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Supernatural Recovery

propertyOfUndefined
I know things aren't final yet, but am I correct in understanding that, based on what we know so far, not only will vampires lose the Supernatural Recovery passive (Increased magicka and stamina recovery), but that non-vampire abilities will increase in cost as you go up in stages?

Uhm... Ouch?
  • propertyOfUndefined
    So any build that used to use vampire for the passive recovery will get the opposite effect now — a 5 percent increase even at the lowest stage?
  • Thevampirenight
    Thevampirenight
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    JinMori wrote: »
    Ok, disclaimer, zos told the testers that they should grey out numbers because they were not balanced, but someone, do not know who it is, didn't and so, here we are with the 20 % cost.

    But it's extremely unlikely it will go through like that.

    Yep I think that is how it will be.
    PC NA
    Please add Fangs to Vampires.
  • Somers23
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    Saelent wrote: »
    The resource increase was always why people took vampirism when they had no interest in being vampires. Sad as I am to lose it, fine, take it, but the increase in skill cost? At that percentage there would have to be a massive pay back to the combat capabilities of the character to offset that and a melee attack more suited to roleplayers is not it.

    I love the invisibility sprint and the mist form, but unless I can use mist form as a type of lesser invisibility, I don’t see why I’d ever be let into a trial group if I’m found to be a vampire.

    20% is just too much.

    Edit: in agreement with another poster, why is it even there? The health and fire damage aren’t enough? Raise those!

    What do you mean no interest? I used vamp drain, mist form, the ultimate. What else was I not doing?
    Edited by Somers23 on March 31, 2020 11:02PM
  • Ratzkifal
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    That 20% is probably wrong. Remember what the proposed changes said about Molag Kena?
    8% increased cost is as big of a drawback as 20% reduced cost is a boon.

    So maybe they are going to change that still?
    This Bosmer was tortured to death. There is nothing left to be done.
  • TheFM
    TheFM
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    Ratzkifal wrote: »
    That 20% is probably wrong. Remember what the proposed changes said about Molag Kena?
    8% increased cost is as big of a drawback as 20% reduced cost is a boon.

    So maybe they are going to change that still?

    We can certainly only hope so.
  • idk
    idk
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    It will be interesting to see how all this works out. What we will see on the PTS and how we will use what goes live.

    I have vampire on multiple characters. I do use the skills but there is a big loss without supernatural recovery unless thew new passive also increases damage done with all skills along with the cost increase to all skills.

    I do realize much of what we are seeing is preliminary and subject to change before this hits the PTS.
    Really, idk
  • ZonasArch
    ZonasArch
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    olsborg wrote: »
    Stage 4 = 20% cost increase on any skill not in the vampire trees.

    Where's this info coming from?
  • Thevampirenight
    Thevampirenight
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    ZonasArch wrote: »
    olsborg wrote: »
    Stage 4 = 20% cost increase on any skill not in the vampire trees.

    Where's this info coming from?

    It came from a video but now can be seen on
    https://elderscrollsonline.wiki.fextralife.com/Vampire+Skills
    Just scroll below the current live version and it shows all the stats of that greymoor pre pts release that was a older version then the one that is likely going to pts as I read about that on a news article that is what they had players test on so the numbers might not be accurate for that reason. So I wouldn't trust them to be accurate till at least pts comes around which might look a lot different then the numbers shown.
    Edited by Thevampirenight on April 1, 2020 12:16AM
    PC NA
    Please add Fangs to Vampires.
  • Ratzkifal
    Ratzkifal
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    ZonasArch wrote: »
    olsborg wrote: »
    Stage 4 = 20% cost increase on any skill not in the vampire trees.

    Where's this info coming from?

    From uncensored screenshots from the playtest of Greymoor some content creators got to do recently. They only had limited time playing there, so we don't know everything yet, but we know the new sets, the vamp abilities and passives, how antiquities work, what the overland map looks like, some incomplete details of the trial bosses and the new PvP siege weapon is called a "Magicka lance" which I assume is the one shown in the original ESO trailer "The Siege" that destroyed the walls, the one the elf was strapped onto. It will probably look a bit different but that's something you could call "the magicka lance". That's just my speculation though.

    Some other speculation, admittedly with screenshots to back it up, are Werewolf buffs, that HackTheMinotaur revealed, although as I understand it, he was not part of the group that got to test Greymoor...
    According to him, pounce has a second component that adds an execute dot bleed when cast again, major brutality is always on while the healhowl is slotted, the healhowl heals way more now and scales with max health and when it's used at full health it restores stamina instead, the fear howl gives major savagery when slotted, the attackhowl deals bonus damage all the time when attacking an enemy in front of you instead of only when the enemy is feared.
    This Bosmer was tortured to death. There is nothing left to be done.
  • Thevampirenight
    Thevampirenight
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    Ratzkifal wrote: »
    ZonasArch wrote: »
    olsborg wrote: »
    Stage 4 = 20% cost increase on any skill not in the vampire trees.

    Where's this info coming from?

    From uncensored screenshots from the playtest of Greymoor some content creators got to do recently. They only had limited time playing there, so we don't know everything yet, but we know the new sets, the vamp abilities and passives, how antiquities work, what the overland map looks like, some incomplete details of the trial bosses and the new PvP siege weapon is called a "Magicka lance" which I assume is the one shown in the original ESO trailer "The Siege" that destroyed the walls, the one the elf was strapped onto. It will probably look a bit different but that's something you could call "the magicka lance". That's just my speculation though.

    Some other speculation, admittedly with screenshots to back it up, are Werewolf buffs, that HackTheMinotaur revealed, although as I understand it, he was not part of the group that got to test Greymoor...
    According to him, pounce has a second component that adds an execute dot bleed when cast again, major brutality is always on while the healhowl is slotted, the healhowl heals way more now and scales with max health and when it's used at full health it restores stamina instead, the fear howl gives major savagery when slotted, the attackhowl deals bonus damage all the time when attacking an enemy in front of you instead of only when the enemy is feared.

    Actually I revealed them on the forums after noticing them. I'm sure he saw that and made a video of it. Had I not discovered it and revealed it on the forums many players might not have known about the Werewolf Changes till the pts.

    I'm sure he got that information from me because I was the one to notice it and posted the information on the forums though I did not take the screen shots of the abilties as @Tommythegun did that or maybe he took those on his own and they are not Tommys. Since there is that ability to do that it seems. I doubt Hack The Minotaur would have noticed it on his own or many that think werewolves are trash would have looked. I might not have either if I didn't think maybe I should check to see if they did anything and guess what they did and I revealed it. Though its possible that players saw in on the video I found the information on before me. But I was the one that allowed many other players to start finding out about it as I posted that information on the forums when I noticed it.
    Edited by Thevampirenight on April 1, 2020 1:05AM
    PC NA
    Please add Fangs to Vampires.
  • Bradyfjord
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    Perhaps crafted sets like Magnus and Seducers will help some builds?
  • Cuddler
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    I have multiple vampire characters, and think the +5% cost increase per rank is perfectly reasonable. ZOS clearly wants to discourage people from getting vampirism for passives only. Those using some of the active abilities should not have issues. The more active vamp abilities you use, the more you benefit from the vamp cost reduction, and the less you suffer (relatively) from the non-vamp increase as you would use non-vamp skills less.

    Just look at the rank 3 and 4 passives here: https://elderscrollsonline.wiki.fextralife.com/Vampire+Skills . They are ridiculously powerful. Undeath now starts at 100% and scales to -30% incoming damage. At half of your maximum health, that is -15%, twice more powerful than Minor Protection. I am not even going to comment on Unnatural Movement in PVP. Such powerful passives have to come with significant drawbacks.
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