I'm kind of excited about vampire changes and all, but seeing/hearing about changes like removal of Supernatural Recovery, and cost increase on non-vampire abilities, I just feel "No no no, not again.... Don't break yet another thing, please...".
SO... Please make this updated "vampire lord" thing a choice, just like it is in Skyrim. PLEASE for the love of the gods, make it a quest you can get as a vampire, where you can go through with it and get all the benefits and drawbacks willingly. I will most likely make some of my toons a hardcore vampire, but I mean - what good does it do my PVE Stamblade to switch 10% recovery for 20% cost increase on 100% of my skills?
Imagine the probably hundreds of thousands of players (with multiple toons, usually) that will need to have vampire removed from their characters because of this. And just think of how many (again, hundreds of thousands - likely) that have PAID real money for vampirism skill line in crown store. In real world, it would probably be considered a criminal offense to change something like that. "Have 10% extra recovery, ah no - wait, what about having 20% more expensive skills instead? Is that fine with you?".
To sum it up: Make new vampire skill line/passives a CHOICE, please. It's frankly even "lore breaking" to just change regular "trash vampires" to mega über overlord vampires just like that, it was like a privilege in Skyrim, so why not here? That every vampire in Tamriel is suddenly a vampire lord, madness...
Thevampirenight wrote: »I'm kind of excited about vampire changes and all, but seeing/hearing about changes like removal of Supernatural Recovery, and cost increase on non-vampire abilities, I just feel "No no no, not again.... Don't break yet another thing, please...".
SO... Please make this updated "vampire lord" thing a choice, just like it is in Skyrim. PLEASE for the love of the gods, make it a quest you can get as a vampire, where you can go through with it and get all the benefits and drawbacks willingly. I will most likely make some of my toons a hardcore vampire, but I mean - what good does it do my PVE Stamblade to switch 10% recovery for 20% cost increase on 100% of my skills?
Imagine the probably hundreds of thousands of players (with multiple toons, usually) that will need to have vampire removed from their characters because of this. And just think of how many (again, hundreds of thousands - likely) that have PAID real money for vampirism skill line in crown store. In real world, it would probably be considered a criminal offense to change something like that. "Have 10% extra recovery, ah no - wait, what about having 20% more expensive skills instead? Is that fine with you?".
To sum it up: Make new vampire skill line/passives a CHOICE, please. It's frankly even "lore breaking" to just change regular "trash vampires" to mega über overlord vampires just like that, it was like a privilege in Skyrim, so why not here? That every vampire in Tamriel is suddenly a vampire lord, madness...
Well its not like the Vampire Lord at all. It might take some appearance look from it. But it more or less works more like the Bone Goliath Transformation.
I'm hoping the model we saw was an unfinished product.
Anyways the vampire skill line is primary a humaniod skill line with a temp form you can take and do stuff with. Much like Bone Goliath.
No.
We do not get to keep the happy passives.
The existing vampire ‘passive line’ was a disgrace. Totally, totally broken. Almost all my characters are vampires simply for the passives (which are stupidly good with almost no downside). They never feed, they never do any ‘vampiring’, they don’t take it seriously in any way whatsoever. It might as well be called the Happy Passive skill line.
The new skill line appears to make being a vampire an active choice. You actually have to do something beyond a one time mini quest to maintain the benefits. And there are drawbacks too. It means any characters who want to continue being vampires (assuming that’s how it works and there isn’t some kind of plottastic incident that magically removes vampirism from everyone who sets foot in Update 27) will actually have to work at it.
Or imagine if one of the consequences of the onset of harrowstorms was they induced some kind of seizure to existing vampires so that these changes weren’t just a bunch of game changes being thrown in, but actually part of the storyline... that might be really interesting.
I imagine most of my characters will end up getting ‘cured’, as much from a desire to avoid grind as from the lack of any clear cut passive benefit. But maybe one or two will embrace this.
But it’s a great change.
gatekeeper13 wrote: »Although the changes will ruin both my tanks and make me cure them from vampirism, to be honest no one became a Vampire to play as a vampire. Theme was like dead, people were using it mostly for 1 passive and the changes ZOS is making will put Vampires back on track if someone wants to play like one.
Changes are actually awesome if you want to make a Vampire themed character.
No.
We do not get to keep the happy passives.
The existing vampire ‘passive line’ was a disgrace. Totally, totally broken. Almost all my characters are vampires simply for the passives (which are stupidly good with almost no downside). They never feed, they never do any ‘vampiring’, they don’t take it seriously in any way whatsoever. It might as well be called the Happy Passive skill line.
The new skill line appears to make being a vampire an active choice. You actually have to do something beyond a one time mini quest to maintain the benefits. And there are drawbacks too. It means any characters who want to continue being vampires (assuming that’s how it works and there isn’t some kind of plottastic incident that magically removes vampirism from everyone who sets foot in Update 27) will actually have to work at it.
Or imagine if one of the consequences of the onset of harrowstorms was they induced some kind of seizure to existing vampires so that these changes weren’t just a bunch of game changes being thrown in, but actually part of the storyline... that might be really interesting.
I imagine most of my characters will end up getting ‘cured’, as much from a desire to avoid grind as from the lack of any clear cut passive benefit. But maybe one or two will embrace this.
But it’s a great change.
True to a certain extent, but I can't see the negative thing about it. I used to play werewolf a lot, I don't even know how many werewolves I have - but I do know that I have a total of 1 skill point invested into the werewolf skill line, account wide. And that's just to be able of giving anyone stupid enough to want it, a werewolf bite. I haven't cured it on any of them, because there are no drawbacks, and even though it's unlikely, one day it might actually be worthwhile to play werewolf again.
The "drawback" on vampirism is the increased fire vulnerability, and no matter of you play PVE or PVP, fire seems to be the main damage element everywhere (to such an extent it's getting repetitive), I think that's a pretty ok trade-off for 10% recovery, especially since the damage mitigation you really have, is mostly good for enduring all the flame damage everywhere.
As a last resort, I would even be ok with losing the 10% recovery, if I was able to keep the condition ("just in case") like with werewolf, without all the drawbacks this will now mean.
No.
We do not get to keep the happy passives.
The existing vampire ‘passive line’ was a disgrace. Totally, totally broken. Almost all my characters are vampires simply for the passives (which are stupidly good with almost no downside). They never feed, they never do any ‘vampiring’, they don’t take it seriously in any way whatsoever. It might as well be called the Happy Passive skill line.
The new skill line appears to make being a vampire an active choice. You actually have to do something beyond a one time mini quest to maintain the benefits. And there are drawbacks too. It means any characters who want to continue being vampires (assuming that’s how it works and there isn’t some kind of plottastic incident that magically removes vampirism from everyone who sets foot in Update 27) will actually have to work at it.
Or imagine if one of the consequences of the onset of harrowstorms was they induced some kind of seizure to existing vampires so that these changes weren’t just a bunch of game changes being thrown in, but actually part of the storyline... that might be really interesting.
I imagine most of my characters will end up getting ‘cured’, as much from a desire to avoid grind as from the lack of any clear cut passive benefit. But maybe one or two will embrace this.
But it’s a great change.
True to a certain extent, but I can't see the negative thing about it. I used to play werewolf a lot, I don't even know how many werewolves I have - but I do know that I have a total of 1 skill point invested into the werewolf skill line, account wide. And that's just to be able of giving anyone stupid enough to want it, a werewolf bite. I haven't cured it on any of them, because there are no drawbacks, and even though it's unlikely, one day it might actually be worthwhile to play werewolf again.
The "drawback" on vampirism is the increased fire vulnerability, and no matter of you play PVE or PVP, fire seems to be the main damage element everywhere (to such an extent it's getting repetitive), I think that's a pretty ok trade-off for 10% recovery, especially since the damage mitigation you really have, is mostly good for enduring all the flame damage everywhere.
As a last resort, I would even be ok with losing the 10% recovery, if I was able to keep the condition ("just in case") like with werewolf, without all the drawbacks this will now mean.
Given it costs, what 1,500 gold to get cured and nothing to get bitten again, there’s no sense in keeping a vampire line if it isn’t providing any benefits. You don’t lose any progress you’ve made, you just revert to Stage 0 - normal. Just as you would do if you cured yourself of the werewolf skill line.
Right now, the vampire ‘passive line’ provides a shockingly good set of passives for almost no downsides. The fire thing is not an issue. I really don’t notice it ever. And if I am getting burnt, there’s a bunch of barbecuing non-vampires right next to me going charcoal, at the same rate.
The new line threatens to make non-active vampires progressively less powerful (which is great). So that you have to actively be a vampire just to stay at baseline, but could embrace it and be more. That is great gameplay.
However, it may be that the requirement to actually do something to just stay at baseline might be more than some/many of my characters want to do.
Not sure atm, but interested enough to see what happens. Overall it looks like a good change.
relentless_turnip wrote: »If we get recovery on light attacks I can't see myself missing the 10%... I think they've done a good job👍
Noone should be choosing to be a vampire on a whim for one passive. I am describing myself right now 😂
Its almost like a class on its own and you will need to build for it to make it viable. I may keep a character or two at stage 1 to utilise mist form that is depending how much it increases skill cost.
Because of logic - if You want some perks, pay the price. That's fine. I would even look forward to slowly decreasing vampire level after skill use to remember about feeding.
relentless_turnip wrote: »If we get recovery on light attacks I can't see myself missing the 10%... I think they've done a good job👍
relentless_turnip wrote: »If we get recovery on light attacks I can't see myself missing the 10%... I think they've done a good job👍
Noone should be choosing to be a vampire on a whim for one passive. I am describing myself right now 😂
Its almost like a class on its own and you will need to build for it to make it viable. I may keep a character or two at stage 1 to utilise mist form that is depending how much it increases skill cost.
Then you do not do PVP my friend! It's enough to say that much.
And yes, most people are vampires for one passive, and one passive alone - recovery. Mitigation is a bonus, which in itself mitigates a little of the increase flame damage you take. So yes, most or nearly ALL vampires are vampires today, because of one passive.
gatekeeper13 wrote: »Although the changes will ruin both my tanks and make me cure them from vampirism, to be honest no one became a Vampire to play as a vampire. Theme was like dead, people were using it mostly for 1 passive and the changes ZOS is making will put Vampires back on track if someone wants to play like one.
Changes are actually awesome if you want to make a Vampire themed character.
Yes, they are. But if you DON'T want to play as a "vampire themed character", on a character that you have had for years - why would making it a chocie be a bad thing? I really, really fail to see it. And I can't fathom how this is considered "awesome", if turning every character you have into a fully fledged vampire, or cure the condition? As if sustain in itself wasn't an issue already, now this - and the suggested "ideas about light and heavy attack changes", which will greatly impact sustain especially in PVP (where you can't dance around in someone's face and light attack them +20 times, to get the same amount of resources back, as if you did one heavy attack).
relentless_turnip wrote: »relentless_turnip wrote: »If we get recovery on light attacks I can't see myself missing the 10%... I think they've done a good job👍
Noone should be choosing to be a vampire on a whim for one passive. I am describing myself right now 😂
Its almost like a class on its own and you will need to build for it to make it viable. I may keep a character or two at stage 1 to utilise mist form that is depending how much it increases skill cost.
Then you do not do PVP my friend! It's enough to say that much.
And yes, most people are vampires for one passive, and one passive alone - recovery. Mitigation is a bonus, which in itself mitigates a little of the increase flame damage you take. So yes, most or nearly ALL vampires are vampires today, because of one passive.
I only PvP friend 👍 I also weave. The only time this isn't +400 recovery is when you are on your back bar fleeing and probably not weaving. According to build editor the passive is equivalent to 100ish recovery on my Stamcro which currently sits at 2464 recovery. It is between 50 - 100 on my other characters.
I don't know when the passive is calculated, but it isn't as significant as claimed. I'm sure the Devs have accounted for this loss possibly with light attacks, but I guess we will see!
You made choice already.
Every choice has consequence.
And it is been made so easy that you even have option to cure vampirism so it is only half-baked choice.
gatekeeper13 wrote: »Although the changes will ruin both my tanks and make me cure them from vampirism, to be honest no one became a Vampire to play as a vampire. Theme was like dead, people were using it mostly for 1 passive and the changes ZOS is making will put Vampires back on track if someone wants to play like one.
Changes are actually awesome if you want to make a Vampire themed character.
Yes, they are. But if you DON'T want to play as a "vampire themed character", on a character that you have had for years - why would making it a chocie be a bad thing? I really, really fail to see it. And I can't fathom how this is considered "awesome", if turning every character you have into a fully fledged vampire, or cure the condition? As if sustain in itself wasn't an issue already, now this - and the suggested "ideas about light and heavy attack changes", which will greatly impact sustain especially in PVP (where you can't dance around in someone's face and light attack them +20 times, to get the same amount of resources back, as if you did one heavy attack).
You know, you do have a choice, you can be a vampire, or not be a vampire. Thats what the choice should always have been, and now, it is that.
No.
We do not get to keep the happy passives.
The existing vampire ‘passive line’ was a disgrace. Totally, totally broken. Almost all my characters are vampires simply for the passives (which are stupidly good with almost no downside). They never feed, they never do any ‘vampiring’, they don’t take it seriously in any way whatsoever. It might as well be called the Happy Passive skill line.
The new skill line appears to make being a vampire an active choice. You actually have to do something beyond a one time mini quest to maintain the benefits. And there are drawbacks too. It means any characters who want to continue being vampires (assuming that’s how it works and there isn’t some kind of plottastic incident that magically removes vampirism from everyone who sets foot in Update 27) will actually have to work at it.
Or imagine if one of the consequences of the onset of harrowstorms was they induced some kind of seizure to existing vampires so that these changes weren’t just a bunch of game changes being thrown in, but actually part of the storyline... that might be really interesting.
I imagine most of my characters will end up getting ‘cured’, as much from a desire to avoid grind as from the lack of any clear cut passive benefit. But maybe one or two will embrace this.
But it’s a great change.
True to a certain extent, but I can't see the negative thing about it. I used to play werewolf a lot, I don't even know how many werewolves I have - but I do know that I have a total of 1 skill point invested into the werewolf skill line, account wide. And that's just to be able of giving anyone stupid enough to want it, a werewolf bite. I haven't cured it on any of them, because there are no drawbacks, and even though it's unlikely, one day it might actually be worthwhile to play werewolf again.
The "drawback" on vampirism is the increased fire vulnerability, and no matter of you play PVE or PVP, fire seems to be the main damage element everywhere (to such an extent it's getting repetitive), I think that's a pretty ok trade-off for 10% recovery, especially since the damage mitigation you really have, is mostly good for enduring all the flame damage everywhere.
As a last resort, I would even be ok with losing the 10% recovery, if I was able to keep the condition ("just in case") like with werewolf, without all the drawbacks this will now mean.
Given it costs, what 1,500 gold to get cured and nothing to get bitten again, there’s no sense in keeping a vampire line if it isn’t providing any benefits. You don’t lose any progress you’ve made, you just revert to Stage 0 - normal. Just as you would do if you cured yourself of the werewolf skill line.
Right now, the vampire ‘passive line’ provides a shockingly good set of passives for almost no downsides. The fire thing is not an issue. I really don’t notice it ever. And if I am getting burnt, there’s a bunch of barbecuing non-vampires right next to me going charcoal, at the same rate.
The new line threatens to make non-active vampires progressively less powerful (which is great). So that you have to actively be a vampire just to stay at baseline, but could embrace it and be more. That is great gameplay.
However, it may be that the requirement to actually do something to just stay at baseline might be more than some/many of my characters want to do.
Not sure atm, but interested enough to see what happens. Overall it looks like a good change.
relentless_turnip wrote: »relentless_turnip wrote: »If we get recovery on light attacks I can't see myself missing the 10%... I think they've done a good job👍
Noone should be choosing to be a vampire on a whim for one passive. I am describing myself right now 😂
Its almost like a class on its own and you will need to build for it to make it viable. I may keep a character or two at stage 1 to utilise mist form that is depending how much it increases skill cost.
Then you do not do PVP my friend! It's enough to say that much.
And yes, most people are vampires for one passive, and one passive alone - recovery. Mitigation is a bonus, which in itself mitigates a little of the increase flame damage you take. So yes, most or nearly ALL vampires are vampires today, because of one passive.
I only PvP friend 👍 I also weave. The only time this isn't +400 recovery is when you are on your back bar fleeing and probably not weaving. According to build editor the passive is equivalent to 100ish recovery on my Stamcro which currently sits at 2464 recovery. It is between 50 - 100 on my other characters.
I don't know when the passive is calculated, but it isn't as significant as claimed. I'm sure the Devs have accounted for this loss possibly with light attacks, but I guess we will see!
Is that so? First "PVP'er" I've ever heard thinking this is a good thing - literally. And you really make me believe you are not being honest. "Weaving" in PVP, to make up for the loss of heavy attack returns? You realize it's typically +20 light attacks we are speaking of? For certain builds, twice as much.
Good luck kiting 3-4 guys 1vX, dodgerolling, healing, buffing up and trying to burst one guy down - including a heavy attack before execute, to get some resources back for healing up again and dealing with the next one in line? But perhaps I can bunnyhop around them for some 40 seconds and build up some stamina, and light attack some 30 times too?
I can't wait to see PVP healers trying to get having the Major Mending buff up, while frantically spamming light attacks +20 times (missing targets not even taken into consideration here), to make up for ONE heavy attack - and delivering complete and utter s**t healing, because they will need three recovery glyphs and/or Atronach mundus to make sustain work, and/or forget about Major Mending much of the time (which would fill a single purpose, no other real reason to heavy attack for a healer).
This will affect a vast number of other types of builds too, tanks too among them.
gatekeeper13 wrote: »Although the changes will ruin both my tanks and make me cure them from vampirism, to be honest no one became a Vampire to play as a vampire. Theme was like dead, people were using it mostly for 1 passive and the changes ZOS is making will put Vampires back on track if someone wants to play like one.
Changes are actually awesome if you want to make a Vampire themed character.
Yes, they are. But if you DON'T want to play as a "vampire themed character", on a character that you have had for years - why would making it a chocie be a bad thing? I really, really fail to see it. And I can't fathom how this is considered "awesome", if turning every character you have into a fully fledged vampire, or cure the condition? As if sustain in itself wasn't an issue already, now this - and the suggested "ideas about light and heavy attack changes", which will greatly impact sustain especially in PVP (where you can't dance around in someone's face and light attack them +20 times, to get the same amount of resources back, as if you did one heavy attack).
You know, you do have a choice, you can be a vampire, or not be a vampire. Thats what the choice should always have been, and now, it is that.
As previously stated, it's not about vampirism in itself, it's about loss of 10% recovery that I won't get from anywhere else. And no. "Light attacking" is not the answer here, that's not how the game is played in PVP for example. I - and many others - have a heavy attack in store for those we kill, that brings back resources that would require a ridiculous amount of light attacking to cover - so now we lose 10% recovery too, like globally. None but a masochist can enjoy this change.