It's so we can practice for a full run without having to save I guess.
Band Camp statements: To state "But this one time I saw X doing X... so that justifies X" Refers to the Band camp statement.
Coined by Maxwell
NewBlacksmurf wrote: »It's so we can practice for a full run without having to save I guess.
O K, but wasn't that the initial complaint....?
OP - http://forums.elderscrollsonline.com/en/discussion/235806/not-going-back-to-veteran-maelstrom-arena-until-it-is-nerfed-on-consoles
(paraphrased) but in short....the overall feedback was it was too hard for one sitting.... (my input)So posts like this as well as the other 50+ talked about being able to play...stop and come back to start where you stopped. So removing the achievement rewards *ESPECIALLY ON CONSOLES* is the wrong direction because whats the point of a start and stop if I complete it with no reward .
Here is a quick list of reasons why Malestrom Arena needs to be nerfed on console.
1. 9 trait gear needed.
2. Massive repair, food, potion cost.
3. Horribly designed catered to ranged and primarily sorcerers.
4. Having to respect to a min/max build in order to get the best chance possible.
5. Champion point heavily dependent.
6. No addons on consoles which give a big advantage.
7. Class imbalances
http://forums.elderscrollsonline.com/en/discussion/comment/2528835/#Comment_2528835
ZOS_Finn
✭✭✭
Hey Folks, thought I would chime in here. I know that some people will be happy and some won't but we have no plans to adjust balance in Veteran Maelstrom Arena. Looking at the data, we are happy with the amount of progression that has been made as well as the nature of this aspirational content. I understand that this is not what some of you want to hear but, we are taking a look at some of the more frustrating parts of the Arena that do not affect balance.
Bugs of course are a top priority. We can take a look at these and address them to make sure they don't artificially inflate the challenge. You should see more on that in a future patch.
Things like Repair costs are something we are looking at to mitigate in particular. As for having to respec and Champion points being a big factor, that was the design behind this content. We want players to look at this and aspire to be able to beat it. It can be frustrating for sure, as is any content that is extremely difficult, but it is very rewarding when you make that turn and best the challenge.
One other thing that we are looking at, which is not planned nor on a schedule yet, is saving progress in Veteran Maelstrom. Its something we would really like to do but is not the easiest of things to accomplish so we are exploring how we could go about it design/back-end wise before we can determine the time it would need.
Skaffas Maelstrom Run
This guy finished Vet Maelstrom in his full heavy armor magicka DK PvP gear.
Now talk about you need minmaxed gear. You just need dedication and effort. And luck sometimes.
If you're too lazy, not good enough or unfortunate to not have the time required it's on your end. And no one else.
Obviously End game content is going to be harder than the usual soloquesting stuff and will require you to have proper gear and CPs. But it's not as bad as you describe it.
Edit: And the idea of the save function was to provide people with a tool to not have to sit there for multiple hours if they can't finish it. But rather just call it, take a break and come back another day to continue trying. And certainly not to get every achievement easier.
NewBlacksmurf wrote: »
Here is a quick list of reasons why Malestrom Arena needs to be nerfed on console.
1. 9 trait gear needed.
2. Massive repair, food, potion cost.
3. Horribly designed catered to ranged and primarily sorcerers.
4. Having to respect to a min/max build in order to get the best chance possible.
5. Champion point heavily dependent.
6. No addons on consoles which give a big advantage.
7. Class imbalances
Joy_Division wrote: »The designers did not want to cheapen the No death achievement(and leaderboard times) with the save system. It was one of the few well thought out compromises on ZoS's part. People can finish vMA and get their chests and completes, but if you want to brag about a time or title, you got to spend the 50-90 minutes or so in one sitting. Not a big deal or asking a lot either.NewBlacksmurf wrote: »
Here is a quick list of reasons why Malestrom Arena needs to be nerfed on console.
1. 9 trait gear needed.
2. Massive repair, food, potion cost.
3. Horribly designed catered to ranged and primarily sorcerers.
4. Having to respect to a min/max build in order to get the best chance possible.
5. Champion point heavily dependent.
6. No addons on consoles which give a big advantage.
7. Class imbalances
No. You are just making excuses.
- You do not need 9 trait gear. In fact, I would make an argument that for magicka builds looking to complete this, the 3 trait Seducer Set is probably the best option.
- I can get 100 food free from my guild bank at anytime. Nothing massive about it's cost! Blue/Green generic pots are all that players should be using up until the last boss. Again these costs are negligible. Don't waste you soul gems rezzing at the arena since the 10 seconds you have to wait to pop out of ghost form you could have used walking back from wayshrine. Players who waste "massive" resources have only themselves to blame.
- Range is always going to be an advantage in every single combat setting excepting specifically confined 5 x 5 rooms. It is *not* horribly catered. My templar is a melee character and finishes this just fine.
- There is zero need to repec. My magicka build is a Nord, have PvP morphs, PvP gear, "wrong" CP distribution according to the min-max experts, and I'm on the leaderboard every week.
- Once you reach a CP threshold in which the game's basic mechanics that were locked in the CP system are now made back available to you (such as 10% crit, spell reduction costs, etc), which I would say is roughly about 250 or so, a build is more than capable of completing vMA. I'm not sure why you think console players are somehow more dependent on CPs than PC players, but by the time people are spending their 501st CP point, it's just reducing physical damage by 0.1% or something.
- Add-ons are not necessary to actually play and again this is a common excuse tossed around by people who need to justify why they lost or died. I only use add-ons for theory-crafting and to look at the damage log after combat is over. The only add-on I use that I actually pay attention to when playing is a specific one that gives me an sound when sorcerer's crystal fragment proc happens because the visial effect is too similar to the critical surge animation. That is not a "big advantage".
- DKs had a legit reason to feel noncompetitive in vMA prior to the TG patch. That was a DK problem, not a "need to nerf vMA problem." This issue has been addressed and all classes can complete and compete in vMA just fine now.
9 trait gear is mainly for trials with warhorns not a solo instance
NewBlacksmurf wrote: »Joy_Division wrote: »The designers did not want to cheapen the No death achievement(and leaderboard times) with the save system. It was one of the few well thought out compromises on ZoS's part. People can finish vMA and get their chests and completes, but if you want to brag about a time or title, you got to spend the 50-90 minutes or so in one sitting. Not a big deal or asking a lot either.NewBlacksmurf wrote: »
Here is a quick list of reasons why Malestrom Arena needs to be nerfed on console.
1. 9 trait gear needed.
2. Massive repair, food, potion cost.
3. Horribly designed catered to ranged and primarily sorcerers.
4. Having to respect to a min/max build in order to get the best chance possible.
5. Champion point heavily dependent.
6. No addons on consoles which give a big advantage.
7. Class imbalances
No. You are just making excuses.
- You do not need 9 trait gear. In fact, I would make an argument that for magicka builds looking to complete this, the 3 trait Seducer Set is probably the best option.
- I can get 100 food free from my guild bank at anytime. Nothing massive about it's cost! Blue/Green generic pots are all that players should be using up until the last boss. Again these costs are negligible. Don't waste you soul gems rezzing at the arena since the 10 seconds you have to wait to pop out of ghost form you could have used walking back from wayshrine. Players who waste "massive" resources have only themselves to blame.
- Range is always going to be an advantage in every single combat setting excepting specifically confined 5 x 5 rooms. It is *not* horribly catered. My templar is a melee character and finishes this just fine.
- There is zero need to repec. My magicka build is a Nord, have PvP morphs, PvP gear, "wrong" CP distribution according to the min-max experts, and I'm on the leaderboard every week.
- Once you reach a CP threshold in which the game's basic mechanics that were locked in the CP system are now made back available to you (such as 10% crit, spell reduction costs, etc), which I would say is roughly about 250 or so, a build is more than capable of completing vMA. I'm not sure why you think console players are somehow more dependent on CPs than PC players, but by the time people are spending their 501st CP point, it's just reducing physical damage by 0.1% or something.
- Add-ons are not necessary to actually play and again this is a common excuse tossed around by people who need to justify why they lost or died. I only use add-ons for theory-crafting and to look at the damage log after combat is over. The only add-on I use that I actually pay attention to when playing is a specific one that gives me an sound when sorcerer's crystal fragment proc happens because the visial effect is too similar to the critical surge animation. That is not a "big advantage".
- DKs had a legit reason to feel noncompetitive in vMA prior to the TG patch. That was a DK problem, not a "need to nerf vMA problem." This issue has been addressed and all classes can complete and compete in vMA just fine now.
9 trait gear is mainly for trials with warhorns not a solo instance
Hey folks...I am not making excuses I'm only sharing the OP where this conversation took place with dev comments. These points are not my own, HOWEVER the point that is my own is this.
The threads, even the one linked, have a common request and that request is for a save feature to allow the completion of the vMSA which would also include the desire to start/stop but if done right, complete the achievement.
I think you all are focusing on the wrong thing...hopefully this is more clear. Everything else are topics of why one player or another may need to stop or pause which I understand all of your feedback but its circumstantial as this is a real time game and not a call n response so a build, items, traits, addons, CP and respec actually do contribute to some players being able to complete this content. This is without argument as ZOS specifically tells us that this was included by the design and was not and will not bee changed at this time... but does comment as such does have an outcome that is recognized.
Its the whole point why a save feature was added...but part of the ask of removed in this update.
That is the WHY?
VMSA is for the elite skilled/geared etc. Anytime a normal player says otherwise they will be defended by their elite right of superiority.Yes you need BiS gear, min/max optimal spec, 501 CP, ranged magic builds are easier.. Sure someone will claim they did it in green drop gear blah blah blah... Get geared up and CP cap and bang head on that wall if you want the loots, that is really all there is to it....
So whats the point other than just finishing vMSA if no achieve can be obtained?
s7732425ub17_ESO wrote: »So whats the point other than just finishing vMSA if no achieve can be obtained?
Obvious answer is obvious. Don't use the save feature.
Any experienced VMA runner will tell you that once you have enough practice, you will be completing the arena in ~1 hour easily with very, very few deaths.
Joy_Division wrote: »NewBlacksmurf wrote: »Joy_Division wrote: »The designers did not want to cheapen the No death achievement(and leaderboard times) with the save system. It was one of the few well thought out compromises on ZoS's part. People can finish vMA and get their chests and completes, but if you want to brag about a time or title, you got to spend the 50-90 minutes or so in one sitting. Not a big deal or asking a lot either.NewBlacksmurf wrote: »
Here is a quick list of reasons why Malestrom Arena needs to be nerfed on console.
1. 9 trait gear needed.
2. Massive repair, food, potion cost.
3. Horribly designed catered to ranged and primarily sorcerers.
4. Having to respect to a min/max build in order to get the best chance possible.
5. Champion point heavily dependent.
6. No addons on consoles which give a big advantage.
7. Class imbalances
No. You are just making excuses.
- You do not need 9 trait gear. In fact, I would make an argument that for magicka builds looking to complete this, the 3 trait Seducer Set is probably the best option.
- I can get 100 food free from my guild bank at anytime. Nothing massive about it's cost! Blue/Green generic pots are all that players should be using up until the last boss. Again these costs are negligible. Don't waste you soul gems rezzing at the arena since the 10 seconds you have to wait to pop out of ghost form you could have used walking back from wayshrine. Players who waste "massive" resources have only themselves to blame.
- Range is always going to be an advantage in every single combat setting excepting specifically confined 5 x 5 rooms. It is *not* horribly catered. My templar is a melee character and finishes this just fine.
- There is zero need to repec. My magicka build is a Nord, have PvP morphs, PvP gear, "wrong" CP distribution according to the min-max experts, and I'm on the leaderboard every week.
- Once you reach a CP threshold in which the game's basic mechanics that were locked in the CP system are now made back available to you (such as 10% crit, spell reduction costs, etc), which I would say is roughly about 250 or so, a build is more than capable of completing vMA. I'm not sure why you think console players are somehow more dependent on CPs than PC players, but by the time people are spending their 501st CP point, it's just reducing physical damage by 0.1% or something.
- Add-ons are not necessary to actually play and again this is a common excuse tossed around by people who need to justify why they lost or died. I only use add-ons for theory-crafting and to look at the damage log after combat is over. The only add-on I use that I actually pay attention to when playing is a specific one that gives me an sound when sorcerer's crystal fragment proc happens because the visial effect is too similar to the critical surge animation. That is not a "big advantage".
- DKs had a legit reason to feel noncompetitive in vMA prior to the TG patch. That was a DK problem, not a "need to nerf vMA problem." This issue has been addressed and all classes can complete and compete in vMA just fine now.
9 trait gear is mainly for trials with warhorns not a solo instance
Hey folks...I am not making excuses I'm only sharing the OP where this conversation took place with dev comments. These points are not my own, HOWEVER the point that is my own is this.
The threads, even the one linked, have a common request and that request is for a save feature to allow the completion of the vMSA which would also include the desire to start/stop but if done right, complete the achievement.
What do you mean by "common"? Because I participated in those threads and there were a lot of voices against the save feature being implemented at all. That was also "common." Then there were people who would have accepted a save feature if it would not affect leaderboards or used in such a way to save ideal early progress to make the flawless achievement easier to obtain, also "common." ZoS took the middle ground here which was I felt a sensible decision and more "common" than the potions on the ends of the spectrum, the "no save" crowd and the "save is eligible for everything crowd."I think you all are focusing on the wrong thing...hopefully this is more clear. Everything else are topics of why one player or another may need to stop or pause which I understand all of your feedback but its circumstantial as this is a real time game and not a call n response so a build, items, traits, addons, CP and respec actually do contribute to some players being able to complete this content. This is without argument as ZOS specifically tells us that this was included by the design and was not and will not bee changed at this time... but does comment as such does have an outcome that is recognized.
You are the one who brought the "needed console nerfs" up.Its the whole point why a save feature was added...but part of the ask of removed in this update.
That is the WHY?
You are oversimplifying things. There was not one single reason or objective or one "why" ZoS had in mind when it added the save feature. Even from what you quoted, ZoS is saying it's not as easy as simply adding a save button and leaving everything else the same. There were a lot of diverse opinions that were incompatible. ZoS opted to go with a middle ground in an effort to make it possible to complete vMA and get chests for those who really wanted the feature but at the same time require a single setting for the competitive leaderboards and the biggest bragging rights title. I think it was a rather sensible decision.