Having finished Veteran Maelstrom Arena as a Nord Stamina Templar I have a couple of things that HAS to change in there to make it a better experience.
Overall I am happy with the tuning, but some things do stand out in there and warrant a change.
My clear was specially difficult given I am playing what is probably THE worst class/build for soloing, whether it's of PvE or PvP nature.
But this is not a rant about the terrible spot Stamina Templars are, I am sure ZOS in their divine wisdom already know how to make us more viable in the upcoming class balancing, instead I will focus on the arena:
Currently people have to spend several hours inside an arena, personally it took me five hours for my clear. I do realize that as you practice it gets better, but this is a very long time commitment, especially for me.
- I propose a system where you can continue on your arena progress, like on normal, so I can continue my progress the next day.
The auto attacks from mobs are way too high; the worst are the archers! When you have more than one of these spawning it becomes a fuckfest with spamming dodge roll and heals. Insane incoming unavoidable damage is never a fun mechanic. The melee dudes are not too bad since they can be kited, and the casters do not hit very fast so they are okay, however the archers are ridiculous!
- I propose to nerf the auto attack damage of certain mobs in there by 25-50%.
The Serrated Blades on stage 2 are too penalizing; not only are you getting penalized majorly for being melee but it works double - you're taking damage from standing in them AND they stack a bleed on you.
- I propose either making the bleed cleanseable (let us Templars actually benefit from our class abilities like everyone else please?), making it not stack or removing it alltogether. No need for a double edged penalty system.
The Lamie Queen on stage 3 melee hits for too much; 9k hits on me wearing medium armor (no I was not using an armor buff because Templars don't have a reliable one unless spamming Rune Focus every 7-8 seconds)
- I propose nerfing her auto attack damage by about 25%.
The ranged mobs on stage 5 stay in the frozen water, and you have to endanger yourself by either running out there and try to kill them fast as melee, or try to awkwardly drag them on to a platform by running out into the water on the opposite side, dragging all manner of crap with you.
- I propose that ranged mobs either spawn on a certain platform and will never leave that platform, making you able to go out of range by going through water while getting shot at to another platform OR make the ranged mobs only attack you when they are on a platform and not in the middle of frozen water.
The nightblade mobs on stage 6 still has the sparks ability (which was removed from the game), rendering you unable to hit them, this is even more frustrating as a templar since it renders us unable to hit ANY NEARBY MOBS with our channeled Jabs.
- I propose removing this ability, it does not provide any depth to the arena.
The flowers in stage 7 do not respawn between tries and sometimes you start out with very unlucky location because you wiped and they are still there, thus having to use a speed buff and try to clear as many without getting hit, as possible, before the stage begins.
- I propose removing all flowers when you wipe and only having three spawn around the arena as you ress again, more will come during the fight anyway, surely, and you won't start out at a disadvantage.
The lightning casters that spawn and is supposed to provide a shield for the boss in stage 7 sometimes take way too long and you die from the boss, furthermore as a Templar I am sometimes having a horrible time aiming my Jabs correct (because it has some *** aiming mechanic since 1.6), this means I am sometimes very unlucky and I hit the mob with the knockback, removing the shield and again dying to the boss.
- I propose you make them cast the shield faster and possibly give them CC immunity during the cast. It's not like you need to CC them during that anyway and you can still kill them should you want that.
The behemoths that spawn in stage 8 and are warded with a stone melee hits for over 10k auto attacks on my Stamina Templar in medium gear, even when the stone is down, this is too much.
- I propose you nerf his auto attack damage by around 25%.
The fire casters throughout stage 8 and during the boss fight spawn at very inconvenient times, just when you get the 3 stones down, during your short window of time where you can damage the boss. I guess this is intended and it is fine, but you either have to kill these adds when they spawn, or try to survive the fire wave special attack they do.
- I propose forcing the fire casters that spawn during the boss fight to instantly start their channeled attack so you can go and interrupt that if you please, and return to boss while still having them auto attack you. This will still promote skillfull play but lessen the disadvantage melee have during this entire stage.
The daedroths on stage 9 are *** ***, I think I speak for everyone when I say that this *** needs to be fixed. They will fire breathe on you and FOLLOW you while doing so, dealing immense damage, it does not make it better when there are other adds around OR during the last boss where it's making every single melee guy pull the hair off his head in frustration.
- I propose either making the fire breath a cone attack and forcing the daedroth to stand still OR nerf its damage by 50% OR root the daedroth in place while he breathes but still allow him to turn towards you, making it an attack where you want to get some range on him. The last one would just make ranged even stronger in here so I would lean towards solution one or two. But this *** needs an immediate fix!
The nightblade mobs on stage 9 have Soul Tether which they will fire off at a random time. I have not had too much problems with this, but if you're unlucky they will completely annihilate you. This is a normal mob using an instant non telegraphed ability that hits insanely hard and CCs you, it adds to the RNG and it does not promote depth.
- I propose you remove this ability from their arsinal, it's enough that they have whirlwind, which hits hard aswell, but which you can avoid.
The Spectral Explosion (or whatever it is called) synergy from gathering three ghosts during the boss fight on stage 9 is not usable in WW form! I have tested this 4-5 times and each time I couldn't use it and died to the OP breath spamming daedroth (which also needs fixing). This is basically forcing me to hold off my WW until the daedroth spawn and I have used the synergy, making it insanely hard to set up a burst phase on the boss.
- I propose you fix this bug?!
With the above changes in mind the arena would still be really difficult and you would still have to be on your toes, but you would get rid of a big number of those "WTF" moments where you just have magically appearing incoming damage which killed you in 0.5 seconds because you weren't mid dodge roll. I hope you guys agree, if not please tell me what you disagree with below and why you disagree.
I sincerely hope that ZOS employees read this post, and hopefully there will be some fixes if not already tomorrow, then in the coming week, for some of the issues I listed here.
Edited by Zinaroth on November 9, 2015 4:30PM