Every single sentence and statement in this post is wrong, absolutely mind bogglingly wrong.
WW has gained huge amounts of damage this patch along with a completely new way of dealing the damage, WW is far from just spamming light attacks like the last few patches.
You might want to improve on your gameplay if those changes don't affect how you play WW
https://m.youtube.com/watch?v=JWE5QjCblm8&t=684s
RaddlemanNumber7 wrote: »
Do you feel the idea of being a vampire feels reinforced in the game world?
I feel it pushes me into a very small niche beyond the pale of civilisation. It feels more like a bloodfiend skill line than a vampire one.
RaddlemanNumber7 wrote: »
Do you feel the idea of being a vampire feels reinforced in the game world?
I feel it pushes me into a very small niche beyond the pale of civilisation. It feels more like a bloodfiend skill line than a vampire one.
Pretty much this in a nutshell. It feels like I'm some ravenous beast out for blood instead of a vampire which is a cut above the rest. Vampires in the The Elder Scrolls universe are Immortal undead capable of intelligent thought and speech, not some hungry and depraved bloodfiend munching on a bloody carcass.
Lastly and most importantly the werewolf weakness to poison SHOULD ALWAYS be present regardless of if the ultimate is equipped or activated (this goes for the stamina recovery also). Vampires always have a weakness to fire, so werewolves should always have a weakness to poison. It's fair and it places emphasis on the decision of being a werewolf. There should be drawbacks and that's life, deal with it or get cured
Lastly and most importantly the werewolf weakness to poison SHOULD ALWAYS be present regardless of if the ultimate is equipped or activated (this goes for the stamina recovery also). Vampires always have a weakness to fire, so werewolves should always have a weakness to poison. It's fair and it places emphasis on the decision of being a werewolf. There should be drawbacks and that's life, deal with it or get cured
Vampire benefits from their passives all the time, hence why they get their drawbacks at all times.
As a werewolf you don't get the pros unless you're transformed and therefore you shouldn't get bonus poison damage in human form. It makes perfect sense to work as it does now wtf?
Lastly and most importantly the werewolf weakness to poison SHOULD ALWAYS be present regardless of if the ultimate is equipped or activated (this goes for the stamina recovery also). Vampires always have a weakness to fire, so werewolves should always have a weakness to poison. It's fair and it places emphasis on the decision of being a werewolf. There should be drawbacks and that's life, deal with it or get cured
Vampire benefits from their passives all the time, hence why they get their drawbacks at all times.
As a werewolf you don't get the pros unless you're transformed and therefore you shouldn't get bonus poison damage in human form. It makes perfect sense to work as it does now wtf?
Yeah his idea is a bit too harsh. I can understand that poison damage being there if you have the ultimate slotted but at like... 5% to counter the 15% stamina regen, but having the full 25% poison damage would be ridiculous and ruin any possibility of anyone ever picking it.
Does having mages guild skills cause you to take 5% increased Physical damage, or how about 5% cold damage if you are a dk?
You get 15% stamina recovery because you sacrifice an ultimate slot in order to be able to transform into the werewolf subclass.
The poison damage is there for balance against the fully transformed werewolf that has all of its passives.
I wrote about this a week ago, and i don't even play much PvP or high end PvE, it was clear from by reading the description and fast run through main quest. Even if Blood Frenzy will played as conceived, it will be more tedious than fun, you will need to watch more at your HP bar not on battle field, and constantly turn it on and off, i tried it while i did main quest, don't found nothing fun. But almost no one will use it as intended. New and casual players will find it to tendios and dangeroues to bother and will don't use it. Gankers will just abuse it to one shot players. More expirienced players will just do simple math and will find the way to overcome HP loss and will leave Blood Frezny toggled on whole fight, one of Blood Frenzy's morphs give 1200 wp/sp damage, equal to three 5 pc set bonuses, and players will easily change one of thier sets to some healing set to overcome HP loss and get "free" 800 wp/sp damage. On top of that, in this game, when you give to player wp/sp damage you not only increase his damage, but also increase his healing capabilities, and more on top of that, all that benefits from critical damage. So part of HP loss will just simply overhealed by increased in power heals. It will make overland content even more easy, instead of give as Veteran mode for overland, they increase power creep.Also I did some more testing after my post and for people who deliberately build for vampire they build it to take advantage of Bloody Frenzy, that ability I said is "only useful for 2 kinds of people. People who gank and people who want to die." is broken on ranged builds.
Feast your eyes on a 11k crystal frag proc...
Also Blood Scion is incredibly broken. Only way I'm managing to beat people who use it is to start hiding behind trees, stunning the Scion, and keeping my healing up until it goes away all while keeping myself from getting killed by an ability doing 10k+ damage AFTER resistance calculations. Vampire is over performing in some areas while under-performing in the rest.
AmericanSpy wrote: »Is your play pattern as a werewolf different with these changes?
No. As many have commented before, most of the skill changes made ultimately result in DPS drops. What this correlates to is the previous DPS meta remaining unaffected. LA macro using Bloodmoon, Relequen, and a Stam monster helmet remain the most effective form of WW DPS (for PVE consideration). WW DPS continues to come from set passives rather than a play patten. While new sets have been introduced and all possible combinations are far from being tested, it is unlikely that the current meta will change based off of the changes.
Do you find playing a werewolf as enjoyable as what’s currently live?
TBH, I don't find the live version of werewolf "enjoyable." I main 2 characters (1 PVE, 1 PVP) that are based solely around werewolf, this is because I enjoy a challenge and the lore of the characters. However, playing a werewolf is hardly enjoyable. I set up a macro for my left mouse click and enter combat using minimal rotations. By attempting to add in addtional rotations based on the skill changes on PTS, I find I enjoy the play style even less. The pounce/carnage combo does not have a good animation. It feels like playing with sever input lag more than anything else. The "Heal while at 100%" will not realistically impact the abilities use as in most combat situations players are most commonly in the 70-99% health range. This means you will rarely proc the stam or berserk portions of the skill. Missing even 1 HP means that you just spent way to much magicka for nothing. As mentioned previously, this skill, if kept, should be equated to an "over heal" scenario as it will be more consistently proc'd.
Ultimately, I do not believe the changes made equate to an in your face, risk vs. reward, fast paced play style the developers have promised. High tier players will not likely adjust builds to incorporate these changes or alter their play styles.
Things that need to change for the updates to have the desired impact:
Skill animations: Heavy attack and the carnage animations particularly are, well, extremely terrible. The HA animation has probably been the worst animation in ESO. Carnage while new, is making a case for taking the crown. While the "combo" is a great addition to the WW's skill set (and should be incorporated on all of the skills) the poor animations, clunky use, and the lack luster "execute" all make it so this change falls flat on its face. Seriously, this is why people LA spam, everything else feels terrible.
Balanced cost on heal: It has been tested over and over, Hircine's Rage is TO COSTLY. EVEN with the additions made. Were talking a 500 magicka change here people. That's all it needs.
TLDR; The changes made will NOT improve/impact current WW play style.
Every single sentence and statement in this post is wrong, absolutely mind bogglingly wrong.
WW has gained huge amounts of damage this patch along with a completely new way of dealing the damage, WW is far from just spamming light attacks like the last few patches.
You might want to improve on your gameplay if those changes don't affect how you play WW
https://m.youtube.com/watch?v=JWE5QjCblm8&t=684s
Wolf_Watching wrote: »Everything you said is wrong sir. This video, as previously mentioned, shows a 100% uptime major berserk, which will NEVER happen, ever.
I like the idea in general, and I actually kind of enjoy having to mesmerize people. But there's a few things I don't like about how it's implemented - that the base skill of mesmerize doesn't seem to work, that you can't use it on ALL NPCs (including certain merchants, like Innkeepers - but also the random people in the streets), and I'm personally not a fan of the fact random NPCs can pick my vampire out in a crowd while she's wearing both a skin and a full-face helmet. How on earth do these people even know she's a vampire, let alone at stage 4? They have no idea what she even looks like!Vampire
Did you find the justice gameplay fun and intuitive?
I fully agree with other posters here that the cost increase to non-vampire skills needs to be re-evaluated. Currently it feels very restrictive in terms of playstyle, and stage 1 might as well not even exist. I'd also prefer there was still some health recovery at stage 4 (be it the 75% reduction of live, or 80%, or 90% - just some % of recovery), because I don't enjoy having to pop dragonblood every time I trip on a rock. No recovery at all makes traversing the map unnecessarily aggravating, especially in places with lots of verticality where you tend to slide down a lot of things.Do you have any other general feedback?
Cameron991 wrote: »I’m very thankful you guys updated vampire, but I think it needs more added to its tool kit. I was looking forward to making a full vampire only build, but the new abilities we got just don’t allow that and then on top of that we got 20% extra cost on non vamp abilities how are we supposed to build a vampire class if we only have one dps ability and the rest of the non vamp abilities are way too expensive. So I would definitely suggest adding more to our vampire kit by adding those npc abilities that are already so much cooler then the ones we got. I think all of the vampires want the same abilities you have the NPCs. So I think you should implement those abilities in however you can whether it be replacing some of the new abilities or by adding it into the scion form(this would be awesome) or maybe add the abilities in the ones you already have, for example like how merciless resolve is we can have like the drain ability have access to a bat swarm gap closer after if drains an enemy just as the bow you get after 5 light attack with merciless resolve. That would be able to keep some abilities while also bringing in the npc vampire abilities everyone wants. Either way I think the npc vampire abilities should be implemented into our kit to make us feel more like a vampire then what we have in this pts. Please listen to your vampire community zos this is what we want. Great job on Greymoor and all the content you brought in, it all looks beautiful I would just say this vampire change is the only thing Me and many others would like to see changed
@ZOS_GinaBruno @ZOS_LeamonTuttle @ZOS_RichLambert
This is the video I am talking about, it was talked about previously in this thread and many others
Hi, devs from ZOS, i waited something related to vampires for 3.5 years, any set, skin, skill and at last we will have Chapter about vampires and revamp of vampire skills. At first i were very excited, i hoped for motivation to feed, bite animation for feeding, new interesting, thematic vampire skills. I got motivation to feed and bite animation, but after i saw the direction you have chosen for skills and their visuals i don't wait this skills anymore, all that bothers me now is that you not ruined vampire skills which i use now, on Live servers. And it seems you will ruin all three of them for me..
I don't really care about exact numbers of the skills, i care for visuals, interesting mechanics, interactions and feeling of satisfaction of using skill. All i ask is, please, keep at least one morph in each skill that close by mechanics and visuals to current vampire skills on Live servers.
1) Bat Swarm ultimate.
I will not use current version of Blood Scion ult no matter how ovrpowered it will be, because it looks completely out of place for me, huge Xivkyn, not vampire at all. So, please, move bat swarm visuals to another regular vampire skill. Bat Swarm is so vampiric in visuals, feeling and so satisfying, don't tie it with Blood Scion, because not all vampire players want to use transformation skill for role play reasons, and not all who don't mind transformation will use this interpretation of Blood Scion. Bat swarm visuals can be given to Blood Mist(Swarming Mist) or to some gap closer or dash.
2) Blood Mist.
Firstly, you decreased damage of Blood Mist compared to Baleful Mist by 50%, it were weak AoE already, but i used it in overland content when fought with several monsters and it were very good to trigger some proc sets, because it attacked each 0.5 second on several targets. Now damage is non existent even for overland and it attack each 1 sec, and became worse at triggering procs. Please, increase damage and lower heal, maybe even lower mitigation to exchange for damage.
Secondly, about visuals. Why you made this big red circle under mist? Wanted to make visuals more readable in combat?
But those for whom it really matters anyway turn on color cues in menu, and those who prefer more smooth visuals can't just turn off your new animation of the skill. Please, change visuals to something smoother and more similar to Baleful Mist on Live servers. I am not the artist, colors could be a little brighter but here the direction i am talking about:
3) Vampiric Drain.
Again, you decreased damage by 50% and increased healing which often was already redundant. I used Invigorating Drain for damage too, it gave good vampiric feeling, that you draw life from enemies. Now it became pure resource recovery skill. Please, return back damage to skill, and reduce healing.
Visuals lose all vampiric feel, colors not fit, beam glows, player glows, enemy glows, sometimes i feel more like Ghostbuster than vampire. Again, seems you wanted make skill more visible in combat, but experienced players can see beam to their target without highlight and casual players often bother more about satisfaction from visuals, not about readability in combat. If you really want to highlight target of the skill make it option in menu, don't tie it to the visuals of the skill, because those who don't like it can't turn it off. Current version of Invigorating Drain looks and sounds like blood flow, please, keep this feeling, if you want to make it more visible just make wider current visuals of the skill. And if you want to highlight what resource this skill recover, highlight it by small colored details, not by recoloring entire visuals of skill:
Hope something will be done, or, because of my visual preferences and way of usage of the current skills, i will be left without any vampire skills to use, after 3.5 years of waiting...