Dagoth_Rac wrote: »
I don't get Werewolf. At all. Other ultimates increase your DPS or your healing or your tankiness or something. But the most expensive ultimate is visually neat ("Oh cool! I just turned into a werewolf!"), but is not something any competitive player would use. I mean, when is the last time you saw *anyone* transform into a werewolf in VDSA or a Trial or VCoA? I don't PvP much, but even my 3 or 4 hours of PvP per week, I see no werewolves running around Cyrodiil. I am guessing most players will not slot the werewolf ultimate for the stam regen because of the risk of accidentally transforming into a Werewolf in the middle of a fight. Think about that. Using the most expensive ultimate in the game is the kind of thing that can lead to wipes. How does that make any sense?
I know people do not like that werewolf has an upside with no downside. That is a legitimate complaint. But the free stam regen was the only upside. It is now all downside. I know a lot of the werewolf skills and passives sound neat in isolation, but it is about opportunity cost. No matter what you want to do, you can almost certainly do it better as a human than as a werewolf.
ZOS_GinaBruno wrote: »Incapacitating Strike (Teleport Strike morph): The stun from Incapacitating Strike will now properly grant CC immunity.
Werewolves are already very good, and are viable in pvp with organization ("packs"). They can't make werewolf powerful to the point that people use it in competitive trials, or it would be the trials meta and everyone would be "required" to be a werewolf to compete. Werewolves in pvp, on the other hand, have lots of skills that synergize with other werewolves (extra damage on feared targets, increased werewolf duration, self heals, etc). If you're going to try the lone-wolf thing, werewolf is always going to be a little underwhelming. A coordinated pack would be terrifying.
I would feel that's not enough. Pretty much every has has health, stamina and magicka to set it apart. Argonians don't have that, and potions cost money to use. I've got four Khajiit and four Argonians, and while my Argonians can hold their own, they really need something to set them apart from other races. As it is, the racials don't add much to the gameHow would you feel about passive potion cooldown reduction? I chose Argonian because A) I love argonians and B ) they had the most "unique" passives in beta. A cool potion thing (no one else had that!) increased swim speed, and increased healing received. Now the only unique things we have are utterly underpowered and/or purely convenience/lore based and impractical.
I would feel that's not enough. Pretty much every has has health, stamina and magicka to set it apart. Argonians don't have that, and potions cost money to use. I've got four Khajiit and four Argonians, and while my Argonians can hold their own, they really need something to set them apart from other races. As it is, the racials don't add much to the game
In previous games, Argonians have had health regeneration abilities (like Histskin as I mentioned). Argonians need a basic stat and/or regen increase (health would be fine). Perhaps Argonians lack basic health, but get 5/10% regen to all basic stats? It'd be unique, not hard to add.
Add to that a potion cooldown (5 seconds) reduction and Argonians would be much, much better off.
I dunno. I just keep looking at Argonian passives and go "Well, uh... huh." They've been lacking. Khajiit were lacking, too. Crit was okay, and the health regen was hard to notice, but... it was still miles better than what our poor neglected lizards had.
I now learned that Siphoning Strikes will be 10 second buff you have to recast over and over and over and over. Anyone giving input on the PTS, please join me in protesting this skill-ruining change. Ugh...
Good news I guess is that means you only need it on one bar...of course for me on console that means another skill I have track without a timer because this game insists that timers would ruin immersion.
Joy_Division wrote: »
I'm not a great replier. Just one that can see beyond my own self-interest who happens to have a modicum of objectivity. A vampire who slot the very good batswarm ultimate or the highly useful mistform will not have their regeneration effected in the slightest and only be buffed by this patch because she will take less damage from their alleged weakness in this patch (something that can now almost be completely and passively eliminated via the champion system).
You claim that vampirism should never be something you just take because it is a buff, but that is practically what the "watered down" version is. Free sneak speed, free damage reduction, access to a very good form of mobility/escape, and a powerful (and cheap) AoE ultimate, free regen just for slotting good skills, all for what price? The pale skin that butchers your work in the character creation process is more of a concern than the alleged fire vulnerability.
I have played a vamp for over a year, back in the days when you took 50% fire damage and no champion system passive to mitigate it. Whatever complaints people made about vamps being unable to complete content were either hearsay, overstated, or self-interested agendas to buff their own playstyle. I did City of Ash with all its fire, DSA with its fighter's guild bosses, Hel Ra with its Fire Spinners, etc. The forums weren't full of posts to nerf human NBs in Cyrodiil, but Vamps. In 95% of the time I am playing as a vamp, it is an unqualified buff and even then that may be an understatement.
I want vampires to be elder scrolls vampires, that is with its benefits, and weaknesses.
They can't make werewolf powerful to the point that people use it in competitive trials, or it would be the trials meta and everyone would be "required" to be a werewolf to compete.
MrBeatDown wrote: »
I didnt read anything about the Sharpened mace exploit either.
ZOS_GinaBruno wrote: »Going to start answering as many gameplay-related questions as we can, and will continue a little later -
This was our mistake; the change wasn’t included in the notes. The 50% cost increase for Bolt Escape now stacks for each cast within 4 seconds (and we'll make sure this gets added to the original post).
SturgeHammer wrote: »
10 seconds of shipon strike still sounds way too short, even with the extra slot.
Hmm. It could be a knee jerk reaction, but is being a vampire now just detrimental to the player? With the Supernatural Recovery passive requiring a slotted vampire ability. I feel like no one will really play vampires now?
Hmm. It could be a knee jerk reaction, but is being a vampire now just detrimental to the player? With the Supernatural Recovery passive requiring a slotted vampire ability. I feel like no one will really play vampires now?
Asia_Skyly wrote: »That was impressive! So many amazing changes!
Flame Lash (Lava Whip morph): Instead of a direct heal, this ability will now reduce the amount health by 25% and apply a heal over 3 ticks. We also increased the damage versus off-balance by 25%.
For one who claims to see beyond their self-interest, you seem incredible ignorant to the fact that -I- do not enjoy these notes at all, and infact claim them as an outright nerf, BOTH for the passives, AND for the decrease in the fire weakness.
<cough>
Aka why I speak up against this watered down version of vampirism in TESO.
Has a great escape ability for those classes who do not have one. Also now a decent heal that can be spammed where it couldn't before. Vamp is buffed if you can find use for their abilities. Nerfed if you just wanted a free passive.
There's a note in general gameplay that states the following:@ZOS_GinaBruno
Is the cost increase on dodge roll stacking as well? Could you clarify this please?