...Especially if Race Against Time goes live as it is now.
Certain classes and builds feel "forced" into playing Vampire on live, because it's the only way they get any real mobility. And even if the new Race Against Time goes live without being nerfed, that will remain true for everyone that doesn't have Summerset. But the drawbacks on Vampire are horrendous in PvP, and are about to get worse - I'm still pretty stunned at the buff to Dawnbreaker's damage, honestly.
+25% incoming flame damage and +20% damage on Dawnbreakers is just too harsh - and you can't even feed down to Stage 1 and forego all the benefits to counter the Dawnbreaker boost. Beyond the baseline drawbacks, I also think Mist Form could use some tweaks. While 75% damage reduction is certainly nothing to sneeze at, it's significantly more expensive than RAT, shuts off all natural magicka regeneration, cancels out all healing, and removes all ability for the user to do anything except move. All things considered, I don't see why anyone would ever use Mist Form/Vampirism if they have access to the PTS version of Race Against Time.
Some people may want to be Vampires for varying reasons that have nothing to do with PvP, so at the very least I'd remove Dawnbreaker's damage boost against any Vampire that's at Stage-1. Though that still leaves anyone that needs Mist Form for PvP-mobility up a creek with no paddle.
We "all" run it because there aren't any other mobility options for most Magicka builds right now (on live). I don't remember the last time I saw a Mag Sorc use Mist Form in a BG, for instance. Some other, non-Sorc builds also forego the benefits in order to not have the drawbacks, so I don't think it's as good as some people are making it out to be. +25% extra fire damage taken is obscene against a halfway competent Mag DK, and +20% incoming damage on the far and away most common offensive ultimate is also over the top (and will still come into play even if you feed down to Stage-1 and forego every benefit of Vampirism).PvP - I'm sorry but Vamps are strong, hence we all run it! There should be less Vamps, its too default (many purely for regen) penalties should higher if anything, higher risk for the reward.
(I'm a vamp, so its not a bias)
It being "required" outside of PvP is good support for my argument; at least the part about all drawbacks being nullified at Stage-1.I mean it is already almost required in PvE for all roles. The main thing I could see is reducing the damage buff to daedric/undead/werewolf players a bit. It'd be nice to see the return of sun damage if that was the case....
I just want to see the pale nibblers burn. My magdk is almost ready to give that a try...
It takes 6 seconds for the DOT to fully tick, instead of 5 as on live, but it got an overall damage boost. Considering it can already do 7k+ on many Vampires in no-CP, that was completely unnecessary. It's not at all uncommon (on live) to eat more damage from Dawnbreaker over 1 second than I take from a full 8 seconds of Permafrost, which some people act like is the most overpowered Ultimate in the game (prior to the Rezz Ult from Necromancers, anyway).Icy_Waffles wrote: »The changes to Dawnbreaker are not really a buff at all.