By my experience vMA combat is very different from any group combat, especially trials. So, I'm not sure Maelstrom skills are that useful in a trial.
By my experience vMA combat is very different from any group combat, especially trials. So, I'm not sure Maelstrom skills are that useful in a trial.
Winstonshead wrote: »Hello everyone.
I think perfect vMA weapon needs to be more powerful than normal versions. For example, 50% difference.
From a pure PVE perspective: I can't agree that playing vMA increases your skill for group-content in any way. But I get the point here. Making things too accessible removes the need to improve the skills in front of the monitor. We already have a large amount of players that are struggling with normal dlc content and a Maelstrom staff will not change that.
Especially if you consider, that this specific staff increases the damage you do by weaving, many casual players won't have any benefit from it. I still think that introducing sets like Zaan were improving the game far more, since it creates an easy way to do a reasonable dps without a proper knowledge. This doesn't give you automatically a top-score-dps, but it makes you kind of ready for group content and gives newer players the opportunity to focus on mechanics, rather than a rotation.
I think the question ZOS should ask themselves is not how you can buff the baseline and nerf the top-end to bring them closer together. They rather should look for a convenient way to get the casual player to learn the game by playing it, because content stays the same.
Winstonshead wrote: »Hello everyone.
On live if some player want to get good dps he/she need to go vMA
vMA is very good challenge for all new players.
You passed vMA - you know your class better, you know how to survive in hard situation and how to deal damage in that situation.
It's some kind of test for all dps players, if you passed it, you can go for next challenges.
And what will be after update? Most of new dps players will go nMA, get weapons, but will not learn they class specific and opportunities.
So all we will have dps players good for dummies and bad in veteran content. That's bad.
I think perfect vMA weapon needs to be more powerful than normal versions. For example, 50% difference.
Winstonshead wrote: »Hello everyone.
On live if some player want to get good dps he/she need to go vMA
vMA is very good challenge for all new players.
You passed vMA - you know your class better, you know how to survive in hard situation and how to deal damage in that situation.
It's some kind of test for all dps players, if you passed it, you can go for next challenges.
And what will be after update? Most of new dps players will go nMA, get weapons, but will not learn they class specific and opportunities.
So all we will have dps players good for dummies and bad in veteran content. That's bad.
I think perfect vMA weapon needs to be more powerful than normal versions. For example, 50% difference.
forumusername-522966 wrote:
vMA -
It's some kind of test for all dps players, if you passed it, you can go for next challenges.
By my experience vMA combat is very different from any group combat, especially trials. So, I'm not sure Maelstrom skills are that useful in a trial.
Blynjubitr wrote: »By my experience vMA combat is very different from any group combat, especially trials. So, I'm not sure Maelstrom skills are that useful in a trial.
If you are not able to survive vMA you will never survive let alone vAS+2, even vAS+0 or vCR+0. Movement is important thing and vMA is one of the best places you can learn it.
Atherakhia wrote: »This is nonsense.
What does vMA tell you about a player that you can't better learn by running a vet DLC dungeon with them? VMA is nearly entirely mechanics driven and many of the mechanics aren't that complicated. There are guides all over the internet on how to do this with a single bar and only a handful of activated abilities. If the weapon wasn't BIS, most players likely wouldn't bother with this place to begin with. Now they certainly won't because the power gap between vet and normal is nothing.
If this game honestly wants to "teach" new players to DPS it would need drastic changes to the various combat mechanics that are unintuitive, pointless and buggy.
Things like:
Bar swapping not being reliable and very clunky. If you want an example of a game with a good bar swap mechanic look at GW2.
Animation Cancelling/Weaving is not an easy mechanic for new players to pick up and there is nothing in the game to 'teach' players how to do it. It's very likely a bug and they have no way to fix it. But this is probably the single thing holding players back as light attacks account for such a large portion of an individuals damage.
You want to close the 'skill' gap, fix the things that are actually holding players back.
Winstonshead wrote: »I mean, if you are raid leader of some pve static group, soon you will get requests to join your static from dps players who never passed vMA
Blynjubitr wrote: »By my experience vMA combat is very different from any group combat, especially trials. So, I'm not sure Maelstrom skills are that useful in a trial.
If you are not able to survive vMA you will never survive let alone vAS+2, even vAS+0 or vCR+0. Movement is important thing and vMA is one of the best places you can learn it.
vMA does not teach you how to DPS
It teaches you how to deal with mechanics, target prioritization and focus without tunnel vision, and switching tasks while paying attention to mechanics at the same time as doing damage.
I definitely am a better player for having beaten vMA.
Well I looked trough the actual patch notes. For Maelstrom Bow you get +3% weapon critical, and for Destruction Staff you get 1K penetration. Both are on back bar so the impact on DPS will be insignificant since 1/3 or less of the rotation happens on back bar, and most hard hitting skills are on the front bar. Also most magicka players are already capped for penetration with proper group debuffs and just 9-10 CP in Spell Erosion so they'll probably get a bit of overpentration on back bar. The bow has really gotten a nerf in both versions because Thunderous Volley only stacks 8 times, arguably making the Endless Hail morph useless since damage doesn't increase past the 9s mark - Endless Hail lasts 14s, Arrow Barrage lasts 10s.