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.
Bradyfjord wrote: »Perhaps crafted sets like Magnus and Seducers will help some builds?
5 % cost increase per level would make playing a stage four pure vampire mag sorc impossible, all our class abilities would be prohibitive expensive and our passives do not allow for close quarters combat.
20% increase cost huh... so they should feel 20% more powerful right?
I mean that's how they balanced werewolves and Everyone thought that was fair am I right???
@Chrlynsch lolol
Copied from another post
Im generally ok with everything that is being done. But the cost increase is insane. Vampires are in lore masters of magic and combat. The Health regen debuff, removal of resource increase, and health regen debuffs are way more than enough downside to taking vampirism.
The way it is now with the cost increase flies in the face of what ZoS mission statement of trying to increase the variation of builds and build diversity. This will force -everyone- to use ONLY the vampire skills. It will destroy magicka toons across the board.
Our abilities already cost more than Stamina abilities
Our abilities are already weaker by default than stamina abilities
Regen is MUCH more important for magicka builds
This will also shoehorn magicka classes, who by nature are more ranged than stamina, to fight in close quarter combat. How on earth am I supposed to play a vampire magsorc? A loss of 10 percent of my resource recovery, an increase of 20 percent cost for all my abiltiies ( this includes ultimates too ) and a loss of 78 percent of my damage from my light attacks will not only cripple my mag sorc, it will cripple my mag dk, AND my magblade as well. This absolutely destroys any build diversity when it comes to vampire toons.
I can deal with the light attack changes if they follow @code65536 's suggestions, I can deal with the loss of the 10 percent regen, but this cost increase to my abilities....as a vamp player since day 1 because I LOVE vampires in general, will be the straw that breaks the camels back. The nail in the coffin. The last straw.
If the cost increase of normal abilities goes through, I will see no choice but to simply play 1 toon, because all my toons will be using the same ultis, and the same skills 50 percent of the time.
@ZOS_GinaBruno , The mission statement is " play how you want ", but this, this is not that. You simply cannot be viable with an increase of 20 percent to all your active abilities. Neither in pvp, or pve. If this goes through itll be " play how you want, unless youre a vampire, then you HAVE to use these skills " .
ALSO, the removal of the ability to use skins is COMPLETELY unacceptable. I spent a LOT of money of the years trying to get certain skins, and for them to just say, oh well , now..... thats beyond reprehensible.Thevampirenight wrote: »Emma_Overload wrote: »
I believe its the new passives and to balance them out.
When you leave Sneak, invisibility, or Mist Form you Spell Damage is increased by x for 6 seconds.
then there is this one.
While you are at Vampire Stage 4
Reduces the cost of Sprint by 50%.
If you continuously Sprint for 3 seconds you automatically become invisible.
Then of course there is the undeath passive.
Basically three good passives one great for spell casters one great for tanking and one great for ganking or gettting away.
Allows you to feed on an unsuspecting target, killing them increasing your Vampire Stage. Higher Stages make you a strong Vampire at the cost of your humanity. Stages decrease over long periods of time.
Stage 1/2/3/4
Health Recovery: -10%/-40%/-70%/-100%
Flame Damage Taken: +5%/+10%/+15%/+20%
Regular Ability Costs: +5%/+10%/+15%/+20%
Vampire Ability Costs: -10%/-20%/-30%/-40%
These numbers will be likely be changed up by the greymoor pts build but they could be the same as well.
By the looks of it they want vampires to have enough draw backs so everyone doesn't become them for their passives and abilties.
So these were taken from an older version of the greymoor build it was one they allowed players to access to but it was not the recent one from what I'm understanding so these numbers are likely not final. Or even would be the actual numbers.
So we will have to wait and see.
That is in no way balanced. Werewolf does not have half of the negatives vampires will get. See Above post.
Copied from another post
Im generally ok with everything that is being done. But the cost increase is insane. Vampires are in lore masters of magic and combat. The Health regen debuff, removal of resource increase, and health regen debuffs are way more than enough downside to taking vampirism.
The way it is now with the cost increase flies in the face of what ZoS mission statement of trying to increase the variation of builds and build diversity. This will force -everyone- to use ONLY the vampire skills. It will destroy magicka toons across the board.
Our abilities already cost more than Stamina abilities
Our abilities are already weaker by default than stamina abilities
Regen is MUCH more important for magicka builds
This will also shoehorn magicka classes, who by nature are more ranged than stamina, to fight in close quarter combat. How on earth am I supposed to play a vampire magsorc? A loss of 10 percent of my resource recovery, an increase of 20 percent cost for all my abiltiies ( this includes ultimates too ) and a loss of 78 percent of my damage from my light attacks will not only cripple my mag sorc, it will cripple my mag dk, AND my magblade as well. This absolutely destroys any build diversity when it comes to vampire toons.
I can deal with the light attack changes if they follow @code65536 's suggestions, I can deal with the loss of the 10 percent regen, but this cost increase to my abilities....as a vamp player since day 1 because I LOVE vampires in general, will be the straw that breaks the camels back. The nail in the coffin. The last straw.
If the cost increase of normal abilities goes through, I will see no choice but to simply play 1 toon, because all my toons will be using the same ultis, and the same skills 50 percent of the time.
@ZOS_GinaBruno , The mission statement is " play how you want ", but this, this is not that. You simply cannot be viable with an increase of 20 percent to all your active abilities. Neither in pvp, or pve. If this goes through itll be " play how you want, unless youre a vampire, then you HAVE to use these skills " .
ALSO, the removal of the ability to use skins is COMPLETELY unacceptable. I spent a LOT of money of the years trying to get certain skins, and for them to just say, oh well , now..... thats beyond reprehensible.Thevampirenight wrote: »Emma_Overload wrote: »
I believe its the new passives and to balance them out.
When you leave Sneak, invisibility, or Mist Form you Spell Damage is increased by x for 6 seconds.
then there is this one.
While you are at Vampire Stage 4
Reduces the cost of Sprint by 50%.
If you continuously Sprint for 3 seconds you automatically become invisible.
Then of course there is the undeath passive.
Basically three good passives one great for spell casters one great for tanking and one great for ganking or gettting away.
Allows you to feed on an unsuspecting target, killing them increasing your Vampire Stage. Higher Stages make you a strong Vampire at the cost of your humanity. Stages decrease over long periods of time.
Stage 1/2/3/4
Health Recovery: -10%/-40%/-70%/-100%
Flame Damage Taken: +5%/+10%/+15%/+20%
Regular Ability Costs: +5%/+10%/+15%/+20%
Vampire Ability Costs: -10%/-20%/-30%/-40%
These numbers will be likely be changed up by the greymoor pts build but they could be the same as well.
By the looks of it they want vampires to have enough draw backs so everyone doesn't become them for their passives and abilties.
So these were taken from an older version of the greymoor build it was one they allowed players to access to but it was not the recent one from what I'm understanding so these numbers are likely not final. Or even would be the actual numbers.
So we will have to wait and see.
That is in no way balanced. Werewolf does not have half of the negatives vampires will get. See Above post.
Oooo did you just say there are more negatives to being a Vampire than a Werewolf? I don't think you want me to get out the measuring stick.
Thevampirenight wrote: »Well I think they might have made the vampire abilties a bit powerful and useful along with the useful passives the vampires get.
Here is the thing, there is ways to reduce the cost of certain skills and abitlies and certain races like the breton have a passive that has 2 or 3 points in it decreases the cost of magicka abilties by 7%
Imperials have a passive that reduces the cost of all abilties by 3%
Well I do think they should reduce or remove the ability cost weakness.
If not that maybe remove some of their other weaknesses outside the skill line.
Fighters Guild and prismatic weapons yeah I know it would be a sad thing for vampire hunter builds and there is another thread talking about those.
So the weaknesses vampires will have.
Fire
Normal Ability Cost increase.
Fighters Guild
Prismatic Enchants
The Eso Vampire clan is shown to have an immunity to Sunlight and Sunlight Damage, maybe a natural resistance to Light Effects thus they could make Vampires Immune to Prismatic and Dawnbreaker effect.
Not all Vampires are week to silver, (SIlver weakness was a Elder Scrolls Skyrim addition. Before it just bypassed normal weapon resistance. So they could cut out the extra damage effect against Vampires from the Fighters Guild abilties.
I do think there is room for improvement when it comes to the Vampire.
But it should also be useful for players to use as well. With Drawbacks but not to many draw backs.
More balanced out so to speak.
TX12001rwb17_ESO wrote: »Maybe they should remove the healing reduction or at least reverse it, why would a Vampire not heal after drinking blood? hell in Skyrim the Vampire Lord healed 1000 points of health for drinking blood but here our healing stops?
That makes no sense at all.
TX12001rwb17_ESO wrote: »Maybe they should remove the healing reduction or at least reverse it, why would a Vampire not heal after drinking blood? hell in Skyrim the Vampire Lord healed 1000 points of health for drinking blood but here our healing stops?
That makes no sense at all.
Health regen hast always been low on vamps, and you could work around it, 100% is too much tho. There need to be drawbacks, but people need to be objective here. There shouldn't be so many drawbacks that your character is completely hobbled
Copied from another post
Im generally ok with everything that is being done. But the cost increase is insane. Vampires are in lore masters of magic and combat. The Health regen debuff, removal of resource increase, and health regen debuffs are way more than enough downside to taking vampirism.
The way it is now with the cost increase flies in the face of what ZoS mission statement of trying to increase the variation of builds and build diversity. This will force -everyone- to use ONLY the vampire skills. It will destroy magicka toons across the board.
Our abilities already cost more than Stamina abilities
Our abilities are already weaker by default than stamina abilities
Regen is MUCH more important for magicka builds
This will also shoehorn magicka classes, who by nature are more ranged than stamina, to fight in close quarter combat. How on earth am I supposed to play a vampire magsorc? A loss of 10 percent of my resource recovery, an increase of 20 percent cost for all my abiltiies ( this includes ultimates too ) and a loss of 78 percent of my damage from my light attacks will not only cripple my mag sorc, it will cripple my mag dk, AND my magblade as well. This absolutely destroys any build diversity when it comes to vampire toons.
I can deal with the light attack changes if they follow @code65536 's suggestions, I can deal with the loss of the 10 percent regen, but this cost increase to my abilities....as a vamp player since day 1 because I LOVE vampires in general, will be the straw that breaks the camels back. The nail in the coffin. The last straw.
If the cost increase of normal abilities goes through, I will see no choice but to simply play 1 toon, because all my toons will be using the same ultis, and the same skills 50 percent of the time.
@ZOS_GinaBruno , The mission statement is " play how you want ", but this, this is not that. You simply cannot be viable with an increase of 20 percent to all your active abilities. Neither in pvp, or pve. If this goes through itll be " play how you want, unless youre a vampire, then you HAVE to use these skills " .
ALSO, the removal of the ability to use skins is COMPLETELY unacceptable. I spent a LOT of money of the years trying to get certain skins, and for them to just say, oh well , now..... thats beyond reprehensible.Thevampirenight wrote: »Emma_Overload wrote: »
I believe its the new passives and to balance them out.
When you leave Sneak, invisibility, or Mist Form you Spell Damage is increased by x for 6 seconds.
then there is this one.
While you are at Vampire Stage 4
Reduces the cost of Sprint by 50%.
If you continuously Sprint for 3 seconds you automatically become invisible.
Then of course there is the undeath passive.
Basically three good passives one great for spell casters one great for tanking and one great for ganking or gettting away.
Allows you to feed on an unsuspecting target, killing them increasing your Vampire Stage. Higher Stages make you a strong Vampire at the cost of your humanity. Stages decrease over long periods of time.
Stage 1/2/3/4
Health Recovery: -10%/-40%/-70%/-100%
Flame Damage Taken: +5%/+10%/+15%/+20%
Regular Ability Costs: +5%/+10%/+15%/+20%
Vampire Ability Costs: -10%/-20%/-30%/-40%
These numbers will be likely be changed up by the greymoor pts build but they could be the same as well.
By the looks of it they want vampires to have enough draw backs so everyone doesn't become them for their passives and abilties.
So these were taken from an older version of the greymoor build it was one they allowed players to access to but it was not the recent one from what I'm understanding so these numbers are likely not final. Or even would be the actual numbers.
So we will have to wait and see.
That is in no way balanced. Werewolf does not have half of the negatives vampires will get. See Above post.
Oooo did you just say there are more negatives to being a Vampire than a Werewolf? I don't think you want me to get out the measuring stick.
Unless you get 20 percent cost increase on all non werewolf skills, 100 percent health regen Reduktion, 150 percent flame damage, and lose 10% regen, there is no competition.
Emma_Overload wrote: »
Copied from another post
Im generally ok with everything that is being done. But the cost increase is insane. Vampires are in lore masters of magic and combat. The Health regen debuff, removal of resource increase, and health regen debuffs are way more than enough downside to taking vampirism.
The way it is now with the cost increase flies in the face of what ZoS mission statement of trying to increase the variation of builds and build diversity. This will force -everyone- to use ONLY the vampire skills. It will destroy magicka toons across the board.
Our abilities already cost more than Stamina abilities
Our abilities are already weaker by default than stamina abilities
Regen is MUCH more important for magicka builds
This will also shoehorn magicka classes, who by nature are more ranged than stamina, to fight in close quarter combat. How on earth am I supposed to play a vampire magsorc? A loss of 10 percent of my resource recovery, an increase of 20 percent cost for all my abiltiies ( this includes ultimates too ) and a loss of 78 percent of my damage from my light attacks will not only cripple my mag sorc, it will cripple my mag dk, AND my magblade as well. This absolutely destroys any build diversity when it comes to vampire toons.
I can deal with the light attack changes if they follow @code65536 's suggestions, I can deal with the loss of the 10 percent regen, but this cost increase to my abilities....as a vamp player since day 1 because I LOVE vampires in general, will be the straw that breaks the camels back. The nail in the coffin. The last straw.
If the cost increase of normal abilities goes through, I will see no choice but to simply play 1 toon, because all my toons will be using the same ultis, and the same skills 50 percent of the time.
@ZOS_GinaBruno , The mission statement is " play how you want ", but this, this is not that. You simply cannot be viable with an increase of 20 percent to all your active abilities. Neither in pvp, or pve. If this goes through itll be " play how you want, unless youre a vampire, then you HAVE to use these skills " .
ALSO, the removal of the ability to use skins is COMPLETELY unacceptable. I spent a LOT of money of the years trying to get certain skins, and for them to just say, oh well , now..... thats beyond reprehensible.Thevampirenight wrote: »Emma_Overload wrote: »
I believe its the new passives and to balance them out.
When you leave Sneak, invisibility, or Mist Form you Spell Damage is increased by x for 6 seconds.
then there is this one.
While you are at Vampire Stage 4
Reduces the cost of Sprint by 50%.
If you continuously Sprint for 3 seconds you automatically become invisible.
Then of course there is the undeath passive.
Basically three good passives one great for spell casters one great for tanking and one great for ganking or gettting away.
Allows you to feed on an unsuspecting target, killing them increasing your Vampire Stage. Higher Stages make you a strong Vampire at the cost of your humanity. Stages decrease over long periods of time.
Stage 1/2/3/4
Health Recovery: -10%/-40%/-70%/-100%
Flame Damage Taken: +5%/+10%/+15%/+20%
Regular Ability Costs: +5%/+10%/+15%/+20%
Vampire Ability Costs: -10%/-20%/-30%/-40%
These numbers will be likely be changed up by the greymoor pts build but they could be the same as well.
By the looks of it they want vampires to have enough draw backs so everyone doesn't become them for their passives and abilties.
So these were taken from an older version of the greymoor build it was one they allowed players to access to but it was not the recent one from what I'm understanding so these numbers are likely not final. Or even would be the actual numbers.
So we will have to wait and see.
That is in no way balanced. Werewolf does not have half of the negatives vampires will get. See Above post.
Vampire has a toggle which gives 900 - 1800 spell and weapon damage alongside giving 300 spell damage when coming out of mist.
VaxtinTheWolf wrote: »Vampire has a toggle which gives 900 - 1800 spell and weapon damage alongside giving 300 spell damage when coming out of mist.
At least the proposed changes to Molag Kena make sense now. It was redesigned for vampires to use, to counter their stage 4 non-vampire skill cost increases. They'd still have a net damage gain while using it.