I don't get it could you elaborate more?
John_Falstaff wrote: »And then it's going to be "o-o-ouch, I used Essence Drain and forgot I have trial in an hour, you have to find a replacement for me, folks".
Or you could have it reduce your healing taken instead of increasing your normal ability costs. It'd fit more with vampire lore.... if the feeding reversal wasn't true but since we get health regeneration reduction as well it only makes sense.
Gonna have to disagree with you there. It's might fit more but in a game where healing yourself is how you stay alive, this would hurt more then ability cost increases. Unlike other games, you are expected to carry your weight more in this one. There is not a single build I can think of that doesn't heal it's self in some way. If you have this one guy with a perma heal debuff on them it will drag the whole group down. The healer has to work harder and the guy with the debuff has to heal himself much more often, which is less time spent doing is job for the group.
Gonna have to disagree with you there. It's might fit more but in a game where healing yourself is how you stay alive, this would hurt more then ability cost increases. Unlike other games, you are expected to carry your weight more in this one. There is not a single build I can think of that doesn't heal it's self in some way. If you have this one guy with a perma heal debuff on them it will drag the whole group down. The healer has to work harder and the guy with the debuff has to heal himself much more often, which is less time spent doing is job for the group.
Doesn't stop healers in PVP from doing their jobs. I mean my healer even with the 50% healing debuffs keeps entire groups alive in the madness that is Cyrodiil. Where the healing debuffs will hit the hardest would be PVP which is why it's not a good idea to have said bebuff go past 40%
It's a perma debuff that would stack with the other healing debuffs, so try 90% less healing in pvp with your idea, really think that won't hurt the group? It's just not a good idea, it's far worse then a cost increase. People can't stack cost increase debuffs on you, so it's a isolated penalty that is no where near as bad as a healing debuff that cna be stacked with other healing debuffs.
Lilly_Elessa wrote: »Instead I'm seeing a giant wave of people planning to cure their vampires. Because being a vampire will now be universally detrimental.
MashmalloMan wrote: »Vampirism is luckily not attached to an ultimate, so the pros/cons need to be weighed at every level and the stages attached to passives handle this. By giving Dark Stalker on stage 1, they now have to come up with a minor con to justify giving a passive like that to anyone who isn't feeding. It's very strong.
MashmalloMan wrote: »I think they may have gone a little too far with the cost increase/decrease, but they're on the right track and thats what the pts will be for, my idea for stage 1 vampirism would be a little different. I think stage 1 should have very minor cons so that there is an option like on live to reduce your stages if you're trying to avoid issues in a specific piece of content.
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Here is an example:
Regular cost: +0%/+3%/+6%/+10%
Vampire cost: +15%/+0%/-15%/-30%
Fire Damage Taken: +5%/+10%/+15%/+20%
HP Reg: -10%/-30%/-60%/-90%