Marshall1289 wrote: »Yeah, this hurts, but Endless Hail and Anti Calvary Caltrops can last 14 sec combined, so yes there damage was heavily nerfed, but you can pin down a spawn a little longer. Poison Injection was buffed, not nerfed. It does roughly the same execute damage, but 78% more dot damage before execute, overall a lot more reliable for LA -> PI the small mobs.
The rearming trap is a huge hit though. I'd prefer something like 2 traps on cast, dot is 10s long for total of 20s minor force and dot time. The 18s is really odd and doesn't fit with any duration in the game. Just serves to semi complicate melee stam rotations.
Mag manages to beat vma without a cc like that, but they get the benefits of being ranged so idk. They also got False God's Devotion which heavily buffed stam vma runs.
This is an adapt and overcome issue I’m sorry I mainly am a stam dps and honestly this patch has given me many new skills to work with and try out and barbed trap is one of them
Supernatural wrote: »This is an adapt and overcome issue I’m sorry I mainly am a stam dps and honestly this patch has given me many new skills to work with and try out and barbed trap is one of them
I am afraid that in Maelstrom Arena not only this is not an adapt and overcome issue, but it is a complete game changer.
Murador178 wrote: »Supernatural wrote: »This is an adapt and overcome issue I’m sorry I mainly am a stam dps and honestly this patch has given me many new skills to work with and try out and barbed trap is one of them
I am afraid that in Maelstrom Arena not only this is not an adapt and overcome issue, but it is a complete game changer.
It is an adapt problem since u got now probably over 400 CP more compared to vMA release with stronger item sets. The times when vMA have been considered hard are longtime over. Since beasttrap does alot more dmg now it might even be stronger if pushing for high scores.
Supernatural wrote: »Murador178 wrote: »Supernatural wrote: »This is an adapt and overcome issue I’m sorry I mainly am a stam dps and honestly this patch has given me many new skills to work with and try out and barbed trap is one of them
I am afraid that in Maelstrom Arena not only this is not an adapt and overcome issue, but it is a complete game changer.
It is an adapt problem since u got now probably over 400 CP more compared to vMA release with stronger item sets. The times when vMA have been considered hard are longtime over. Since beasttrap does alot more dmg now it might even be stronger if pushing for high scores.
Your point that trap beast might be even stronger for score pushing is completely false. Trap Beast in vMA is used for its "locking" effect, as well as for providing Minor Force, not for its damage. While its damage will indeed be higher in the next update, it will not matter whatsoever if mobs walk out of your AOEs. You have to understand that Maelstrom is not a boss standing in a fixed location like in a dungeon or trial environment, where the extra damage will be invaluable. You are constantly moving from point A to point B and back and forth and the ability to lock mobs in place is of the utmost importance.
Supernatural wrote: »As a player who has been running Veteran Maelstrom Arena competitively for over three years, I can easily say that the reduction of the immobilization effect of Trap Beast to 2 from 6 seconds will completely annihilate all Stamina builds in vMA, as far as competitive score pushing is concerned. It is a change that nobody asked for and a change that is not needed at all.
Stamina builds already have to face enough nerfs in the next update, such as damage reduction of Volley, Caltrops, Poison Arrow and Silver Leash, as well as the removal of the rearming effect of Trap Beast. While these changes will have a negative impact in Maelstrom score pushing, they are changes that one can definitely live with and adapt. But the reduced immobilization effect of Trap Beast will mean the end of Stamina builds in Maelstrom. Again, as far as top scoring is concerned. The reason for that is that with just a 2 second immobilization duration, mobs will simply walk out of your (already weakened) Area of Effect abilities right after they spawn. This will result in a significant time loss, as you will now have to focus down almost every single mob, instead of locking them in your AOEs and move the the next one/s. This change pretty much kills all the fun of playing Stamina in Maelstrom altogether.
So please, do this one a favor and reconsider the change.
SaintSubwayy wrote: »Supernatural wrote: »As a player who has been running Veteran Maelstrom Arena competitively for over three years, I can easily say that the reduction of the immobilization effect of Trap Beast to 2 from 6 seconds will completely annihilate all Stamina builds in vMA, as far as competitive score pushing is concerned. It is a change that nobody asked for and a change that is not needed at all.
Stamina builds already have to face enough nerfs in the next update, such as damage reduction of Volley, Caltrops, Poison Arrow and Silver Leash, as well as the removal of the rearming effect of Trap Beast. While these changes will have a negative impact in Maelstrom score pushing, they are changes that one can definitely live with and adapt. But the reduced immobilization effect of Trap Beast will mean the end of Stamina builds in Maelstrom. Again, as far as top scoring is concerned. The reason for that is that with just a 2 second immobilization duration, mobs will simply walk out of your (already weakened) Area of Effect abilities right after they spawn. This will result in a significant time loss, as you will now have to focus down almost every single mob, instead of locking them in your AOEs and move the the next one/s. This change pretty much kills all the fun of playing Stamina in Maelstrom altogether.
So please, do this one a favor and reconsider the change.
Poison Arrow got buffed, compared to live!
Live:
1DMG pre execute, 3.6 DMG in execute
PTS:
1.78 DMG pre execute, 3.58 DMG in execute
thats a 78% DMG buff pre execute, and same strength in execute (0.02% = nothing)
AOE nerfs might hit the scorepushers a bit, but srsly...vMA scores are just there to make ppl feel good bout themselfes.
you either run it cause you like it, cause you need to compare baals, or cause you need the gear....and nealry all players run it cause of the gear.
so this "nerf" to vMA scorepushing is completly okey.
Murador178 wrote: »Supernatural wrote: »Murador178 wrote: »Supernatural wrote: »This is an adapt and overcome issue I’m sorry I mainly am a stam dps and honestly this patch has given me many new skills to work with and try out and barbed trap is one of them
I am afraid that in Maelstrom Arena not only this is not an adapt and overcome issue, but it is a complete game changer.
It is an adapt problem since u got now probably over 400 CP more compared to vMA release with stronger item sets. The times when vMA have been considered hard are longtime over. Since beasttrap does alot more dmg now it might even be stronger if pushing for high scores.
Your point that trap beast might be even stronger for score pushing is completely false. Trap Beast in vMA is used for its "locking" effect, as well as for providing Minor Force, not for its damage. While its damage will indeed be higher in the next update, it will not matter whatsoever if mobs walk out of your AOEs. You have to understand that Maelstrom is not a boss standing in a fixed location like in a dungeon or trial environment, where the extra damage will be invaluable. You are constantly moving from point A to point B and back and forth and the ability to lock mobs in place is of the utmost importance.
Then maybe ur score goes down a bit but it doesnt matter since u can complete this content in ur PvP gear with 3k crit resist on a 2H/bow build . Without trap beast.
Olupajmibanan wrote: »The locking effect of rearming trap was nice. I agree with your statement that it's a game changer, but I don't agree that your score WILL be lower thanks to Rearming Trap change. With all the changes (including Rearming Trap) you should rethink your build. You can't lock mob in a position anymore but you can now burst it from range thanks to Magnum Shot change, for example.
Not even saying that completely new vma builds will emerge. Bow is not a must have back bar weapon anymore.
All in all, I don't think that Rearming change is a nerf for all stamina DDs. It is a nerf for 1 specific playstyle that was used for sooo very long and forces you to think of something different (new builds, new tactics etc).
Supernatural wrote: »Olupajmibanan wrote: »The locking effect of rearming trap was nice. I agree with your statement that it's a game changer, but I don't agree that your score WILL be lower thanks to Rearming Trap change. With all the changes (including Rearming Trap) you should rethink your build. You can't lock mob in a position anymore but you can now burst it from range thanks to Magnum Shot change, for example.
Not even saying that completely new vma builds will emerge. Bow is not a must have back bar weapon anymore.
All in all, I don't think that Rearming change is a nerf for all stamina DDs. It is a nerf for 1 specific playstyle that was used for sooo very long and forces you to think of something different (new builds, new tactics etc).
Whatever new strategies me or other vMA scorepushers might come up with, it will not matter much as we are gonna so much slower compared to previous updates. The change to rearming will result in a massive score reduction, that is a fact. Stamina does not have the same ranged capabilities compared to magicka to nuke mobs from afar and thus is pigeonholed into using AOEs and trap beast on one spawn in order to completely ignore that particular mob and melee the one on the other side. Thay is why scores will decrease dramatically.
Olupajmibanan wrote: »Supernatural wrote: »Olupajmibanan wrote: »The locking effect of rearming trap was nice. I agree with your statement that it's a game changer, but I don't agree that your score WILL be lower thanks to Rearming Trap change. With all the changes (including Rearming Trap) you should rethink your build. You can't lock mob in a position anymore but you can now burst it from range thanks to Magnum Shot change, for example.
Not even saying that completely new vma builds will emerge. Bow is not a must have back bar weapon anymore.
All in all, I don't think that Rearming change is a nerf for all stamina DDs. It is a nerf for 1 specific playstyle that was used for sooo very long and forces you to think of something different (new builds, new tactics etc).
Whatever new strategies me or other vMA scorepushers might come up with, it will not matter much as we are gonna so much slower compared to previous updates. The change to rearming will result in a massive score reduction, that is a fact. Stamina does not have the same ranged capabilities compared to magicka to nuke mobs from afar and thus is pigeonholed into using AOEs and trap beast on one spawn in order to completely ignore that particular mob and melee the one on the other side. Thay is why scores will decrease dramatically.
What did I say about Magnum Shot change? That is your answer, how to burst mobs from a far.
Olupajmibanan wrote: »Supernatural wrote: »Olupajmibanan wrote: »The locking effect of rearming trap was nice. I agree with your statement that it's a game changer, but I don't agree that your score WILL be lower thanks to Rearming Trap change. With all the changes (including Rearming Trap) you should rethink your build. You can't lock mob in a position anymore but you can now burst it from range thanks to Magnum Shot change, for example.
Not even saying that completely new vma builds will emerge. Bow is not a must have back bar weapon anymore.
All in all, I don't think that Rearming change is a nerf for all stamina DDs. It is a nerf for 1 specific playstyle that was used for sooo very long and forces you to think of something different (new builds, new tactics etc).
Whatever new strategies me or other vMA scorepushers might come up with, it will not matter much as we are gonna so much slower compared to previous updates. The change to rearming will result in a massive score reduction, that is a fact. Stamina does not have the same ranged capabilities compared to magicka to nuke mobs from afar and thus is pigeonholed into using AOEs and trap beast on one spawn in order to completely ignore that particular mob and melee the one on the other side. Thay is why scores will decrease dramatically.
What did I say about Magnum Shot change? That is your answer, how to burst mobs from a far.
Olupajmibanan wrote: »Olupajmibanan wrote: »Supernatural wrote: »Olupajmibanan wrote: »The locking effect of rearming trap was nice. I agree with your statement that it's a game changer, but I don't agree that your score WILL be lower thanks to Rearming Trap change. With all the changes (including Rearming Trap) you should rethink your build. You can't lock mob in a position anymore but you can now burst it from range thanks to Magnum Shot change, for example.
Not even saying that completely new vma builds will emerge. Bow is not a must have back bar weapon anymore.
All in all, I don't think that Rearming change is a nerf for all stamina DDs. It is a nerf for 1 specific playstyle that was used for sooo very long and forces you to think of something different (new builds, new tactics etc).
Whatever new strategies me or other vMA scorepushers might come up with, it will not matter much as we are gonna so much slower compared to previous updates. The change to rearming will result in a massive score reduction, that is a fact. Stamina does not have the same ranged capabilities compared to magicka to nuke mobs from afar and thus is pigeonholed into using AOEs and trap beast on one spawn in order to completely ignore that particular mob and melee the one on the other side. Thay is why scores will decrease dramatically.
What did I say about Magnum Shot change? That is your answer, how to burst mobs from a far.
You had possibilities before: Poison Injection and Crushing Weapon.
Now Magnum Shot and Soul Trap are great addition to your ranged toolkit allowing you to adapt to Rearming change.
No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t
John_Falstaff wrote: »No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t
How do you plan to overcome it to return to your 600k+ vMA score again after the nerf? I mean, you surely have as much since the whole thread is about score pushing in vMA, not just clearing vMA per se. ^^ And if you're commenting here, then you must have a clear idea on how to keep achieving such scores.
John_Falstaff wrote: »No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t
How do you plan to overcome it to return to your 600k+ vMA score again after the nerf? I mean, you surely have as much since the whole thread is about score pushing in vMA, not just clearing vMA per se. ^^ And if you're commenting here, then you must have a clear idea on how to keep achieving such scores.
Idk maybe I’m reading this title wrong
Reconsider the immobilization change of Trap Beast
Isn’t this the title of the thread therefore the topic of the thread.
But on to how do I plan to overcome the change by changing my play style and adapt to these changes. Is that not satisfying enough you want my build cup distribution and skills for a competitive leaderboard why would I share all this info. Plus what works for me may not work for you dude.
John_Falstaff wrote: »John_Falstaff wrote: »No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t
How do you plan to overcome it to return to your 600k+ vMA score again after the nerf? I mean, you surely have as much since the whole thread is about score pushing in vMA, not just clearing vMA per se. ^^ And if you're commenting here, then you must have a clear idea on how to keep achieving such scores.
Idk maybe I’m reading this title wrong
Reconsider the immobilization change of Trap Beast
Isn’t this the title of the thread therefore the topic of the thread.
But on to how do I plan to overcome the change by changing my play style and adapt to these changes. Is that not satisfying enough you want my build cup distribution and skills for a competitive leaderboard why would I share all this info. Plus what works for me may not work for you dude.
In other words, you didn't bother to read the very first sentence of the opening post, you never ran vMA competitively, but you just had to say something vague and irrelevant about the topic you don't know anything about.
I have no more questions for you.
John_Falstaff wrote: »John_Falstaff wrote: »No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t
How do you plan to overcome it to return to your 600k+ vMA score again after the nerf? I mean, you surely have as much since the whole thread is about score pushing in vMA, not just clearing vMA per se. ^^ And if you're commenting here, then you must have a clear idea on how to keep achieving such scores.
Idk maybe I’m reading this title wrong
Reconsider the immobilization change of Trap Beast
Isn’t this the title of the thread therefore the topic of the thread.
But on to how do I plan to overcome the change by changing my play style and adapt to these changes. Is that not satisfying enough you want my build cup distribution and skills for a competitive leaderboard why would I share all this info. Plus what works for me may not work for you dude.
In other words, you didn't bother to read the very first sentence of the opening post, you never ran vMA competitively, but you just had to say something vague and irrelevant about the topic you don't know anything about.
I have no more questions for you.
Yet your asking for a skill to not be changed for one small portion of the game what about competitive score pushing for vet trials?
And the common response assuming you know what I run in game. Solution for ur problem use turn evil but hey I have no clue right. Also aoe damage got a bit of a nerf so chances are even if they revert the immobilization your apes may not kill the mobs before the immobilization ends.
https://youtu.be/1d3vu2KZX5sNo point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t