. I'm not sure if using these would make things much easier for me or not or if they are needed.

    All in all I feel the difficulty is right where it needs to be and I'll be disappointing if they nerf it any more in the near future beyond fixing bugs or mechanics that have stupid RNG difficulty (dead if X happens no matter what you do).

    My biggest issue with this whole instance is the damned targeting. The new targeting is so much worse than the old targeting from a mechanics standpoint, my overload misses or hits the wrong target far more than it used to. Often times you're inside the hitbox of one mob yet want to target another mob and can't select him, or you do select him and just can't hit him. You shouldn't have to be so frustrated by the targeting UI in this game and I have no idea how players on Consoles are going to be able to do this successfully with limited targeting options. If you guys want to use the new targeting system fine, but use the same logic that the old white square used to use because the new logic isn't nearly as good.



    Permanently banned from the forums for displaying dissent: ESO - The Year Behind
    Too Much Bolt Escape - banned for "hacking the game to create movement not otherwise permitted by in game mechanics."
    Ezareth VR16 AD Sorc - Rank 36 - Axe NA
    Ezareth-Ali VR16 DC NB - Rank 20 - Chillrend NA
    Ezareth PvP on Youtube
  • zerosingularity
    zerosingularity
    ✭✭✭✭
    A follow-up to my previous post.

    Now that I have made it to the last boss, I can say with certainty that if the current iteration goes live, there will be some who can complete it, and many more who will not even play it.

    Using a Vet 16 Sorc template, I was able to get farther than I did last patch, but it was still not enough. I am impressed some people can complete it, and they should feel accomplished, because it is HARD. However the numbers who can complete it will be in the vast minority, not nearly enough to fill up the leaderboards, let alone enough for a competitive leaderboard. The Arena is simply too over-tuned.

    I know there are people who love a challenge, and that's OK, I do too. However there is a limit, and the vet version needs to be made more accessible to the player-base. (At least 5% of all the active players who have a Vet 16 character should be able to complete it.)

    As it is right now, there are still too many problems, much of which revolved around damage and spawn timers.

    I will go through Arenas 7, 8, and 9, and then wrap up with additional comments about the Maelstrom Arena as a whole. (See my previous post for Arenas 1-6)

    Arena 7: For these runs I used Overload because it is pretty much necessary for Sorcs.

    This one was unpleasant to say the least. I noticed the poison DoT CANNOT be purged via alliance war skills, and it quickly ramps up in damage. The mechanic of cleaning it with the pools is cool, but you are afforded little time to react. Combined with the initial burst damage from the poison explosion, if you are not near a pool already, you will probably die. Aside from this, the boss has some issues. Sometimes the scream he does will begin to damage you before the adds put up a shield, causing you to take damage and/or die needlessly.

    I also notice his damage ramps way higher when the adds are killed, or if he is bashed/interrupted and stopped from channeling his scream. (I am not sure if it is one of these or both.) I do not know if this is intended to prevent full burns or not, but if it is, please make it so Crushing Shock and similar skills do NOT interrupt him, once false prediction and it is game over. (Forces us to do the mechanics too!)

    I also found that the boss moved a little too fast, but not nearly as bad as some other offenders. (Looking at you, Arena 5 Frost Atros, Arena 9 Daedroth)

    One other thing to mention about the boss is that when he is screaming and a shield is up to protect you, if you are poisoned or a poison explosion is happening over the radius of the bubble, you are simply dead. The two zones can overlap. It might be best to also have the anti-scream shield purge the poison DoT and protect you from getting it reapplied while in it.

    Arena 8:

    This was absolutely my favorite arena. In terms of difficulty, this one is leagues easier than 5, 6, and 7. The only 2 issues I found were that the infernomancers do too much burst too fast, and the healers heal for some crazy numbers (more than on arena 9). I can barely out dps the healers when focusing them (with only 1 of them doing any healing, the other stunned), so it is safe to say they heal a bit too much. The infernomancers cause massive damage, and are barely manageable at the current level. A small reduction in damage I think is warranted.

    Everything else was as it should be. Bosses were not too bad, but still tough. Just needs some healing and damage changed for 2 of the monster types. Most balanced arena so far, in my opinion.

    Arena 9:

    For this arena, there are a few MAJOR issues that need addressing. The gold ghosts prioritize monsters, which I can tell is intentional. However the hit-boxes for getting them could be a little more generous, currently it is a gamble to go for them and more often than not they buff the enemy anyway, while you are taking cold spectre damage.

    The damage is a little intense, but the worst offender in the arena is the daedroth crematorium guard. That annoying guy from the white gold tower. The hp on them are OK, but their movement speed is far too great for a hulking beast. Outrunning them even with Streak is barely possible. Unfortunately that's not the worst part, the breath is. The damage probably should be lowered, it is too high as is, but the RANGE is the real pisser. The range of the fire breath is in excess of 15 meters, AND he can track you with it. (Not sure if he can still walk to you as well, to much going on to check.) This makes avoiding the damage next to impossible, and in most cases the safest thing to do is pop overload and melt it down faster than butter on the surface of a blue super-giant.

    Next we have the Ash Titan. This guy was a doozy. His damage was pretty intense, but manageable. The real issue was the damage from him and the adds together. I might suggest limiting the spawns during the Ash Titan to 2 instead of 3, this round ends up suffering the same issue as Arena 6, too much going on with too much incoming damage. I am aware the defense sigil helps tremendously, but it doesn't help the fact that too much is usually going on.

    Lastly we come to the boss. I notice his channel can only be interrupted via bashing, Crushing Shock does not stop it. This would be OK for melee characters, but for pure range characters, you need to get in the bosses face and bash. That is not easy to do since sometimes you will not perform a perfect streak/gap closer and waste 1-2 secs trying to bash him. Those 2 secs=death. Having the damage ramp up from a lower base is a step in the right direction, but the ramp up should be a bit slower I think. Make Crushing Shock and similar skills interrupt it too, if possible. That would make this mechanic more balanced. (Or put a 2 meter radius of safety around him from the channel.)

    Of course, what is hardest about the boss round is the Daedroth. they spawn on a timer, and not a % HP, and are currently more of a pain to deal with than the Ash Titan. I Managed to only once get the boss up to the 2nd floor, and had to give up. (I spent waaaaaaaaaaaay too much time in this place.)

    A few additional points to make.

    Everything from my previous post still stands, there are major tweaks and overall damage numbers that need adjusting.

    Unless you have absolute mastery of everything in this arena, completing it takes too long due to all the deaths one suffers from burst mechanics (you gonna die if hit for 3 10k hits in the same sec, just like in pvp). It might be best to allow saving of progress right now, and giving a point penalty for saving and logging off for an evening. That way you can more easily sit down to complete it, but are less likely to have a competitive score.

    You are given 400 lives to complete this dungeon, which is excessive and implies that you (the player) will die a needless amount, it would probably take in excess of 10 straight hours to lose all those lives. This alone sends a poor message about the arena, if the arena implies you will die over 100 times then what is the point of doing it?

    Currently, I see it as very likely that many will find normal mode a joke and want to get some Maelstrom Weapons (Before they become old and worthless due to new content.), and try vet. After the 3rd or 4th arena, they will simply get discouraged and not touch it at all. Sure some will put in the effort to try and master what enemy spawns where, what attack happens when, and gain mastery of each arena BEYOND the mechanics, but again, that is a minority.

    The new Maelstrom Weapons are only attainable upon completing the final boss. That is good, except that they are very powerful and unattainable by most players. (The strong get stronger, the weak get nothing.) Only the best of the best can get them, and many can't even hold out hope of getting them. The reward is great, but not worth the frustration of trying and failing to complete the arena. The Arena needs to be made easier so once someone has memorized the mechanics and spawns, they have a reasonable chance to complete it. I suspect that on live, with my Sorc (who has more champ points and a lovely attire), I can probably complete the arena (not easily mind you). However as it is now, I feel no desire to even go beyond arena 4 (farm set pieces easy). It is simply not worth it to complete, because the time and effort are too immense, and it quite simply is too frustrating to be fun.

    *I wonder if this place was tuned with 501 champ points in mind, but I suspect that that is not enough.*

    In the end, it is safe to say that the different arenas are still bugged, and there are many changes needed to balance it out. Incoming damage is too high from some monsters/environments, and just right from others. (Nothing does too little damage.) And again, there is a HUUUUGE bias to magicka builds here.

    I know this is the official feedback thread, but it feels like this thread has been forgotten by the Devs.
    Edited by zerosingularity on October 27, 2015 6:07PM
    NA-PC

    Kaineth - Stamina Nightblade (Weakest Player Ever!)
    Elena Stormwood - Magicka Sorcerer (vMA no Death 12/21/15 Score 401148)
    Sheila Feyrondas - Magicka Dragonknight Tank (Frost staves are gonna be fun!)

    *Disclaimer* I fail at emotional communication, so assume what I say is NOT meant to be offensive.
  • Merlight
    Merlight
    ✭✭✭✭✭
    • What was your class, build (active skills, Champion Point distribution) and level?

      vr16 template Altmer Sorceress
      64 attribute points in Magicka
      Mundus Stone: Thief
      Food: blue VR10 Magicka + Health

      300 CP:
      68 Elemental Expert; 10 Blessed, Staff Expert, Thaumaturge; 1 Elfborn, Spell Erosion
      80 Bastion; 1 Quick Recovery; 6 Light Armor Focus, Hardy, Elemental Defender
      79 Arcanist; 10 Magician, Mooncalf; 1 Tumbling

      Armor: 5L/1M/1H
      5pc Scathing Mage
      2pc Julianos
      3pc Willpower jewelry (with Magicka recovery enchants it came with)

      Bar 1 -- Maelstrom Lightning Staff (Precise):
      *1*, Crystal Fragments, Hardened Ward, Elemental Drain, Inner Light; *U*

      Bar 2 -- Maelstrom Fire Staff (Precise):
      Power Surge, Boundless Storm, Hardened Ward, Daedric Minefield, Inner Light; Energy Overload

      Overload bar:
      Mage's Wrath, Crystal Fragments, Hardened Ward, Streak, Inner Light

    • On a scale from 1 (very easy) – 10 (very hard) how difficult did you find Maelstrom Arena? Please indicate whether you were playing Normal or Veteran.

      9 (Veteran)
      edit October 31: changed my mind in the Vault of Umbrage. The number of instant death mechanics pushes the difficulty off the chart. I'm going to elaborate in a separate post.

    1 Vale of the Surreal
    *1* Shock Clench
    *U* Dawnbreaker of Smiting

    In 2.2.1 (with damage reduction bug) I tried a hundred times with DK and close to a hundred times with Sorc (v16 templates in v14 gear), and never got the boss below 25% health. Since 2.2.2 I haven't died in this arena. Maybe it's due to the amount of training I got in hard mode, this one is now easy for me.

    2 Seht's Balcony
    *1* Shock Clench
    *U* Ice Comet

    No issues here.

    3 Drome of Toxic Shock
    *1* Shock Clench
    *U* Greater Storm Atronach

    Stranglers pulling you across the whole arena and landing back where you originally were, this should be fixed. For me it's a mere nuisance mitigated by Hardened Ward, but I totally understand how frustrating dying because of this can be.

    4 Seht's Flywheel
    *1* Shock Clench
    *U* Ice Comet

    This is where I was stuck for another hundred tries in 2.2.2. I'm still not able to beat this reliably, but eventually I figured a strategy I'm able to succeed with. During the 1st fire exhaust phase, I drop an Ice Comet on the dwemer sphere that spawns, then proceed with the boss. 2nd exhaust is only a 2H sorc, easy kill. 3rd exhaust spawns a sphere, a spider and a 2H sorc a bit later, so Ice Comet again. 4th exhaust is the breaking point for me, because another sphere+spider+sorc spawn and I don't have enough ultimate. I often fail to kill them fast enough before the boss starts moving again, and after that I usually start running around in panic, desperately spamming shields, dropping mines and hoping to finish the boss before the adds finish me.

    5 Rink of Frozen Blood
    *1* Crushing Shock
    *U* Dawnbreaker of Smiting

    Here I started having some performance issues. During the Frost Atronach stage, each spawn wave caused my FPS to waver. It might have been caused by the spawn of Frost Atronach together with many other mobs. I've always had the impression that Frost and Storm Atronach spawns are more demanding performance-wise. I restarted the game and it got better, but still not completely smooth. Haven't tried without water reflection, though.

    6 Spiral Shadows
    *1* Shock Clench
    *4* Streak (instead of Mines)
    *U* Greater Storm Atronach

    It took me many tries to even get to the boss. The stage that starts with mage, warrior, and lurcher is such a DPS race. Before I kill the lurcher the Xivilai guy spawns, before I kill him there's a swarm spawn with 2 archers. I have no idea how I managed to beat that... twice.

    And then the boss phase. I'm curious how the Spit damage was changed in 2.2.3. Because in 2.2.2 the Spit made me take screenshots of death recaps - the two highest hits I got were 63669 (+22663 to shield) and 84797 (+7754 to shield).

    edit October 31: last night I finally managed to subdue the spider... and die simultaneously:
    atrocity.jpg

    My main grudge against this arena is the ridiculous one-shot Spit.

    The basic mechanics are fine -- champion is growing stronger, you must free obelisks to subdue her. The problem for me is the "growing stronger" mechanic being totally overkill, leaving zero room for mistakes (or improvisation). When there's too much going on, one can easily miss a webspinner or hoarvor. You'd think if you lose an obelisk, you'll wait for a hoarvor to free it again. You'd think if you miss a hoarvor, you'll just wait for another. You'd think you could wait with freeing the fifth obelisk until a nasty lurcher spawn. But no, not in the final boss fight. I've tried that so many times it's not even funny, and every time it ended with a 70k+ damage Spit.


    Footnote: my Greater Storm Atronach often appeared to zap something under an obelisk, and I think it also targets the little swarm spawn spiders. Would be nice if it always picked some relevant target.
    Edited by Merlight on November 1, 2015 1:11AM
    EU ‣ Wabbajack nostalgic ‣ Blackwater Blade defender ‣ Kyne wanderer
    The offspring of the root of all evil in ESO by DeanTheCat
    Why ESO needs a monthly subscription
    When an MMO is designed around a revenue model rather than around fun, it doesn’t have a long-term future.Richard A. Bartle
    Their idea of transparent, at least when it comes to communication, bears a striking resemblance to a block of coal.lordrichter
    ... in the balance of power between the accountants and marketing types against the artists, developers and those who generally want to build and run a good game then that balance needs to always be in favour of the latter - because the former will drag the game into the ground for every last bean they can squeeze out of it.Santie Claws
  • Sharkano
    Sharkano
    ✭✭✭✭
    Even normal version is too long for casual players, and they have zero chance in vet. So let me get this right: the same company that refuses to let people get ahead by hard work via a CP freeze, then turns around and makes the top weapons only available to those who, by definition (because they can finish vet level), don't need them? Also, you can't save progress in vet? Who thinks up this stuff? Coco the Clown? Frankly, the maelstrom should be a two-person arena, or socialization is just heading out the window. Please allow good weapons to be potentially available to people who don't play 24/7, if not by trials then at least by purchase in guild stores. ZOS, you nerfbat the hexx out of your players regularly -- please nerfbat this ridiculous instance.
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