Gleitfrosch wrote: »The design of the final Boss is a great example for the lack of ideas for challenging game mechanics and the attempt to compensate this by spamming the area with AOE and enemies what in the end reduces the whole fight to a simple DPS and Health check.
Such design forces players towards meta skills and sets which provide enough DPS and health to survive the fight and punishes everyone who tries something different, especially during the last stage (after killing all three minibossses).
Additionally there are no levels/rounds like in the maelstorm arena, if a player dies, he has to start the fight from the beginning. Even is it would be easy to add a restart point after every miniboss, like the levles in the maelstorm arena.
Parasaurolophus wrote: »Gleitfrosch wrote: »The design of the final Boss is a great example for the lack of ideas for challenging game mechanics and the attempt to compensate this by spamming the area with AOE and enemies what in the end reduces the whole fight to a simple DPS and Health check.
Such design forces players towards meta skills and sets which provide enough DPS and health to survive the fight and punishes everyone who tries something different, especially during the last stage (after killing all three minibossses).
Additionally there are no levels/rounds like in the maelstorm arena, if a player dies, he has to start the fight from the beginning. Even is it would be easy to add a restart point after every miniboss, like the levles in the maelstorm arena.
[snip] Veteshran is one of the easiest content in the game, and the triple achievement from there is the most common.
Parasaurolophus wrote: »Gleitfrosch wrote: »The design of the final Boss is a great example for the lack of ideas for challenging game mechanics and the attempt to compensate this by spamming the area with AOE and enemies what in the end reduces the whole fight to a simple DPS and Health check.
Such design forces players towards meta skills and sets which provide enough DPS and health to survive the fight and punishes everyone who tries something different, especially during the last stage (after killing all three minibossses).
Additionally there are no levels/rounds like in the maelstorm arena, if a player dies, he has to start the fight from the beginning. Even is it would be easy to add a restart point after every miniboss, like the levles in the maelstorm arena.
[snip] Veteshran is one of the easiest content in the game, and the triple achievement from there is the most common.
Parasaurolophus wrote: »Gleitfrosch wrote: »The design of the final Boss is a great example for the lack of ideas for challenging game mechanics and the attempt to compensate this by spamming the area with AOE and enemies what in the end reduces the whole fight to a simple DPS and Health check.
Such design forces players towards meta skills and sets which provide enough DPS and health to survive the fight and punishes everyone who tries something different, especially during the last stage (after killing all three minibossses).
Additionally there are no levels/rounds like in the maelstorm arena, if a player dies, he has to start the fight from the beginning. Even is it would be easy to add a restart point after every miniboss, like the levles in the maelstorm arena.
[snip] Veteshran is one of the easiest content in the game, and the triple achievement from there is the most common.
gamerguy757 wrote: »I prefer Maelstrom hands down. The mobs are annoying, the Fire Orb mechanic never works properly and the Vateshran weapons and arena sets are incredibly underwhelming. In VMA, almost every weapon except the sword and board was useful, and even Winterborn had some use. But vVH has 2 useful weapons: the destro and 2H.
Cillion3117 wrote: »Guess I'm in the minority that actually likes it.
Cillion3117 wrote: »Guess I'm in the minority that actually likes it.
Vateshran Hollows is the most fun arena. It is very engaging, offers a lot of choice, and thematically presents something so unique with the void. When VH first came out, I couldn't stop playing it. I was hooked on the final boss specifically because of how intriguing it was. I died a lot in the beginning, but mastery over this arena makes it even more enjoyable. Whenever I have reason to visit Vateshran, I'm excited. Maelstrom is just too linear and repetitive for me at this point.
I somewhat see the OP's perspective of it being a Dps and Health Check at the end. I still think there's the option to be different, though. Whatever dps is required for MA can be the same requirement for VH--it's just that there's more mechanics involved.
TL;DR VH is not bad game design and it's hyperbole to wrap the entire arena into that when it seems you only struggle with fulfilling the requirements of the last boss. Yeah, it can take a long time, but that's part of the achievement when it's all over. However, they do still need solo arenas to cater to dedicated tanks and healers.
Parasaurolophus wrote: »Gleitfrosch wrote: »The design of the final Boss is a great example for the lack of ideas for challenging game mechanics and the attempt to compensate this by spamming the area with AOE and enemies what in the end reduces the whole fight to a simple DPS and Health check.
Such design forces players towards meta skills and sets which provide enough DPS and health to survive the fight and punishes everyone who tries something different, especially during the last stage (after killing all three minibossses).
Additionally there are no levels/rounds like in the maelstorm arena, if a player dies, he has to start the fight from the beginning. Even is it would be easy to add a restart point after every miniboss, like the levles in the maelstorm arena.
[snip] Veteshran is one of the easiest content in the game, and the triple achievement from there is the most common.
It’s easy for dps. The major thing I dislike about the format; is zos is placing healer/tank role items into the award pool. Image being a fully devoted tank and a useful puling tool is placed behind an aggressive dps check. Then people telling you just to make a dps build. When has dps players have build fully geared tank builds in order get their set awards?
Parasaurolophus wrote: »Gleitfrosch wrote: »The design of the final Boss is a great example for the lack of ideas for challenging game mechanics and the attempt to compensate this by spamming the area with AOE and enemies what in the end reduces the whole fight to a simple DPS and Health check.
Such design forces players towards meta skills and sets which provide enough DPS and health to survive the fight and punishes everyone who tries something different, especially during the last stage (after killing all three minibossses).
Additionally there are no levels/rounds like in the maelstorm arena, if a player dies, he has to start the fight from the beginning. Even is it would be easy to add a restart point after every miniboss, like the levles in the maelstorm arena.
[snip] Veteshran is one of the easiest content in the game, and the triple achievement from there is the most common.
It’s easy for dps. The major thing I dislike about the format; is zos is placing healer/tank role items into the award pool. Image being a fully devoted tank and a useful puling tool is placed behind an aggressive dps check. Then people telling you just to make a dps build. When has dps players have build fully geared tank builds in order get their set awards?
Tanks and healers are group support roles who have no business in solo content. So no, the concerns of tanks and healers in solo content is entirely irrelevant.
Parasaurolophus wrote: »Gleitfrosch wrote: »The design of the final Boss is a great example for the lack of ideas for challenging game mechanics and the attempt to compensate this by spamming the area with AOE and enemies what in the end reduces the whole fight to a simple DPS and Health check.
Such design forces players towards meta skills and sets which provide enough DPS and health to survive the fight and punishes everyone who tries something different, especially during the last stage (after killing all three minibossses).
Additionally there are no levels/rounds like in the maelstorm arena, if a player dies, he has to start the fight from the beginning. Even is it would be easy to add a restart point after every miniboss, like the levles in the maelstorm arena.
[snip] Veteshran is one of the easiest content in the game, and the triple achievement from there is the most common.
It’s easy for dps. The major thing I dislike about the format; is zos is placing healer/tank role items into the award pool. Image being a fully devoted tank and a useful puling tool is placed behind an aggressive dps check. Then people telling you just to make a dps build. When has dps players have build fully geared tank builds in order get their set awards?
Tanks and healers are group support roles who have no business in solo content. So no, the concerns of tanks and healers in solo content is entirely irrelevant.
spartaxoxo wrote: »Parasaurolophus wrote: »Gleitfrosch wrote: »The design of the final Boss is a great example for the lack of ideas for challenging game mechanics and the attempt to compensate this by spamming the area with AOE and enemies what in the end reduces the whole fight to a simple DPS and Health check.
Such design forces players towards meta skills and sets which provide enough DPS and health to survive the fight and punishes everyone who tries something different, especially during the last stage (after killing all three minibossses).
Additionally there are no levels/rounds like in the maelstorm arena, if a player dies, he has to start the fight from the beginning. Even is it would be easy to add a restart point after every miniboss, like the levles in the maelstorm arena.
[snip] Veteshran is one of the easiest content in the game, and the triple achievement from there is the most common.
You can't simultaneously argue people need to l2p and that it's easy content. People don't need to l2p easy content. And no, it's not common.
Parasaurolophus wrote: »Gleitfrosch wrote: »The design of the final Boss is a great example for the lack of ideas for challenging game mechanics and the attempt to compensate this by spamming the area with AOE and enemies what in the end reduces the whole fight to a simple DPS and Health check.
Such design forces players towards meta skills and sets which provide enough DPS and health to survive the fight and punishes everyone who tries something different, especially during the last stage (after killing all three minibossses).
Additionally there are no levels/rounds like in the maelstorm arena, if a player dies, he has to start the fight from the beginning. Even is it would be easy to add a restart point after every miniboss, like the levles in the maelstorm arena.
[snip] Veteshran is one of the easiest content in the game, and the triple achievement from there is the most common.
It’s easy for dps. The major thing I dislike about the format; is zos is placing healer/tank role items into the award pool. Image being a fully devoted tank and a useful puling tool is placed behind an aggressive dps check. Then people telling you just to make a dps build. When has dps players have build fully geared tank builds in order get their set awards?
Tanks and healers are group support roles who have no business in solo content. So no, the concerns of tanks and healers in solo content is entirely irrelevant.
The issue I have with hollows and any other future content like it; is not about tanks or healers being in solo dps end game content is about those role’s utility sets being placed there instead of group content or solo content designed to challenge tank/healer roles.
Parasaurolophus wrote: »Gleitfrosch wrote: »The design of the final Boss is a great example for the lack of ideas for challenging game mechanics and the attempt to compensate this by spamming the area with AOE and enemies what in the end reduces the whole fight to a simple DPS and Health check.
Such design forces players towards meta skills and sets which provide enough DPS and health to survive the fight and punishes everyone who tries something different, especially during the last stage (after killing all three minibossses).
Additionally there are no levels/rounds like in the maelstorm arena, if a player dies, he has to start the fight from the beginning. Even is it would be easy to add a restart point after every miniboss, like the levles in the maelstorm arena.
[snip] Veteshran is one of the easiest content in the game, and the triple achievement from there is the most common.
It’s easy for dps. The major thing I dislike about the format; is zos is placing healer/tank role items into the award pool. Image being a fully devoted tank and a useful puling tool is placed behind an aggressive dps check. Then people telling you just to make a dps build. When has dps players have build fully geared tank builds in order get their set awards?
Tanks and healers are group support roles who have no business in solo content. So no, the concerns of tanks and healers in solo content is entirely irrelevant.
The issue I have with hollows and any other future content like it; is not about tanks or healers being in solo dps end game content is about those role’s utility sets being placed there instead of group content or solo content designed to challenge tank/healer roles.
Those sets can be earned on normal which is faceroll easy.
I agree to a point. It is easy if you have the DPS and health. but that brings us to my first point: no challegnging/interesting game mechanic, just a DPS /health check. MA is a lot easier but also more interesting.
I absolutely love Vateshran.
But I can see that the difference in difficulty between the final boss and the rest of the arena is really quite steep. The largest problem for me is that with the amount of adds that spawn in the last fight, you can't properly target crucial enemies, even if you do have the DPS. That can get really unnecessarily frustrating, and I think a small decrease in adds wouldn't be too objetionable to people like me who love the arena in general.
Gleitfrosch wrote: »EDIT:
As correctly noted in a post below:
This post does not aim at the whole arena, just the last boss fight