I'm not saying it requires no skill. I equally doubt you can argue that memorizing is a small part of it. That aspect becomes more about recall than reaction.Saying that vMA is all about memorizing and that it requires no skill to do so is simply not true.
Merlin13KAGL wrote: »I'm not saying it requires no skill. I equally doubt you can argue that memorizing is a small part of it. That aspect becomes more about recall than reaction.Saying that vMA is all about memorizing and that it requires no skill to do so is simply not true.
Yes, you still have to deal with things. You still have to survive and damage and follow mechanics. I'm questioning none of those things. And yes, there is still a certain level of ability required to even do that.
I am saying it would be a greater testament to skill if there were dynamic factors. Scripted spawns and locations and the ability to damage or be damaged by such before being fully materialized has irritated me since it was a thing in vDSA.
Predictable spawns, predictable AI. A dynamic aspect to one or both of those would no doubt make the top tier players shine even more.
That's what I'm saying.
Sweetpea704 wrote: »I can tell you how to "fix vMA". Instead of dropping items, drop tokens that you can take to a daedric vendor. Let folks buy their item that they want. The RNG model for this trial is ridiculous. It is soul sucking. I know more than one person who literally disappeared from group play into vMA, played for a couple of months, and then finally quit the game because of futility of getting the sharpened weapon they were looking for. Also, I'm sure folks are thrilled that sharpened isn't best in slot anymore. Another month of grinding?
Merlin13KAGL wrote: »I'm not saying it requires no skill. I equally doubt you can argue that memorizing is a small part of it. That aspect becomes more about recall than reaction.Saying that vMA is all about memorizing and that it requires no skill to do so is simply not true.
Yes, you still have to deal with things. You still have to survive and damage and follow mechanics. I'm questioning none of those things. And yes, there is still a certain level of ability required to even do that.
I am saying it would be a greater testament to skill if there were dynamic factors. Scripted spawns and locations and the ability to damage or be damaged by such before being fully materialized has irritated me since it was a thing in vDSA.
Predictable spawns, predictable AI. A dynamic aspect to one or both of those would no doubt make the top tier players shine even more.
That's what I'm saying.
It's posts like these which prevents ZOS from making more difficult solo content. Some of us actually like content which requires half a brain to complete. A lot of my new friends to the game completed it at 160-200cp. The solo content of ESO is far far easier than in other mmo's. I'm afraid this is a case of git gud.
It's posts like these which prevents ZOS from making more difficult solo content. Some of us actually like content which requires half a brain to complete. A lot of my new friends to the game completed it at 160-200cp. The solo content of ESO is far far easier than in other mmo's. I'm afraid this is a case of git gud.
VMA is NOT hard content, well, once you figured out the mechanics it does have, and you can simply skip most of them anyway. Only reason it is considered hard is the incoming damage. I can do flawless runs on multiple characters even while heavily intoxicated with booze.
It became easier the more CP we got and the more we got boosted. Despite what some said about the resource changing patch, for me it felt like it got easier (yeah I know, weird.)
I can still say I hate the arena though, and it's not because it's hard or easy, it's because it is time consuming and the RNG at the end chest completely ruins any good experience I've had in the arena.
Anyway, they did the exact thing as I feared, I've ran maelstrom of and on since it came out, and never got the weapons I wanted, and a few weeks ago I finally did, and look what happened, it's no longer BIS so I don't need it...
So.. prior to today. The last time I attempted vMA was almost two years ago, a few months after orisinum was released.
It was one of my worst gaming experiences ever... The run lasted 11 Hours and 15 minutes (4 of those hours were spent on the final boss) and ended with me giving up with 250 deaths
^This experience is one of the reasons I quit playing ESO for almost two years.
Today, however. I am proud to announce that I successfully completed vMA for the first time ever.
The run lasted about 3 hours (most of that time was spent dying to cheesy mechanics on the argonian level... Is it possible for poison buds NOT to spawn inside the mender's shield EVERY SINGLE TIME?).
Anyway.. what should have been an exciting accomplishment was tainted by the fact that I felt physically ill.
Those three hours of intense mental strain really did a number on me...
I had a massive headache and I couldn't see straight for about 45 minutes afterwards.
vMA should come with a health hazard warning.
sparafucilsarwb17_ESO wrote: »Maelstrom weapons are no longer a must have. I don't do vma anymore as I have better things to do with my time than doing solo content.
Bow. lol
Merlin13KAGL wrote: »I'm not saying it requires no skill. I equally doubt you can argue that memorizing is a small part of it. That aspect becomes more about recall than reaction.Saying that vMA is all about memorizing and that it requires no skill to do so is simply not true.
Yes, you still have to deal with things. You still have to survive and damage and follow mechanics. I'm questioning none of those things. And yes, there is still a certain level of ability required to even do that.
I am saying it would be a greater testament to skill if there were dynamic factors. Scripted spawns and locations and the ability to damage or be damaged by such before being fully materialized has irritated me since it was a thing in vDSA.
Predictable spawns, predictable AI. A dynamic aspect to one or both of those would no doubt make the top tier players shine even more.
That's what I'm saying.
Merlin13KAGL wrote: »I'm not saying it requires no skill. I equally doubt you can argue that memorizing is a small part of it. That aspect becomes more about recall than reaction.Saying that vMA is all about memorizing and that it requires no skill to do so is simply not true.
Yes, you still have to deal with things. You still have to survive and damage and follow mechanics. I'm questioning none of those things. And yes, there is still a certain level of ability required to even do that.
I am saying it would be a greater testament to skill if there were dynamic factors. Scripted spawns and locations and the ability to damage or be damaged by such before being fully materialized has irritated me since it was a thing in vDSA.
Predictable spawns, predictable AI. A dynamic aspect to one or both of those would no doubt make the top tier players shine even more.
That's what I'm saying.
Agreed.
It did not take me long to realize the VMA was more about memorizing scripted battles and coping with cheesy mechanics than anything else. I suppose some may refer to it as skill (and i suppose in a way it is) but it's not the type of challenge I enjoy.
I only started doing this abomination of a play mode after all the nice Morrowind nerfs. Started with my Khajiit Magplar no less. Got to stage 6 somehow and then was slaughtered by the boss over and over and over because if you lack the DPS she will eventually just one shot you outa nowhere.
Gave up with my main and went in there again with my Khajiit Magsorc. I couldnt believe how much easier that went but I am still stuck at the very last boss. I kinda should be proud of myself for even getting there, but I aint.
If you lack the recomended 3 trillion DPS a second you will have a bad time. And even if you manage to get around some of the cheese mechanix, a small slip up will just be your doom.
I get it that hard content should be hard. But some of the mechanics are simply a mess and unfair. I cant imagin doing this for fun ever. I only just wanted to complete it once on my main...but since Templars are on the bottom of the foodchain anyway and I aint no good player or min-maxer...this isnt for me.
Merlin13KAGL wrote: »Agree with @Diminish & calling "***" here. Considering the scaling factor & the fact that they'd earn >40 cps practicing. Unless he came from a second account or had massive insight, I sincerely doubt it.BlackbirdV wrote: »It's posts like these which prevents ZOS from making more difficult solo content. Some of us actually like content which requires half a brain to complete. A lot of my new friends to the game completed it at 160-200cp. The solo content of ESO is far far easier than in other mmo's. I'm afraid this is a case of git gud.
I doubt your "new friends to the game" cleared vMA at CP 160-200; especially post Morrowind. If by chance they did, I will say first hand that they must have lived in there trying to get a clear.
Actually, he did. vMA is about skill, and since ESO seems to be catered towards bad players, obviously a lot of people find it hard because they have no idea that red = bad, or how to actually deal with somehwhat challenging mechanics - they rely on better players too much.
It's honestly a case of get good & learn to actually play. vMA will 100% help players do that if they continuously repeat that content until they actually learn how to deal with situations
I am, however amused at the prospect that memorizing spawn locations somehow equates to skill. "Half a brain / git gud?" Congrats, you can do what most 5 year old's with a deck of cards can do. If there was an actual dynamic factor involved in any of the content, it would be considerably different.
Unless you're towards the top of the leaderboard, vMA is more about gear, tolerance, and repetition/memorization than it will ever be about skill.
Merlin13KAGL wrote: »I'm not saying it requires no skill. I equally doubt you can argue that memorizing is a small part of it. That aspect becomes more about recall than reaction.Saying that vMA is all about memorizing and that it requires no skill to do so is simply not true.
Yes, you still have to deal with things. You still have to survive and damage and follow mechanics. I'm questioning none of those things. And yes, there is still a certain level of ability required to even do that.
I am saying it would be a greater testament to skill if there were dynamic factors. Scripted spawns and locations and the ability to damage or be damaged by such before being fully materialized has irritated me since it was a thing in vDSA.
Predictable spawns, predictable AI. A dynamic aspect to one or both of those would no doubt make the top tier players shine even more.
That's what I'm saying.