nothing is broken in vMA7 : about 2 years they changed dodging rules (all tanks remember well this pain moment in dlc dungeons). before : starting dodging = avoidance. after : ended dodge anim (at a safe place) for the same effect. if you add in this a little of lag... ouch (better is to be always as far as possible from these plants)
vMA is a funny place to play, but going there waiting for specific item always was dissapointing (now we can at least change traits...)
GlorphNoldorin wrote: »Ha ha
this has been happening for a very long time
https://www.youtube.com/watch?v=N2Uq52NmzfI
the game dont work
On the Argonian level I stay in the center and avoid the mushrooms like the plague. I only move from that spot to engage the poison callers and it works just fine. I actually find the Rink of Frozen Blood harder than the Argonian one.
GlorphNoldorin wrote: »On the Argonian level I stay in the center and avoid the mushrooms like the plague. I only move from that spot to engage the poison callers and it works just fine. I actually find the Rink of Frozen Blood harder than the Argonian one.
None of the rounds are difficult, I have flawless on all classes with oceanic ping of over 300. Even that video I posted earlier I died once during the whole run. Doesnt mean its right that the game has so much lag in a single player instance or that telegraphs, skills and mechanics dont work.
Zenimax charges us money, does very little to improve long time content, makes decisions that require people to re farm very old content.....they should be taken to task!
nothing is broken in vMA7 : about 2 years they changed dodging rules (all tanks remember well this pain moment in dlc dungeons). before : starting dodging = avoidance. after : ended dodge anim (at a safe place) for the same effect. if you add in this a little of lag... ouch (better is to be always as far as possible from these plants)
vMA is a funny place to play, but going there waiting for specific item always was dissapointing (now we can at least change traits...)
codierussell wrote: »It's funny when peoplecomplain about vma drops and RNG. The fact that you ran vma 100 times does not change the chances at getting a specific weapon. Each time you run vma it is the same odds as the last one for what weapon drops. That's like saying when you flip a coin and get heads 100 times in a row, it is unlikely but every time you flip a coin it is still 50% chance of getting either heads or tails, even if the last 99 flips were heads. Now apply that to something that instead of 50% you get the result you are wanting to 8% (this is assuming there are 13 unique drops which is a number I have seen before). So every time you run vma you only have 8% at a given weapon, with the last 99 runs not changing that percentage.
The way RNG works is in the coding each unique weapon drop will be given a number. Then the computer randomly picks a number between the given subset of numbers which in this case will be any number between 0 and 12 (as 0 will count as the first number in the subset). Now is it possibly for ZOS to manipulate this to make some weapons harder to obtain? Yes, they could just add more numbers to the subset decreasing the already small 8% chance at getting the desired weapon. Are they doing this? Most likely not, how does this benefit them in any way?
I always point out in these topics too that you have to look at the small sample size you have at 100 runs. Spread that over 10,000 runs that probably happen weekly across all servers you get pretty close to the 8% mark on each drop, of course there could very well be anomalies. For myself, I probably have gotten 10 perfected dw sets so far and only one inferno that I got in the mail this past week. That is running something like 6 to 7 characters for the leaderboard each week since the start of the patch. That will balance out the people I know who have ran it once and got an inferno staff.
I would also like to conclude that we could still have a system like when vma first came out, it was something like a 20% chance to drop a weapon meaning you could complete 5 runs and only get one weapon on average. Then throw in no transmutes and the normal RNG the grind was a nightmare.
Maelstrom just sucks.
It's needlessly bloated, unrewarding thanks to RNG, buggy and just full of BS.
I can't understand how anyone would consider this his/her favorite content in the game. [snip]
codierussell wrote: »It's funny when peoplecomplain about vma drops and RNG. The fact that you ran vma 100 times does not change the chances at getting a specific weapon. Each time you run vma it is the same odds as the last one for what weapon drops. That's like saying when you flip a coin and get heads 100 times in a row, it is unlikely but every time you flip a coin it is still 50% chance of getting either heads or tails, even if the last 99 flips were heads. Now apply that to something that instead of 50% you get the result you are wanting to 8% (this is assuming there are 13 unique drops which is a number I have seen before). So every time you run vma you only have 8% at a given weapon, with the last 99 runs not changing that percentage.
The way RNG works is in the coding each unique weapon drop will be given a number. Then the computer randomly picks a number between the given subset of numbers which in this case will be any number between 0 and 12 (as 0 will count as the first number in the subset). Now is it possibly for ZOS to manipulate this to make some weapons harder to obtain? Yes, they could just add more numbers to the subset decreasing the already small 8% chance at getting the desired weapon. Are they doing this? Most likely not, how does this benefit them in any way?
I always point out in these topics too that you have to look at the small sample size you have at 100 runs. Spread that over 10,000 runs that probably happen weekly across all servers you get pretty close to the 8% mark on each drop, of course there could very well be anomalies. For myself, I probably have gotten 10 perfected dw sets so far and only one inferno that I got in the mail this past week. That is running something like 6 to 7 characters for the leaderboard each week since the start of the patch. That will balance out the people I know who have ran it once and got an inferno staff.
furiouslog wrote: »However, the larger question is this: why does ZOS continue to employ a system that randomly punishes a portion of their consumers by forcing them to run this content over and over when this is a possible outcome for a small percentage of their players?
I don't like the idea of solving RNG issues with another layer of RNG. If a token system is to exist, it would have to be x tokens for explicit item, no chance involved, and therein lies the problem. How many is too many to be a reasonable volume of bad luck? And what if you have the good luck of an inferno or bow per run, would you still get tokens and be able to cash those in for yet another guaranteed drop of choice?
TheWoanderer wrote: »Trying this on a bow/bow build has broken me.
Cannot get past the final stage of the frozen rink. I get hit by arrows but there is no one firing them.
If I die, I respawn in between the water, half in, half out... And just die again.
The lag means I am suddenly swarmed and unable to recover, being pushed into the water, breaking free and being pushed back even further... If I manage to get to the island, I cannot jump back onto it but if I do manage to I've taken so much damage I can't recover.
It's cost me a fortune in pots and repairs and just don't know what to do about it.
Sadly I need perfected version to recover the loss of a monster set that my build requires.
Any suggestions would be wonderful. I've followed guides but just cannot seem to crack that last part of the stage 🤔
TheWoanderer wrote: »Trying this on a bow/bow build has broken me.
Cannot get past the final stage of the frozen rink. I get hit by arrows but there is no one firing them.
If I die, I respawn in between the water, half in, half out... And just die again.
The lag means I am suddenly swarmed and unable to recover, being pushed into the water, breaking free and being pushed back even further... If I manage to get to the island, I cannot jump back onto it but if I do manage to I've taken so much damage I can't recover.
It's cost me a fortune in pots and repairs and just don't know what to do about it.
Sadly I need perfected version to recover the loss of a monster set that my build requires.
Any suggestions would be wonderful. I've followed guides but just cannot seem to crack that last part of the stage 🤔
If you are on about the ice platform of stage 5, for low experience, I would recommend slowing down on boss while keep kiting him to not get hit, memories add spawn points, precast hail at the spot, then just nuke them as they come out. Rinse repeat. At last platform, drop hail, drop ultimate on boss, and burn.
TheWoanderer wrote: »TheWoanderer wrote: »Trying this on a bow/bow build has broken me.
Cannot get past the final stage of the frozen rink. I get hit by arrows but there is no one firing them.
If I die, I respawn in between the water, half in, half out... And just die again.
The lag means I am suddenly swarmed and unable to recover, being pushed into the water, breaking free and being pushed back even further... If I manage to get to the island, I cannot jump back onto it but if I do manage to I've taken so much damage I can't recover.
It's cost me a fortune in pots and repairs and just don't know what to do about it.
Sadly I need perfected version to recover the loss of a monster set that my build requires.
Any suggestions would be wonderful. I've followed guides but just cannot seem to crack that last part of the stage 🤔
If you are on about the ice platform of stage 5, for low experience, I would recommend slowing down on boss while keep kiting him to not get hit, memories add spawn points, precast hail at the spot, then just nuke them as they come out. Rinse repeat. At last platform, drop hail, drop ultimate on boss, and burn.
It's the last stage that bugs out. When the matron and troll and adds all spawn. If I get lag, I'm swarmed, knocked back into the water and struggle to get back on the island. If no lag, I manage to clear the troll and manage to clear the adds, I've grabbed the two sigils but can't seem to get the matron down quick enough, and die mostly from being in the water but the damage shows me dying from, not just the matron, it shows for example that I've died from poisoned arrows but there are no adds as I cleared them already. This is also where I respawn stuck in the water.
I'm CP810 and have resorted to running with Tzogvin's Warband and Briarheart with Slimecraw but usually run with Tzogvin's Warband and Twice Fanged Serpent with Grundwulf. I use endless hail and caltrops as aoe, lethal injection and draining shot, leeching strikes, bone shield and turn evil. I'm sure I could possibly use better skills but am unsure as to what.
A lot of my skills reduce damage taken, heal me and supposedly increase stamina recovery (turn evil)
Any suggestions?
Appreciate the response
W'o'a
PS. Its quite embarrassing when members of my guild are clearing it at cp300 and their GM is unable to do it at CP810 lol....