Silver_Strider wrote: »Considering that they nerfed the only hard counters to Vampires, the Fighter's Guild Skill line, I don't particularly see a problem.
How many are these polls you going to make?
You should read more often.
Ethromelb14_ESO wrote: »
Ethromelb14_ESO wrote: »
They are both a complaint disguised as a poll. Just say what you like or don't like in a constructive manner, and move on.
Ethromelb14_ESO wrote: »Ethromelb14_ESO wrote: »
They are both a complaint disguised as a poll. Just say what you like or don't like in a constructive manner, and move on.
I really don't care how you see it. Now you can move on. Next time don't go to both if you see an issue of redundancy.
Ethromelb14_ESO wrote: »Ethromelb14_ESO wrote: »
They are both a complaint disguised as a poll. Just say what you like or don't like in a constructive manner, and move on.
I really don't care how you see it. Now you can move on. Next time don't go to both if you see an issue of redundancy.
Relax buddy. Vampires are not being made useless.
Unless I have mistaken something, you can now have access to 3 vampire skills with almost no downsides (only downside is +20% smug from FG skills). All the other details just make gameplay more interesting.
Ethromelb14_ESO wrote: »In the new patch notes is some real juxtaposition stupidity. Vamps can't gain access to all their true potential unless they STARVE themselves. That's ridiculous! Reverting to stage 1 is negated swiftly by the 36 times use of vampire abilities. So a 6 hour pseudo-transformation can be made moot with a potentially under two hour use of the very powers we're suppose to be able to use freely and innately.
How the hell does a vampire feed once they reach stage 4 during a dungeon, again?
Mist form is an already expensive ability, made even more expensive with the inclusion of non-snaring effects, which is something that should have been the case in the first place - since MIST CAN'T BE CAUGHT! WTH are they thinking? They just screwed my main character over for a stupid system design that makes no sense no matter how it's explained.
Yet werewolves are getting EFFING COMPANIONS, and an INCREASED TRANSFORMATION DURATION. WTF???
notimetocare wrote: »Ethromelb14_ESO wrote: »In the new patch notes is some real juxtaposition stupidity. Vamps can't gain access to all their true potential unless they STARVE themselves. That's ridiculous! Reverting to stage 1 is negated swiftly by the 36 times use of vampire abilities. So a 6 hour pseudo-transformation can be made moot with a potentially under two hour use of the very powers we're suppose to be able to use freely and innately.
How the hell does a vampire feed once they reach stage 4 during a dungeon, again?
Mist form is an already expensive ability, made even more expensive with the inclusion of non-snaring effects, which is something that should have been the case in the first place - since MIST CAN'T BE CAUGHT! WTH are they thinking? They just screwed my main character over for a stupid system design that makes no sense no matter how it's explained.
Yet werewolves are getting EFFING COMPANIONS, and an INCREASED TRANSFORMATION DURATION. WTF???
You are not very game design oriented are you? Vampires got buffed, WW Pack Leader got a major nerf with the stupid pets.
Ethromelb14_ESO wrote: »notimetocare wrote: »Ethromelb14_ESO wrote: »In the new patch notes is some real juxtaposition stupidity. Vamps can't gain access to all their true potential unless they STARVE themselves. That's ridiculous! Reverting to stage 1 is negated swiftly by the 36 times use of vampire abilities. So a 6 hour pseudo-transformation can be made moot with a potentially under two hour use of the very powers we're suppose to be able to use freely and innately.
How the hell does a vampire feed once they reach stage 4 during a dungeon, again?
Mist form is an already expensive ability, made even more expensive with the inclusion of non-snaring effects, which is something that should have been the case in the first place - since MIST CAN'T BE CAUGHT! WTH are they thinking? They just screwed my main character over for a stupid system design that makes no sense no matter how it's explained.
Yet werewolves are getting EFFING COMPANIONS, and an INCREASED TRANSFORMATION DURATION. WTF???
You are not very game design oriented are you? Vampires got buffed, WW Pack Leader got a major nerf with the stupid pets.
Please quote where you saw a nerfing of WWs. The lose of vampire passives is a major nerf when forced to be stage 4 and deal with 25% fire weakness and a minus 75% health recovery. Vampires are suppose to heal quickly. Where did you see the buff for being at stage 1 vampirism? Exactly, it doesn't exist. What is the point of stage 1 if not for players that DON'T want to use vampire abilities?
I don't get it why wouldn't you want to be stage 4 in the first place? Now you only have cost reduction which alone makes it 100% worthwhile to be in last stage. Honestly the "downsides" of vampire aren't really there. In pvp you heal yourself in pve you have a healer nobody cares about health regen. And the flame damage is not that bad as people think it its. Just put some more points into ele defender and you're good to go. The only real downside for vamps were camo hunter, dawnbreaker of smiting which got both nerfed in damage to vampires.Yolokin_Swagonborn wrote: »I think the RP'ers like it and they are a very loud bunch. So if we take it away from them now they will cry or something. It's great for RP, but for someone that uses bat swarm or mist as PvP skills, you will almost always be in stage 4. Just leave every stage as 6 hours and be done with it.
Frequent use of abilities can increase that 50% so 3 hours at least but 30min per use is silly.
xblackroxe wrote: »I don't get it why wouldn't you want to be stage 4 in the first place? Now you only have cost reduction which alone makes it 100% worthwhile to be in last stage. Honestly the "downsides" of vampire aren't really there. In pvp you heal yourself in pve you have a healer nobody cares about health regen. And the flame damage is not that bad as people think it its. Just put some more points into ele defender and you're good to go. The only real downside for vamps were camo hunter, dawnbreaker of smiting which got both nerfed in damage to vampires.Yolokin_Swagonborn wrote: »I think the RP'ers like it and they are a very loud bunch. So if we take it away from them now they will cry or something. It's great for RP, but for someone that uses bat swarm or mist as PvP skills, you will almost always be in stage 4. Just leave every stage as 6 hours and be done with it.
Frequent use of abilities can increase that 50% so 3 hours at least but 30min per use is silly.
notimetocare wrote: »But here, lets be more detailed:
Vampire
Dark Stalker: This passive ability now only functions when you are in Vampire Stage 4.Part of a change to the system, stage 4 is for fighting, stage 1 is for RPers. It has always been that way, it is just now enforced that way.
Drain Essence: This ability and its morphs now tick 3 times over their channel durations, down from 4, but their damage per tick has been increased and they now restore 20% of your missing health per tick to compensate.Same damage, less hits, more healing. This is bad?
Mist Form:
This ability and its morphs now remove previously applied snares and immobilizations, in addition to making you immune to any new ones while active.A buff that costs a bit more? Oh the horror
Increased the cost of this ability and its morphs by approximately 5%.
Updated the tooltip for this ability and its morphs to indicate it has always disabled your Magicka Recovery while active.
Poison Mist (Mist Form morph):
Renamed this morph to Baleful Mist.
In addition to the changes made to the base ability, this morph now ticks and deals damage every second instead of every 1.5 seconds, causing it to deal damage 1 additional time over its duration.Changed for CP balancing. More magic users are vamp than stam, especially among those using mist.
This morph now deals Magic Damage instead of Poison Damage.
Supernatural Recovery: This passive ability no longer requires a Vampire ability to be slotted, and now only functions when you are in Vampire Stage 2 or higher. Part of a change to the system, stage 4 is for fighting, stage 1 is for RPers. It has always been that way, it is just now enforced that way. Not to mention this is a buff because you no longer need a skill sloted, good for peopel that only used Bats or wanted their two skills on 1 bar.
Undeath: This passive ability now only functions when you are in Vampire Stage 3 or higher.Part of a change to the system, stage 4 is for fighting, stage 1 is for RPers. It has always been that way, it is just now enforced that way.
Vampirism:
Increased the timer to advance each Vampire Stage to 6 hours from 30 minutes, but casting any Vampire ability will advance this timer by 30 minutes. Feeding as a Vampire will continue to lower your Vampire Stage by 1.The whole system is a change that allows RPers to have their stage 1 while making players that want Stage 4 to not lose anything.
Vampire Stage benefits and penalties are now as follows:
Stage 1: 0% Flame Damage taken, 0% Vampire Ability cost reduction, 0% Health Recovery reduction
Stage 2: 15% Flame Damage taken, 7% Vampire Ability cost reduction, 25% Health Recovery reduction
Stage 3: 20% Flame Damage taken, 14% Vampire Ability cost reduction, 50% Health Recovery reduction
Stage 4: 25% Flame Damage taken, 21% Vampire Ability cost reduction, 75% Health Recovery reduction
LoLed at that. Who runs out of ressources and anything but long (5-10+ min) 1vX fights? Please show me a stamina guy that uses mist.notimetocare wrote: »But here, lets be more detailed:
Vampire
Dark Stalker: This passive ability now only functions when you are in Vampire Stage 4.Part of a change to the system, stage 4 is for fighting, stage 1 is for RPers. It has always been that way, it is just now enforced that way.
Drain Essence: This ability and its morphs now tick 3 times over their channel durations, down from 4, but their damage per tick has been increased and they now restore 20% of your missing health per tick to compensate.Same damage, less hits, more healing. This is bad?
Mist Form:
This ability and its morphs now remove previously applied snares and immobilizations, in addition to making you immune to any new ones while active.A buff that costs a bit more? Oh the horror
Increased the cost of this ability and its morphs by approximately 5%.
Updated the tooltip for this ability and its morphs to indicate it has always disabled your Magicka Recovery while active.
Poison Mist (Mist Form morph):
Renamed this morph to Baleful Mist.
In addition to the changes made to the base ability, this morph now ticks and deals damage every second instead of every 1.5 seconds, causing it to deal damage 1 additional time over its duration.Changed for CP balancing. More magic users are vamp than stam, especially among those using mist.
This morph now deals Magic Damage instead of Poison Damage.
Supernatural Recovery: This passive ability no longer requires a Vampire ability to be slotted, and now only functions when you are in Vampire Stage 2 or higher. Part of a change to the system, stage 4 is for fighting, stage 1 is for RPers. It has always been that way, it is just now enforced that way. Not to mention this is a buff because you no longer need a skill sloted, good for peopel that only used Bats or wanted their two skills on 1 bar.
Undeath: This passive ability now only functions when you are in Vampire Stage 3 or higher.Part of a change to the system, stage 4 is for fighting, stage 1 is for RPers. It has always been that way, it is just now enforced that way.
Vampirism:
Increased the timer to advance each Vampire Stage to 6 hours from 30 minutes, but casting any Vampire ability will advance this timer by 30 minutes. Feeding as a Vampire will continue to lower your Vampire Stage by 1.The whole system is a change that allows RPers to have their stage 1 while making players that want Stage 4 to not lose anything.
Vampire Stage benefits and penalties are now as follows:
Stage 1: 0% Flame Damage taken, 0% Vampire Ability cost reduction, 0% Health Recovery reduction
Stage 2: 15% Flame Damage taken, 7% Vampire Ability cost reduction, 25% Health Recovery reduction
Stage 3: 20% Flame Damage taken, 14% Vampire Ability cost reduction, 50% Health Recovery reduction
Stage 4: 25% Flame Damage taken, 21% Vampire Ability cost reduction, 75% Health Recovery reduction
Well actually stamina users use elusive mist a lot, as an alternative for blocking when out of stamina.