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Buff vMA 2h

Abysswarrior45
Abysswarrior45
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With 2h weapons counting as a 2 piece to a set, vMA two-handers (sword axe and maul specifically) are completely useless. They're already trash but now there is absolutely no reason to ever use them as there are far better combos that are more easily obtained. Give back the passive weapon damage to vMA 2h weapons only, or completely rework them. How about you make vMA weapons speed up the cast time for dizzy swing by 0.4-0.6 seconds? You'll have Nightblades and templars using asylum or something else and dks, stam sorcs, and 2h wardens using vMA. It'd diversify builds and make dizzy swing less garbage.
Edited by Abysswarrior45 on April 4, 2018 3:23AM
  • casparian
    casparian
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    Even so simple a change as changing the DOT to a bleed would make these weapons relevant again. Alternatively, make them work like Master Destros, adding damage to and reducing the cost of crit rush.
    7-day PVP campaign regular 2016-2019, Flawless Conqueror. MagDK/stamplar/stamwarden/mageblade. Requiem, Legend, Knights of Daggerfall. Currently retired from the wars; waiting on performance improvements.
  • Abysswarrior45
    Abysswarrior45
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    casparian wrote: »
    Even so simple a change as changing the DOT to a bleed would make these weapons relevant again. Alternatively, make them work like Master Destros, adding damage to and reducing the cost of crit rush.

    Not sure about that one considering gap closers were nerfed and you could add damage to all your abilities running a leki 2h
  • Lynx7386
    Lynx7386
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    VMA, DSA, and Asylum 2h weapons already count for two set slots. Take a look at the dual wield and 1h/shield sets from those same dungeons - they require both item slots to take effect.

    Get your facts straight before running and complaining on the forums that your candy got stolen again.
    PS4 / NA
    M'asad - Khajiit Nightblade - Healer
    Pakhet - Khajiit Dragonknight - Tank
    Raksha - Khajiit Sorcerer - Stamina DPS
    Bastet - Khajiit Templar - Healer
    Leonin - Khajiit Warden - Tank
  • jrgray93
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    Lynx7386 wrote: »
    VMA, DSA, and Asylum 2h weapons already count for two set slots. Take a look at the dual wield and 1h/shield sets from those same dungeons - they require both item slots to take effect.

    Get your facts straight before running and complaining on the forums that your candy got stolen again.

    Rude.

    Anyway, they do count as a full "set bonus," but with 2h stuff soon to count as two on their own, they use of special weapons will be diminished. Not useless, but some that already struggled for a spot will have even greater competition.
    EP: Slania Isara : Harambe Was an Inside Job
  • Kalante
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    They definitely need a buff. Why did they removed the 189 weapon damage made no sense and destroyed a lot of build diversity along with the mundus stone nerf. With the new changes to 2h counting as two pieces vma weapons will be even more useless. Wrobel what are you doing?
    Edited by Kalante on April 4, 2018 3:00AM
  • Abysswarrior45
    Abysswarrior45
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    Lynx7386 wrote: »
    VMA, DSA, and Asylum 2h weapons already count for two set slots. Take a look at the dual wield and 1h/shield sets from those same dungeons - they require both item slots to take effect.

    Get your facts straight before running and complaining on the forums that your candy got stolen again.

    I think you missed the point of this thread. Secondly, this is strictly talking about vMA maul, battle axe and the greatsword. The additional dot you get from gap closing tied to the weapons is useless compared to running something else like a leki 2h or completing a 5 piece come summerset chapter. I think asylum 2h is quite good still even with the changes. L2 read before sounding like a complete dumb *** <3
  • Joy_Division
    Joy_Division
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    Most of the "reward" weapons are pretty lackluster on Live. Next patch when they are going to be competing against 5 piece set bonues (all of them because of jewelry) and full Monster set bonuses, they are all going to get even relatively worse.
    Make Rush of Agony "Monsters only." People should not be consecutively crowd controlled in a PvP setting. Period.
  • Qbiken
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    * The vMA bow will still be mandatory I think for stamina DPS. No other tool in the game gives so much "free" DPS as the bow. One of the most overperforming weapons in the game if you ask me.

    * vMA destruction staff will probably keep their purpose now that heavy and light attacks does more damage.
  • Knowledge
    Knowledge
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    Qbiken wrote: »
    * The vMA bow will still be mandatory I think for stamina DPS. No other tool in the game gives so much "free" DPS as the bow. One of the most overperforming weapons in the game if you ask me.

    * vMA destruction staff will probably keep their purpose now that heavy and light attacks does more damage.

    Nope.
  • Abysswarrior45
    Abysswarrior45
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    Qbiken wrote: »
    * The vMA bow will still be mandatory I think for stamina DPS. No other tool in the game gives so much "free" DPS as the bow. One of the most overperforming weapons in the game if you ask me.

    * vMA destruction staff will probably keep their purpose now that heavy and light attacks does more damage.

    Please read what I said again a little more closely this time. Im not talking about staves or bows.
  • Mayrael
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    Why? Maelstrom and Masters weapons will still provide some unique way to build your toons but not the only way anymore.
    I'm done with this game because of ZOS pushing us into Vengeance, because they don't know how to fix Cyrodiil.
  • Abysswarrior45
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    Mayrael wrote: »
    Why? Maelstrom and Masters weapons will still provide some unique way to build your toons but not the only way anymore.

    They can't compete with other setups.
  • MakoFore
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    agree.

    only short while ago- we had a real diversity in the way you could build- you could go
    5-5-2- back bar one set- front bar the other- and a monster helm
    5-3-2-1 body set, agility/willpower, monster set, backbar maelstroms weapons
    5-4-2-1 body set, 4 piece moon/Ia, monster set, back bar maelstrom

    the asylum , maelstrom and master weapons are meant to be the bIS weapons in the game- theyre hard earned and have always had a mystique and reverence- not now- but back in the day - a sharp 2hand great sword or sharp inferno maelstrom was something to covet and work towards. now that you can have essentially more sets active at once- there is no way a maelstrom, master or asylum build would be able to compete with a 5-5-2 (monster helm)setup, no way.

    ZOS always do this - and is a fundamental failure in their approach. trying to create a goal (of more diversity in builds) but without thoroughly understanding consequences - and end up actually doing the opposite- and creating a more narrow build meta. anyone seen anything other than a mag sorc or magblade wearing mechanical acuity in trials lately? exactly. 4 years in and we ve got literally 2/10 classes wearing 1/100 gear sets in a trial.

    theres your build diversity after 4 years. I'm hoping they ll do this right- but I'm not confident.
    Edited by MakoFore on April 4, 2018 8:10AM
  • SaintSubwayy
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    Knowledge wrote: »
    Qbiken wrote: »
    * The vMA bow will still be mandatory I think for stamina DPS. No other tool in the game gives so much "free" DPS as the bow. One of the most overperforming weapons in the game if you ask me.

    * vMA destruction staff will probably keep their purpose now that heavy and light attacks does more damage.

    Nope.

    Whats your Nope based on?

    Those weapons will actually stay bis even if they dont get buffed. Cause you can run a buffsets that procs on the mainbar like acuity,bsw, scanthing ect. And vma bow/staff on the backbar. While having a 5 pcs set on the body (both bars) and a monsterset.
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • Abysswarrior45
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    MakoFore wrote: »
    agree.

    only short while ago- we had a real diversity in the way you could build- you could go
    5-5-2- back bar one set- front bar the other- and a monster helm
    5-3-2-1 body set, agility/willpower, monster set, backbar maelstroms weapons
    5-4-2-1 body set, 4 piece moon/Ia, monster set, back bar maelstrom

    the asylum , maelstrom and master weapons are meant to be the bIS weapons in the game- theyre hard earned and have always had a mystique and reverence- not now- but back in the day - a sharp 2hand great sword or sharp inferno maelstrom was something to covet and work towards. now that you can have essentially more sets active at once- there is no way a maelstrom, master or asylum build would be able to compete with a 5-5-2 (monster helm)setup, no way.

    ZOS always do this - and is a fundamental failure in their approach. trying to create a goal (of more diversity in builds) but without thoroughly understanding consequences - and end up actually doing the opposite- and creating a more narrow build meta. anyone seen anything other than a mag sorc or magblade wearing mechanical acuity in trials lately? exactly. 4 years in and we ve got literally 2/10 classes wearing 1/100 gear sets in a trial.

    theres your build diversity after 4 years. I'm hoping they ll do this right- but I'm not confident.

    ^^^
    Knowledge wrote: »
    Qbiken wrote: »
    * The vMA bow will still be mandatory I think for stamina DPS. No other tool in the game gives so much "free" DPS as the bow. One of the most overperforming weapons in the game if you ask me.

    * vMA destruction staff will probably keep their purpose now that heavy and light attacks does more damage.

    Nope.

    Whats your Nope based on?

    Those weapons will actually stay bis even if they dont get buffed. Cause you can run a buffsets that procs on the mainbar like acuity,bsw, scanthing ect. And vma bow/staff on the backbar. While having a 5 pcs set on the body (both bars) and a monsterset.

    This thread is not talking about staves or bows right now and definitely not referring to any other weapon set outside of what the vMA 2h weapons provide.
  • Kanar
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    Maelstrom 2 hander is just absurd now. You cannot find a more ridiculous weapon. I mean, they nerf crit charge damage into the ground because "gap closers shouldn't do damage" and then on the other hand we have vMA 2hander...whose bonus is to add more damage to a gap closer.

    Just another example of zos' lack of direction at the moment, especially when combined with these new SS changes to sets and how it contradicts the vMA WD nerf.
  • IAVITNI
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    I don't think unique weapons are what need a buff. They all have strong effects that allow for build diversity and there are several ways to combo unique weapons with 2-5-5 setups.

    IMO, what should really be buffed are the 3 pc jewellery sets as these were what really made the old vMA 2h setups so powerful; raw stats. Right now, they barely offer more stats on live and with the new 2h bonus changes they will be obsolete.

    Items like 2h vMA weapons should never be build defining, simply icing on the cake, which they were back when they were stat sticks. A build should work using gear the average player can obtain. Unique weapons simply "perfect" these builds.

    Make 2-5-3 setups competitive with 2-5-5 setups and you'll see plenty of vMA/vDSA/vAS weapon use.

    Specifically to vMA 2h, I run them on my stam sorc and the damage it provides is noticeable. That said, I do think changing the effect to a Bleed would be appropriate.
    Kanar wrote: »
    Maelstrom 2 hander is just absurd now. You cannot find a more ridiculous weapon. I mean, they nerf crit charge damage into the ground because "gap closers shouldn't do damage" and then on the other hand we have vMA 2hander...whose bonus is to add more damage to a gap closer.

    Just another example of zos' lack of direction at the moment, especially when combined with these new SS changes to sets and how it contradicts the vMA WD nerf.

    You're looking at it one dimensionally. Gap closers aren't meant to deal damage, they are meant to maintain pressure on your opponents, which is exactly what vMA 2h sword/axe/maul does. So in that sense, the reasoning behind the effect actually makes sense.

    vAS 2h'ers are designed to reward you for killing/build up ultimate for a killing burst and are thereby tied to an execute and vDSA 2h'ers are designed to increase 2h AoE performance hence why they are tied to Cleave. All 3 weapons perform perfectly in the sense that they amplify the effectiveness of the skills that they modify.

    vAS--> Fights over?/Not enough burst? Here's a reward for a job well done/Here's an ultimate for burst
    vDSA--> Need to deal more AoE damage? Here's more damage.
    vMA--> Trying to maintain pressure? Here's some passive pressure.
  • Abysswarrior45
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    IAVITNI wrote: »
    I don't think unique weapons are what need a buff. They all have strong effects that allow for build diversity and there are several ways to combo unique weapons with 2-5-5 setups.

    IMO, what should really be buffed are the 3 pc jewellery sets as these were what really made the old vMA 2h setups so powerful; raw stats. Right now, they barely offer more stats on live and with the new 2h bonus changes they will be obsolete.

    Items like 2h vMA weapons should never be build defining, simply icing on the cake, which they were back when they were stat sticks. A build should work using gear the average player can obtain. Unique weapons simply "perfect" these builds.

    Make 2-5-3 setups competitive with 2-5-5 setups and you'll see plenty of vMA/vDSA/vAS weapon use.

    Specifically to vMA 2h, I run them on my stam sorc and the damage it provides is noticeable. That said, I do think changing the effect to a Bleed would be appropriate.
    Kanar wrote: »
    Maelstrom 2 hander is just absurd now. You cannot find a more ridiculous weapon. I mean, they nerf crit charge damage into the ground because "gap closers shouldn't do damage" and then on the other hand we have vMA 2hander...whose bonus is to add more damage to a gap closer.

    Just another example of zos' lack of direction at the moment, especially when combined with these new SS changes to sets and how it contradicts the vMA WD nerf.

    You're looking at it one dimensionally. Gap closers aren't meant to deal damage, they are meant to maintain pressure on your opponents, which is exactly what vMA 2h sword/axe/maul does. So in that sense, the reasoning behind the effect actually makes sense.

    vAS 2h'ers are designed to reward you for killing/build up ultimate for a killing burst and are thereby tied to an execute and vDSA 2h'ers are designed to increase 2h AoE performance hence why they are tied to Cleave. All 3 weapons perform perfectly in the sense that they amplify the effectiveness of the skills that they modify.

    vAS--> Fights over?/Not enough burst? Here's a reward for a job well done/Here's an ultimate for burst
    vDSA--> Need to deal more AoE damage? Here's more damage.
    vMA--> Trying to maintain pressure? Here's some passive pressure.

    The dot on vMA 2h is minuscule and easily ignored. A weapon that supposed to be hard to obtain should be powerful and definitely BiS, but its not. I don't want it to over perform but it needs a buff/rework.
  • IAVITNI
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    IAVITNI wrote: »
    I don't think unique weapons are what need a buff. They all have strong effects that allow for build diversity and there are several ways to combo unique weapons with 2-5-5 setups.

    IMO, what should really be buffed are the 3 pc jewellery sets as these were what really made the old vMA 2h setups so powerful; raw stats. Right now, they barely offer more stats on live and with the new 2h bonus changes they will be obsolete.

    Items like 2h vMA weapons should never be build defining, simply icing on the cake, which they were back when they were stat sticks. A build should work using gear the average player can obtain. Unique weapons simply "perfect" these builds.

    Make 2-5-3 setups competitive with 2-5-5 setups and you'll see plenty of vMA/vDSA/vAS weapon use.

    Specifically to vMA 2h, I run them on my stam sorc and the damage it provides is noticeable. That said, I do think changing the effect to a Bleed would be appropriate.
    Kanar wrote: »
    Maelstrom 2 hander is just absurd now. You cannot find a more ridiculous weapon. I mean, they nerf crit charge damage into the ground because "gap closers shouldn't do damage" and then on the other hand we have vMA 2hander...whose bonus is to add more damage to a gap closer.

    Just another example of zos' lack of direction at the moment, especially when combined with these new SS changes to sets and how it contradicts the vMA WD nerf.

    You're looking at it one dimensionally. Gap closers aren't meant to deal damage, they are meant to maintain pressure on your opponents, which is exactly what vMA 2h sword/axe/maul does. So in that sense, the reasoning behind the effect actually makes sense.

    vAS 2h'ers are designed to reward you for killing/build up ultimate for a killing burst and are thereby tied to an execute and vDSA 2h'ers are designed to increase 2h AoE performance hence why they are tied to Cleave. All 3 weapons perform perfectly in the sense that they amplify the effectiveness of the skills that they modify.

    vAS--> Fights over?/Not enough burst? Here's a reward for a job well done/Here's an ultimate for burst
    vDSA--> Need to deal more AoE damage? Here's more damage.
    vMA--> Trying to maintain pressure? Here's some passive pressure.

    The dot on vMA 2h is minuscule and easily ignored. A weapon that supposed to be hard to obtain should be powerful and definitely BiS, but its not. I don't want it to over perform but it needs a buff/rework.

    It's really not that small. I'm a Vivec PS4 NA solo main, pretty sure we were both in Blue Starz, and I've run vMA 2h Battle Axe on my Stam Sorc almost exclusively since they took the stats away. The damage is noticeable. I fought a stamden in open world twice, one with vMA one without, both setups had similar stats offensive wise, no vMA setup traded defence for better sustain.

    Fight with vMA was actually a 2v1, and it took me 10 minutes to beat both of them, 3 to take down the stamden after I killed his pocket healer.

    Second fight was a 1v1 and went for 10 minutes and it was a very different fight. My health never dropped below 50% (he was a bad player, just had a lot of healing) but I simply couldn't kill the stamden the same way I did before because I didn't have the same pressure. Burst was the same, but pressure was noticeably different.

    That said, I do think it should be changed into a Bleed so that it ignores resistances. It's definitely outclassed by Asylum weapons but I would never say that it's easily ignored. Its free supplementary damage. If you overload these weapons it makes them mandatory. Changing it from a Physical DoT to a Bleed should get the damage to where it needs to be.

    I still standby my statement that the 3pc jewellery sets should be the target for buffs over Trial weapons.
  • Toast_STS
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    It would be nice if they fixed the bugs on vMA cruel flurry. Totally useless for the last couple patches.

    Can't even use dual wield and two hander together either because the dual wield buff is used by the crit charge dot but it doesn't do any extra damage.
    VR14 DK Leaps-in-keeps
  • Vapirko
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    Lynx7386 wrote: »
    VMA, DSA, and Asylum 2h weapons already count for two set slots. Take a look at the dual wield and 1h/shield sets from those same dungeons - they require both item slots to take effect.

    Get your facts straight before running and complaining on the forums that your candy got stolen again.

    Yes but no.
    Edited by Vapirko on April 5, 2018 5:26AM
  • Jarryzzt
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    I doubt that without upping vMA 2H into the stratosphere it is going to be "good enough" for the - possible - new 5x5x2 meta. Actually, the same can be said about a lot of the weapon sets. Really, it's the vMA bow/LS that will be the outliers, and even they are mostly backbar weapons to begin with.

    Moreover, vMA 2H specifically has already been next to useless in PVE (especially after the last patch), and at least to me it feels as if the balance pendulum is swinging back towards PVE (pending final patch notes, of course). In other words, I doubt ZOS will even try, especially since a significant portion if not the majority of the player base hasn't even completed vMA once (i.e. vMA gear shouldn't be a balancing priority exactly). Unfair, perhaps, but there you are.
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