As i said before i think that core concept of this skill is bad and not vampiric at all
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All that this skill gives could be easily be transferred to passives. For example, if you want to keep gameplay around HP loss, then all vampire skills may cost resource and some Health to use, and when you Health is lowering you recieve additional power, 100-0% HP -> 0-1200 wp/sp damage. Or, if you want more encourage hit and run gameplay give vampires some active dash or allow to almost instantly go to sneak and adjust "Strike from shadows" passive.
wills43b14_ESO wrote: »It even makes sense from a lore perspective as the vampire is draining more life/doing more damage to a healthier (more full of blood) victim.
wills43b14_ESO wrote: »Also, like you said, 25% of 25% is NOT 50%. It is 56.25%. The rationale is that there is less to drain, so subsequent attacks drain less and less each time.
As i said before i think that core concept of this skill is bad and not vampiric at all(it encourage to use not vampiric heal and feels like berserker's skill not vampire's). The only ones who will absolutly benefit from this skill will be gankers, bombers and snipers. New and not experienced players will often die, because of this ability, that will lead to frustration. Average players,depending on balance, will overcome HP loss and will never turn off this ability during fight(used like passive) or will use it as periodical buff, but requiring much more attention and control than regular buffs, visuals almost not readable in fight, because it out of GCD you often don't understand did you turn it on or off, all this will lead to a chore or frustaration again and only for top players it wouldn't be a problem.
So it will end up as "passive" skill, that occupy skill slot on vampire skill line, that could be given for another active skill or it will end up as skill for top players and gankers. Don't sounds interesting for me, especially with deficit of acive/spammable skills at vampire skill line.
All what this skill gives could be easily be transferred to passives. For example, if you want to keep gameplay around HP loss, then all vampire skills may cost resource and some Health to use, and when you Health is lowering you recieve additional power, 100-0% HP -> 0-1200 wp/sp damage(in fact Blood for Blood skill already fulfil this type of gameplay). Or, if you want more encourage hit and run gameplay give vampires some active dash or allow to almost instantly go to sneak and adjust "Strike from shadows" passive.
Paradisius wrote: »As i said before i think that core concept of this skill is bad and not vampiric at all(it encourage to use not vampiric heal and feels like berserker's skill not vampire's). The only ones who will absolutly benefit from this skill will be gankers, bombers and snipers. New and not experienced players will often die, because of this ability, that will lead to frustration. Average players,depending on balance, will overcome HP loss and will never turn off this ability during fight(used like passive) or will use it as periodical buff, but requiring much more attention and control than regular buffs, visuals almost not readable in fight, because it out of GCD you often don't understand did you turn it on or off, all this will lead to a chore or frustaration again and only for top players it wouldn't be a problem.
So it will end up as "passive" skill, that occupy skill slot on vampire skill line, that could be given for another active skill or it will end up as skill for top players and gankers. Don't sounds interesting for me, especially with deficit of acive/spammable skills at vampire skill line.
All what this skill gives could be easily be transferred to passives. For example, if you want to keep gameplay around HP loss, then all vampire skills may cost resource and some Health to use, and when you Health is lowering you recieve additional power, 100-0% HP -> 0-1200 wp/sp damage(in fact Blood for Blood skill already fulfil this type of gameplay). Or, if you want more encourage hit and run gameplay give vampires some active dash or allow to almost instantly go to sneak and adjust "Strike from shadows" passive.
I agree, it is not healthy for the overall game. But personally I cant possibly believe they will overhaul this ability, its core function is here to stay. Such is why Im advocating for number tweaking, because that is the most reasonable outlook for feedback in this stage. Would I have loved something like ranged blood magic or bats? Sure! But I cant expect them to change it to that 2 weeks away from launch, so number tweaking is the best we can do. Unfortunately..
wills43b14_ESO wrote: »Some ideas for skill reworks even though I'm sure they'll be ignored:
The vamp theme is all about draining life from the victim and stealthy maneuvering/mobility. The frenzy aspect doesn't make as much sense to me intuitively (as a vamp theme) compared to werewolf.
1. Leave blood for blood as is, but change arterial burst to a reverse execute. The rationale here is it synergizes well with execute classes. The lore perspective is that it is draining more blood/doing higher damage to "healthier" targets with more vitality (blood) in their veins.
2. The whole frenzy skill just needs to go. It's unhealthy and doesn't make sense since vampires are supposed to be more cunning. Instead, add a blink (teleport) skill. Maybe this needs to be a gap closer instead of a straight teleport like streak to preserve other class's identity, but you get the idea. The rationale here is this opens up access to gap closers and makes a melee spammable more viable. The lore perspective is that vampires are cunnming and highly athletic/mobile creatures (and this exists with creatures like bloodfiends, Spindle 2 final boss, and vKA mini boss). Adding mobility to the vampire toolkit with a gap closer blink allows them to express that mobility and cunning gameplay and synergizes well with class abilities (cloak, streak, fossilize, warden vine pull, etc.).
Just some ideas - I'm definitely open to others. I just want to make vamp viable if we're going to be forced into using it for PvE and PvP on the magicka side.
Overall this patch (6.0.3) was a step in the right direction and I'm glad ZOS has begun changing things. Mesmerize is actually useful now since its increased range actually gets around the issue of the target needing to look at you, and I can comfortably use all the stages with my normal skills. (Stage 4 -100% health regeneration is still a nuisance though).
Sadly despite these improvements the skill line still feels more like a bloodfiend than a true vampire. The passives are great, although the stage 4 one lets you cheese all PVE content but other people have come up with better ideas what to do with it than I have. My current issues are Eviscerate and Blood Frenzy don't feel like something a vampire would use, but I've been thinking of a way to solve that issue on the Eviscerate skill, and the solution is found in the Live build.
Clouding Swarm is an ultimate vampires on the live server have access to and when you use it the ability turns into a skill called Materialize. Materialize is a powerful spammable ability that teleports you to the target each time you use it, and hits just about as hard as Eviscerate does at base. Animation wise you don't even use weapons when you use Materialize as they disappear when your character shoots a blast out blood magic out of their hands at their target after each use of the skill.
This ability really should be a morph for Eviscerate. Arterial Burst is great for dealing a ton of damage quickly, but Blood for Blood is a bit more risky to use. You can please some people who are looking for a more refined vampiric attack by making Blood for Blood the Materialize ability where the fact its a gap closer be the added special effect. It gives you a choice of guaranteed crits or the ability to close the gap instantly, which is an issue the current vampire skill line has since they can't close the gap quickly.
I love your idea for a Materialize morph to Eviscerate, as long as it remains a magicka spammable I am all for it. They already have the animation set for Materialize too so it should not be too difficult to rig if they wanted to. Fits that elusive and hard hitting predator vibe too, very vampire like. Let it keep the missing health scaling of the base ability and maybe give it a range of 10-15 meters so it's not crazy long but enough to stay on someone.
From the PVP perspective, the 6.0.3 vampire is overtuned. I now have no incentive to cure vampirism on any of my characters. Removing choice from min-maxing is not good.
If the negatives are to remain as weak as they are now, Undeath and Unnatural Movement should be toned down. The new Undeath is much stronger than on Live and should be nerfed by about 50%. Unnatural Movement should kick in later e.g. in 5 seconds and apply an escalating increase to the Sprint cost.
Blood Scion is still overperforming as well, but this is unrelated to today's changes.
I love your idea for a Materialize morph to Eviscerate, as long as it remains a magicka spammable I am all for it. They already have the animation set for Materialize too so it should not be too difficult to rig if they wanted to. Fits that elusive and hard hitting predator vibe too, very vampire like. Let it keep the missing health scaling of the base ability and maybe give it a range of 10-15 meters so it's not crazy long but enough to stay on someone.
Exactly what I was thinking. Costs magicka, nice gap closer, adds a bit of range where the current vampire feels lacking, and feels more refined than a claw swipe.
From the PVP perspective, the 6.0.3 vampire is overtuned. I now have no incentive to cure vampirism on any of my characters. Removing choice from min-maxing is not good.
If the negatives are to remain as weak as they are now, Undeath and Unnatural Movement should be toned down. The new Undeath is much stronger than on Live and should be nerfed by about 50%. Unnatural Movement should kick in later e.g. in 5 seconds and apply an escalating increase to the Sprint cost.
Blood Scion is still overperforming as well, but this is unrelated to today's changes.
Replace Blood Frenzy to the charge/gap closer skill please. For example bat swarm teleport to the target. It will be usable with Eviscerate skill. Enemies often stays over the distance of the Eviscerate attack. So we need to get closer to them.
Spectral_Force wrote: »Blood Frenzy is a fundamentally broken ability. This discussion goes through the issues with the ability in quite a lot of depth. To summarise: the ability is quite uninspired, bland, is awkward to use, broadens the skill gap between newbies and veterans, and is incredibly difficult to balance. As such, I will support the other posters here in that Frenzy needs to be replaced with a different ability. Since there are only two weeks left (unless the update was delayed further, which I would honestly be okay with if it meant a more polished release), we need to work with what we have. Shoutout to @Vevvev, who came up with this idea: use the Materialize part of the Clouding Swarm ultimate as a base for a gap closing ability - this shouldn't be too difficult to implement since all the required assets already exist in the game (except for maybe the skill icons). His original idea was to replace one of the Eviscerate morphs with this, but it would likely be easier to just replace Frenzy with it. It doesn't need to be overdeveloped: just make a basic ability which teleports you towards (not behind) your target and deals flat Magic damage. A gap closer will naturally play into the melee spammable and will minimise the Scion uptime wasted on moving from enemy to enemy; since it will be a Vampire ability, you will be rewarded for using it as you stage up instead of being punished. Besides, this ability would further reinforce Vampires as unnaturally quick and agile creatures.
wtlonewolf20 wrote: »Since feeding is now a key factor in getting to stage 4 vampirism and feeding so often interfers with Blade of woe. Can we Please have them be on seperate keybinds? or at least allow us to remap them? If not can we have the Option in settings to Turn one or the other off? or the ability to choose which one to trigger?