@ZOS_GinaBruno @ZOS_RichLambert
About a month ago when I left VMA in a rage I intended to submit feed back on the dungeon but there was no section in game for negative feedback...just positive feedback. After entering it again to test a potential bug with trading maelstrom weapons I again left in deep anger over the experience. Its not an enjoyable dungeon, at least once the newness and challenge of learning wears off. When that wears off the only thing left is the frustration of having to do it over and over again because the weapons it provides are substantially more powerful than anything else in the rest of the game. That and having to deal with the substantial amount of bugs, deficiencies, and RNG coded into the dungeon for each run. The maelstrom weapons are the core to getting high dps parses like 58k on sDK. If these weapons were not attached to VMA I am positive the metrics of VMA dungeon runs would plummet substantially with the exception of leaderboard rewards.
Weapons aside, here is why I hate the dungeon and why it made me rage quit the game for 3 months back when it came out on my mDK before the buffs, and during the memory leak and stam bug. I'll do this in 3 sections for clarity.
Combat Balance
- First and foremost it's a frantic dps race from start to finish with the challenge being derived from conditional RNG. For example crossing frigid waters to stop a troll and being feared from the other side of the arena. Or having a mushroom pop up under you. Having a gold ghost spawn on a mob. Failure more often comes from conditions and situations that you don't have control over.
- Resource management - With it being a dps race there is little room to provide for sustain. This will be better once the 2x max 1x recovery food comes out but that will only help stamina builds. Blocking and dodging have been substantially nerfed due to PvP leaving little room for reactive play. In VMA you have regular power attacks headed your way that if combined by the many other mobs will end in your death. You can't continue to block, dodge, bash, and break free, so it's really just about spamming heals. Especially heals that are also tied to your dps like burning embers or killers blade. So key components, like blocking and dodging that could provide exciting reactive gameplay are missing and instead overcome by dry offensive healing.
- Interrupts - Most of the time they help and other times they hurt. With crushing shock you have a really useful ranged interrupt that is good almost all of the time except when you don't want to interrupt, such as the screaming phase of the poison level. Your main source of ranged dps, which you need under the shield is now a hindrance because you don't want to actually interrupt this boss.
- Shields - To run shields you have to have a lot of magicka, and to have a lot of magicka you can't have a lot of health. Shields don't provide the kind of simultaneous offense and defense like say vigor or offensive heals, they need to be on long enough and substantial enough to switch to damage. I don't think your decision to change their duration to 6s was wrong for magicka shields but here in VMA it does become monotonous to have to continually weave in shields between our dps rather than shield stack and dps for a longer duration. You can do VMA just fine with shields the way they are now but it's an annoying way to get through it. I would be more enjoyable to shield up, dps for a bit then re-shield instead of going back and forth regularly because if it's not up you are instantly dead.
Bugs, NPC cheating, and deficient game mechanics
- Animation Cancelling - Mobs are doing their damage before their animation. Often times you die to nothing with no indication other than your death log. This is absolutely enraging. Sometimes there is no animation at all, sometime it appears that the animation is cut short.
- Block needs to happen immediately
- Getting CC'd while dodging
- Getting CC'd again while in the intro animation of a prior CC.
- Not being able to break free from a CC in a reasonable amount of time, especially fear like in the frozen rink.
- Targeting cross hairs that are not accurate. For example targeting a Troll with a gap closer and a clear screen and gap closing to something in your periphery.
- Hit boxes interfering with critical mechanics. Trying to target a critical mob for an interrupt or kill that is nestled into another hit box in a timely manner.
- Shields often providing their effect at the end of their animation
- Mobs whose run speed is equivalent to your run speed no matter how high your run speed is.
Effort and Reward
- The probability that you will be rewarded for doing this dungeon is still very slim, even with a guaranteed weapon. Here is the lists of possible weapons, there are 11.
- Restoration staff
- Inferno staff
- Lightning staff
- Ice staff
- Axe
- Sword
- Mace
- 2handed Axe
- 2handed Mace
- 2handed Sword
- Bow
For each weapon there are 8 possible traits of which only 1 is generally preferred. So I think thats what 1 out of 88 chance to get your weapon? And if you don't get that weapon you received no reward for your effort as the set items are not best in slot.
- Repair costs. If you are farming this quickly you are going to die, and that is going to cost you, even if you don't die, it's going to cost you on repairs.
- Potion costs. If you are farming this you are going through stacks of trash pots and dps pots for bosses.
- Unless you get the maelstrom weapon you are looking for you have lost 40-60mins of your day, stacks of pots that will need to be financially replaced, and a handful of gold even on your best run.
- Deaths cost soul gems or a fairly lengthy ride back
- You can't sell any of your rewards to recoup the costs
- CP reset costs ( poster addition)
- The only way to financially come out on top in this dungeon is to put a swear jar in front of someone doing it.
Making it better. Combat - Bring back reactive game play. Give us a discount to defensive maneuvers like bash, dodge and block while in VMA. Let it be more than a dps/hps gogogogo race. Let us play more reactively within reason. In addition to the reactive cost reduction add a slight buff to shield size in VMA so that we can dps under them longer. Both of these changes with not only make it more fun but will help overcome some of the failures due to conditional and situational RNG without breaking the lair mechanics. Reduce situational and conditional RNG mechanics by reevaluating the red aoe countdown timers and mob CC range. Finally make interrupts such that they are always a benefit. You sacrifice dps for them so they should always be a benefit.
Additionally I think VMA being such an intensive dungeon creates an unnecessary point of balance. Right now you have to balance between three aspects of the game, PvP (group and 1v1), PvE dps, and VMA which is like a mixture of both. Lets take burning embers as an example. You buffed the heck out of it so that mDK's could meet the dps-healing requirement of the DPS race in VMA. However it's so strong that dragon blood is anemic and useless in comparison. And likely so strong that you can't buff dragonsblood which is needed for PvP. Just tweak the combat and let us play with more reactive defense like more blocking, and dodging and more tolerable RNG and we might not need such intensive skills (like embers) that hold the rest of the class back just to be competitive in VMA.
Bugs - Fix the animation cancelling. Increase server response time. Give temporary CC immunity while in a CC animation phase so that another CC cannot start on top of a current CC animation. Leave the actual CC immunity where it is...at the end of the CC, just protect us from additional CC while we are waiting for our general CC immunity. Don't let mobs cheat by matching your run speed, that removes strategy. Give us the option to use the old targeting notifiers before we received the more immersive white auras. Overall make efforts to reduce the level frustration in this dungeon that is derived outside of the intended design of the fight.
Rewards - Make Maelstrom
sets tradable. Make local rezes free. Make each chest reward 400gold on vet, half that on normal. Remove repair costs in the dungeon. Make VMA only pots at a low cost. Give us tokens so we can purchase the weapon we want rather than run it 300x and never get rewarded. Make each normal chest reward 1 token, each vet chest reward 2 tokens. Make the final chest reward 5 if normal, 10 if vet with a modifier based on the final score. Reward even more tokens to those who win the leader board weeklies. Add RNG weapon containers to the token vendor. Add alchemy ingredients to the token vendor so we can farm maelstrom for other things besides weapons.
Make it so fun to do that every player in this game does it on some difficulty as a daily along with their writs and pledges.
Thank you for your time and consideration over such a long post. Please pass this along to the appropriate developers and hopefully you will consider at least some of these changes.
Community please feel free to add your thoughts, tweaks, hates, etc.
Retired.
Nord mDK