vMA dual wield nerf is not as bad as was feared. [updated title to clarify discussion.]

SaucyMcSauceface
SaucyMcSauceface
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The proposed nerf to vMA dual wield is completely unnecessary. Was it outperforming other things? Sure. But equally, is it harder to get than other things? Yes. In this patch it is looking like axe/dagger is the ideal setup. So to get that, you have to keep running maelstrom until you get the right combination. It is easier than previously with the addition of transmute, but the drop rate of daggers is horrid. I have lost track of the bows and staves I have got trying to find a dagger, but for me at least, the rng has not been kind. There should be a benefit for running the harder solo content. Instead of nerfing the dual wield, perhaps it would be better to buff the other arena weapons that have been rendered even more useless than they were by the changes to skills, and fixing the math on the bow so that it actually deals comparable damage with live. Content that has to be soloed should always have rewards that outperform rewards for content that you can get by being carried.
Edited by SaucyMcSauceface on August 5, 2019 10:44PM
  • kaizen914
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    Maelstrom weapons are WAY easier to get than lokke weapons.

    Maelstrom is also fairly easy content. Especially compared to vet dlc trials (yes I know vSS is a joke but if you think that then you should be able to farm maelstrom at a 35-40 minute run rate)

    Not saying I don't want maelstrom to be viable, I just don't think your reasoning makes much sense.

    Hopefully they nerf the weapon damage but make it duration based
  • SaucyMcSauceface
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    But you can be carried to get Lokke weapons, and you can get carried to get helms or gear from the vet dlc dungeons. There are people advertising paid carries for all other content in the game. vMA is definitely easier if you have run it enough times and you are good at the game, not disputing that. What I am saying is that there is a skill hurdle that has to be passed in order to gain vMA weapons that simply does not exist for any other content if you have the gold to pay for a carry. And I have run it enough times to feel certain that the drop rate on daggers is lower than any other item. The drop rate for dual wield is about equal to any other weapon, but the rate for daggers is not.
  • kaizen914
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    IMO, the hurdle is way too low to necessitate and sort of advantage. Chances are if you are smart enough to build a fortune to pay for carriers, you can figure out vMA.

    Also - telling me you feel the drop rate is lower doesnt really convince me much. I have gotten more DW daggers than any other maelstrom item.

    Just luck of the draw.
  • John_Falstaff
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    kaizen914 wrote: »
    Maelstrom weapons are WAY easier to get than lokke weapons.

    Maelstrom is also fairly easy content. Especially compared to vet dlc trials (yes I know vSS is a joke but if you think that then you should be able to farm maelstrom at a 35-40 minute run rate)

    Not saying I don't want maelstrom to be viable, I just don't think your reasoning makes much sense.

    Hopefully they nerf the weapon damage but make it duration based

    Perfected Lokke gives just a slight advantage, and non-perfect is a weekend's worth of pugging nSS from Craglorn, nothing difficult there. "Way easier" is highly subjective, there are those (myself included) who had to make dozens and dozens of runs back in the day and had every possible set several times over until first bow drop (yup, you also brought anecdotal evidence - see, goes both ways), so randomness factor plays in both cases, except in former case you have multipler drop sources and a team of twelve to increase your chances.
    Edited by John_Falstaff on July 29, 2019 6:39AM
  • OwnerOfSuccuby
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    vMA = you make by your own

    TRIAL can be made even if you go away by others - or you just by the run.

    vMA is more honored for me.
  • SodanTok
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    Can we go away with these arguments. VMA is snoozefest any average player even reaching reasonable DPS where minmaxing starts to matter can complete easily. They might not be getting flawless but they will have their axe and dagger sooner than perfected lokke dagger or even good old AY dagger.
  • John_Falstaff
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    SodanTok wrote: »
    Can we go away with these arguments. VMA is snoozefest any average player even reaching reasonable DPS where minmaxing starts to matter can complete easily. They might not be getting flawless but they will have their axe and dagger sooner than perfected lokke dagger or even good old AY dagger.

    Again, quite subjective. Not sure why'd you compare specifically to perfected sets while non-perfected are nearly as strong. As for "sooner", then you may have bias of someone who forgot how hard vMA is for players who're only beginning to run it. Precise data is hard to come by, but as of 5/14/17, on xbox platform, 0.23% of players have cleared vMA, and that says nothing about how many of those did enough runs to get dual wield. At the same time, highest challenge people see in nSS is the effort of running from chest to chest.
  • SodanTok
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    SodanTok wrote: »
    Can we go away with these arguments. VMA is snoozefest any average player even reaching reasonable DPS where minmaxing starts to matter can complete easily. They might not be getting flawless but they will have their axe and dagger sooner than perfected lokke dagger or even good old AY dagger.

    Again, quite subjective. Not sure why'd you compare specifically to perfected sets while non-perfected are nearly as strong. As for "sooner", then you may have bias of someone who forgot how hard vMA is for players who're only beginning to run it. Precise data is hard to come by, but as of 5/14/17, on xbox platform, 0.23% of players have cleared vMA, and that says nothing about how many of those did enough runs to get dual wield. At the same time, highest challenge people see in nSS is the effort of running from chest to chest.

    People that cannot complete VMA arent people in any way or shape affected by what is doing most DPS in endgame.
  • John_Falstaff
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    SodanTok wrote: »
    SodanTok wrote: »
    Can we go away with these arguments. VMA is snoozefest any average player even reaching reasonable DPS where minmaxing starts to matter can complete easily. They might not be getting flawless but they will have their axe and dagger sooner than perfected lokke dagger or even good old AY dagger.

    Again, quite subjective. Not sure why'd you compare specifically to perfected sets while non-perfected are nearly as strong. As for "sooner", then you may have bias of someone who forgot how hard vMA is for players who're only beginning to run it. Precise data is hard to come by, but as of 5/14/17, on xbox platform, 0.23% of players have cleared vMA, and that says nothing about how many of those did enough runs to get dual wield. At the same time, highest challenge people see in nSS is the effort of running from chest to chest.

    People that cannot complete VMA arent people in any way or shape affected by what is doing most DPS in endgame.

    *Looks above.* Nobody in this thread is talking about endgame, even you before your last reply. Just comparing how hard it is to get them and whether people (not necessarily singling out endgame raiders) should be rewarded for doing something that's very hard for an average player and cannot be gained except by using own individual skill.

    (Mind, that says nothing about me wanting or not wanting vMA DW to stay on top. To be frank, I don't want to, just because I find Flurry rotation - in fact the skill itself - hideously clunky, and I would loath to be locked into it. But I feel that in the list of endgame BiS gear, there should be both place for group-earned sets, and sets earned by individual skill. Then top DPS would reflect a well-rounded skilled player. But granted, if it was up to me, I'd prefer vMA bow to stay BiS instead of vMA DW rising to the top.)
    Edited by John_Falstaff on July 29, 2019 1:21PM
  • Evito
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    kaizen914 wrote: »
    Maelstrom weapons are WAY easier to get than lokke weapons.

    Maelstrom is also fairly easy content. Especially compared to vet dlc trials (yes I know vSS is a joke but if you think that then you should be able to farm maelstrom at a 35-40 minute run rate)

    Not saying I don't want maelstrom to be viable, I just don't think your reasoning makes much sense.

    Hopefully they nerf the weapon damage but make it duration based

    But you still needed lokke.

    There's no way that all stam classes should be playing the same way but no one came up with a reasonable solution for stamsorcs in all of that since they're confined to playing the skill lines so if you nerf it to hell then stamsorc is finished.
  • SodanTok
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    SodanTok wrote: »
    SodanTok wrote: »
    Can we go away with these arguments. VMA is snoozefest any average player even reaching reasonable DPS where minmaxing starts to matter can complete easily. They might not be getting flawless but they will have their axe and dagger sooner than perfected lokke dagger or even good old AY dagger.

    Again, quite subjective. Not sure why'd you compare specifically to perfected sets while non-perfected are nearly as strong. As for "sooner", then you may have bias of someone who forgot how hard vMA is for players who're only beginning to run it. Precise data is hard to come by, but as of 5/14/17, on xbox platform, 0.23% of players have cleared vMA, and that says nothing about how many of those did enough runs to get dual wield. At the same time, highest challenge people see in nSS is the effort of running from chest to chest.

    People that cannot complete VMA arent people in any way or shape affected by what is doing most DPS in endgame.

    *Looks above.* Nobody in this thread is talking about endgame, even you before your last reply. Just comparing how hard it is to get them and whether people (not necessarily singling out endgame raiders) should be rewarded for doing something that's very hard for an average player and cannot be gained except by using own individual skill.

    (Mind, that says nothing about me wanting or not wanting vMA DW to stay on top. To be frank, I don't want to, just because I find Flurry rotation - in fact the skill itself - hideously clunky, and I would loath to be locked into it. But I feel that in the list of endgame BiS gear, there should be both place for group-earned sets, and sets earned by individual skill. Then top DPS would reflect a well-rounded skilled player. But granted, if it was up to me, I'd prefer vMA bow to stay BiS instead of vMA DW rising to the top.)

    Yeah but we arent talking shiny pony, we are talking set that decides gear, skills and rotation of every class. Maybe such set should be getting balance because of how it is used by people that can get these and any other weapons and sets in game, not by people that struggle finishing content designed to be difficult at 2015.
  • Jodynn
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    vMA is easy, learn mechanics and I got dagger axe in four runs... Took two hours on a magDK, which lol, is annoying.

    Secondly, vMA flurry is overpowered currently with soul trap and venom arrow, I'm fine with a nerf but more necro related doing 115k I feel like the power creep is real and pay to win.

    Thirdly, flurry is annoying to use because of the cast time, barswapping doesn't play nice, the rotation is boring AF, and you can't use synergies or potions while casting which is weird and annoying.

    Honestly, get rid of cast time on it, hit all the damage at once and reduce it by 40% to make up for burst, then for cruel flurry I'm not sure but I will say it's nice it's not useless anymore so dont nerf it into the ground.
    Jodynn PC NA
    PvE and PvP MagDK
    The lack of communication from ZOS to player speaks volumes.
  • John_Falstaff
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    SodanTok wrote: »
    SodanTok wrote: »
    SodanTok wrote: »
    Can we go away with these arguments. VMA is snoozefest any average player even reaching reasonable DPS where minmaxing starts to matter can complete easily. They might not be getting flawless but they will have their axe and dagger sooner than perfected lokke dagger or even good old AY dagger.

    Again, quite subjective. Not sure why'd you compare specifically to perfected sets while non-perfected are nearly as strong. As for "sooner", then you may have bias of someone who forgot how hard vMA is for players who're only beginning to run it. Precise data is hard to come by, but as of 5/14/17, on xbox platform, 0.23% of players have cleared vMA, and that says nothing about how many of those did enough runs to get dual wield. At the same time, highest challenge people see in nSS is the effort of running from chest to chest.

    People that cannot complete VMA arent people in any way or shape affected by what is doing most DPS in endgame.

    *Looks above.* Nobody in this thread is talking about endgame, even you before your last reply. Just comparing how hard it is to get them and whether people (not necessarily singling out endgame raiders) should be rewarded for doing something that's very hard for an average player and cannot be gained except by using own individual skill.

    (Mind, that says nothing about me wanting or not wanting vMA DW to stay on top. To be frank, I don't want to, just because I find Flurry rotation - in fact the skill itself - hideously clunky, and I would loath to be locked into it. But I feel that in the list of endgame BiS gear, there should be both place for group-earned sets, and sets earned by individual skill. Then top DPS would reflect a well-rounded skilled player. But granted, if it was up to me, I'd prefer vMA bow to stay BiS instead of vMA DW rising to the top.)

    Yeah but we arent talking shiny pony, we are talking set that decides gear, skills and rotation of every class. Maybe such set should be getting balance because of how it is used by people that can get these and any other weapons and sets in game, not by people that struggle finishing content designed to be difficult at 2015.

    Now we're talking business - not how easy it is to get the set (in endgame, doesn't matter that much what to farm), but how it affects the gameplay on the top. The whole back and forth "it's a snoozefest - but not for most - yes, but I implied engamers - yes, but you didn't say - anyway endgamers can get anything" wasn't about the real issue. The real issue, in my view, is to secure a place for personal skill in the BiS gear list, and at the same time avoid making gameplay bland and uniform. And that's basically why I'm more okay with vMA bow than with vMA DW, because bow only makes one skill strong (which is okay, I'll want a strong AoE in my rotation anyway) and leaves open the space for interesting and different class-specific rotations.
  • Betty_Booms
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    I actually like the vMA cruel flurry rotation and use it on my stam dk currently on live.

    Its in a place where it isnt bis but viable again.....

    So I would hope it doesnt get the hammer treatment many other things have.

    vMA bow has constantly been BIS for stam builds. Im actually looking forward to see what 2H can do when patch hits.
  • SammyFable
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    The proposed nerf to vMA dual wield is completely unnecessary. Was it outperforming other things? Sure. But equally, is it harder to get than other things? Yes. In this patch it is looking like axe/dagger is the ideal setup. So to get that, you have to keep running maelstrom until you get the right combination. It is easier than previously with the addition of transmute, but the drop rate of daggers is horrid. I have lost track of the bows and staves I have got trying to find a dagger, but for me at least, the rng has not been kind. There should be a benefit for running the harder solo content. Instead of nerfing the dual wield, perhaps it would be better to buff the other arena weapons that have been rendered even more useless than they were by the changes to skills, and fixing the math on the bow so that it actually deals comparable damage with live. Content that has to be soloed should always have rewards that outperform rewards for content that you can get by being carried.

    In my opinion putting the best weapons in a solo arena is the biggest flaw in this game's combat. Why should THE best weapons in an MMO (!) be locked behind solo content. It simply doesn't make any sense. This game is heavily group focused if you go beyond questing, so why should a SOLO arena help be better in GROUP play?
    Leaving that aside, the vMA dual wield rotation makes classes like necro incredibly easier and still give the most DPS. Sadly though it also makes all classes boring and feel the same, as we're ignoring many class skills simply because they're lacking behind.
    Dro m'Athra Destroyer
    Tick Tock Terrorist Tormentor
    Immortal Memer
    Gryphon Heart
  • Ramber
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    i just don't care about vMA 1H weapons any more. I farmed them when they were OP and by the time i got 2 daggers (1 item would drop not 2 remember that?) they were nerfed and bugged so for 3 years they have sat in my bank and then moved to containers. For the next update they said they were gonna nerf them BUT make them easier to use so that they would viable. if that's the case and the rotation is the same as non vMA weapons then ill maybe use them. Other then that i'm not going to EVER use that stupid clunky vMA rotation that i never liked to begin with for MAYBE another 2 or 3k DPS that's just a joke.

  • SaucyMcSauceface
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    SammyFable wrote: »
    The proposed nerf to vMA dual wield is completely unnecessary. Was it outperforming other things? Sure. But equally, is it harder to get than other things? Yes. In this patch it is looking like axe/dagger is the ideal setup. So to get that, you have to keep running maelstrom until you get the right combination. It is easier than previously with the addition of transmute, but the drop rate of daggers is horrid. I have lost track of the bows and staves I have got trying to find a dagger, but for me at least, the rng has not been kind. There should be a benefit for running the harder solo content. Instead of nerfing the dual wield, perhaps it would be better to buff the other arena weapons that have been rendered even more useless than they were by the changes to skills, and fixing the math on the bow so that it actually deals comparable damage with live. Content that has to be soloed should always have rewards that outperform rewards for content that you can get by being carried.

    In my opinion putting the best weapons in a solo arena is the biggest flaw in this game's combat. Why should THE best weapons in an MMO (!) be locked behind solo content. It simply doesn't make any sense. This game is heavily group focused if you go beyond questing, so why should a SOLO arena help be better in GROUP play?
    Leaving that aside, the vMA dual wield rotation makes classes like necro incredibly easier and still give the most DPS. Sadly though it also makes all classes boring and feel the same, as we're ignoring many class skills simply because they're lacking behind.

    Because they should be a reward for your own skill and practice rather than dumb luck that you happened to run with someone willing to give them up? For new players, maelstrom remains one of the things that pushes you to work out a rotation that works, and to pay attention to mechanics. The reward of the best weapons in the game is what keeps people trying. For all those noting that it is a 30-40 minute run and so not really a challenge, think back to how many deaths you had when you were first trying it. Without the weapons as a reward, there would be far fewer people willing to invest the time to learn it. We don't appear to have the same ability as console to check what percentage of the player base have beaten it, but I know a bunch of people in my guilds who have not yet completed it but are getting better and better at the game because of the potential reward.
    It is an MMO, and as with any team activity, it is good that the members of that team should be capable in their own right so that they can best contribute to the group. As a stam sorc main, I would love were there class abilities that could compete. But the issue here is that the decision to nerf a reward for taking the time to learn how to contribute to your team better is being driven by the decision to create overpowered non-class abilities. If things like soul trap are massively over-performing when combined with vMA DW, perhaps the tuning of soul trap is the issue rather than a weapon set that has only recently actually become useful.
  • Obir
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    Dagger and Axe are so rare i got it on my 3rd run :o the point is its RNG...i had everythign but what i need...
  • SaucyMcSauceface
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    Obir wrote: »
    Dagger and Axe are so rare i got it on my 3rd run :o the point is its RNG...i had everythign but what i need...

    damn. Jealous. :)
  • colossalvoids
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    The irony of getting dagger/axe in sharp with weekly rewards today, sigh. But one can hope it will be at least decent on stamsorcs and dk's still.
  • MyKillv2.0
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    The Gilliam Meta has returned :D

  • OnThaLoose
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    I agree, they should NOT be nerfed. ZoS increase the damage of a few non class dots, and since the vma weapons boost those dots further, they nerf the vma weapons? wheres the logic in that? Zos should Tone down the non class dots they buffed, and the problem is solved. Vma weapons should remain where they are as far as power goes.
    Edited by OnThaLoose on July 30, 2019 3:23PM
  • Girl_Number8
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    VMA weapons shouldn't of been nerfed, it makes the content worthless.

    If anything Zos should buff them or add a new more complicated arena solo trial with better weapons.

    I would be all for a new arena trial that is a monster to do.
  • Icy_Waffles
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    Vma dw got destroyed.
  • colossalvoids
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    Zos can't even surprise smh
  • Azyle1
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    It would seem like a heavy nerf. I do not understand what ZoS is trying to do.
  • mcagatayg
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    They cant be bothered to fix other problems that make vMA dual wields strong. So they nerf it. It's a simple balance change, made in other games aswell. Easily explained by lack of creativity in balance.
  • LUC1D7
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    The only thing I can think of to make this viable is to make the vma dw more usable from a resource standpoint. This way you would only need to cast rapid strikes less often to keep the buff up instead of weaving in between every attack.
  • BennyButton
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    Why didn't they nerf the vMA destro staff??? clearly they are nerfing stam only
  • BeefyMrTips
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    If it’s over performing, lessen it, don’t kill it. Keep same difficulty of rotation and lower weapon dmg by like 300-500 at most no need to lower by 1000
    Mr. was my Father's name, just the tips is fine.
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