I’d rather gate veteran DLC and base game vet II content behind completion of the normal versions of those dungeons; a lot of those dungeons have mechanics that can’t be bypassed with DPS, so completing them on normal first ensures that everyone at least has a basic idea of what to expect.
VMA does teach you a lot about your class and how to survive in difficult content, but it’s completely unrealistic to gate group content behind completion of vMA.
How can we give incentive for doing it without forcing players to do it?
Perhaps more rewards? Weapons tokens, weapon choice? If you beat it.
The weapons and titles are already incentive enough. I realize you’re probably just trolling, but I’ll bite: if you genuinely want to encourage someone to run vMA, explain the benefit of the weapons you get from the content, explain the benefit of learning the content (e.g. better survival skills), and help them learn how to complete it. Gating content behind vMA will only drive people away. You really have to WANT to complete vMA to have the patience to see it through to the end. If it’s just an unwanted roadblock on the way to other content, people are going to play other games that don’t have such restrictive gating conditions.
I’d rather gate veteran DLC and base game vet II content behind completion of the normal versions of those dungeons; a lot of those dungeons have mechanics that can’t be bypassed with DPS, so completing them on normal first ensures that everyone at least has a basic idea of what to expect.
VMA does teach you a lot about your class and how to survive in difficult content, but it’s completely unrealistic to gate group content behind completion of vMA.
How can we give incentive for doing it without forcing players to do it?
Perhaps more rewards? Weapons tokens, weapon choice? If you beat it.
The weapons and titles are already incentive enough. I realize you’re probably just trolling, but I’ll bite: if you genuinely want to encourage someone to run vMA, explain the benefit of the weapons you get from the content, explain the benefit of learning the content (e.g. better survival skills), and help them learn how to complete it. Gating content behind vMA will only drive people away. You really have to WANT to complete vMA to have the patience to see it through to the end. If it’s just an unwanted roadblock on the way to other content, people are going to play other games that don’t have such restrictive gating conditions.
Why do you assume I am trolling? There's no basis and my argument is legitimate. Perhaps I am just a person that is willing to argue for things that others would but worry about being liked. I understand there will be dissenting opinion but I am sure this thread will bring out others, as it has, that would have otherwise made a post or idea like this.
The purpose of this extreme idea is to come up with better and more reasonable compromises. For example, we now how a poster suggesting a training course that is designed for players. It's becoming a productive discussion.
Last, this game can be daunting at the high levels of play for most. It's a harder MMORPG and not as forgiving or hand holding as WoW so training is essential, in my eyes.
Septimus_Magna wrote: »DPS doenst have to be insanely high to complete it, 25k dps is good enough.
anitajoneb17_ESO wrote: »Septimus_Magna wrote: »DPS doenst have to be insanely high to complete it, 25k dps is good enough.
Because 25K dps IS an INSANELY HIGH amount of dps for over 90% of players.
Mannix1958 wrote: »
Veteran Maelstrom Arena can teach a person a lot about how to play their class and how to play the game beyond a basic level. This would be an ideal training course for prospective guild members, group members, or PVPers. Perhaps, in an effort to better the community, we should take it upon ourselves to suggest that people who have not done vMA do it and also lobby for some sort of content gating behind the completion of Veteran Maelstrom Arena.
I’d rather gate veteran DLC and base game vet II content behind completion of the normal versions of those dungeons; a lot of those dungeons have mechanics that can’t be bypassed with DPS, so completing them on normal first ensures that everyone at least has a basic idea of what to expect.
VMA does teach you a lot about your class and how to survive in difficult content, but it’s completely unrealistic to gate group content behind completion of vMA.
How can we give incentive for doing it without forcing players to do it?
Perhaps more rewards? Weapons tokens, weapon choice? If you beat it.
timb16_ESO85 wrote: »/sarcasm
Yes, let healers and tank be tested in vMA, that's a great idea. If they can complete it with a completely different build than is required for their role, they sure have a good grasp on the game. We could certainly use more tanks who think their role is running in and making sure everything either dies or attacks and kills the healer in dungeon finder groups.
/end sarcasm
anitajoneb17_ESO wrote: »Septimus_Magna wrote: »DPS doenst have to be insanely high to complete it, 25k dps is good enough.
^^THIS^^ is EXACTLY the type of comment that needs to be avoided if you want to encourage people to try vMA. Because 25K dps IS an INSANELY HIGH amount of dps for over 90% of players.