The cost increase on regular skills just for being vampire is ridiculous. It''s basically be a vampire and only use vampire skills or don't be vampire. I don't think that will be worth in any content.
Regarding Vampire:
The changes to vampire are extensive, as advertised, but not user-oriented. You don't need a lot of research to see that the majority of your player-base utilise vampire in conjunction with other elements of their avatar. This iteration pushes vampire dangerously close to a role-play / niche-play, only, element. If this is the intention, then I'd say you haven't gone far enough, but if it's not the intention, then these changes will alienate the majority of your users.
Recommendation: weave the increased costs between vampire & non-vampire skills, i.e.: after casting a vampire skill, the cost-increase for non-vampire skills are nullified for 2 seconds (just an example).
You actually have a good idea, but instead of weaving the costs into the abilities why not have it so that slotting a vampire skill increases non-vampiric skill costs? If you want to play as a vampire for the passives you get hit with the health recovery and flame damage debuff, but if you play for the active skills it hits sustain of non-vampire stuff. Combine the two and you get the intended effect ZOS has originally planned.
You actually have a good idea, but instead of weaving the costs into the abilities why not have it so that slotting a vampire skill increases non-vampiric skill costs? If you want to play as a vampire for the passives you get hit with the health recovery and flame damage debuff, but if you play for the active skills it hits sustain of non-vampire stuff. Combine the two and you get the intended effect ZOS has originally planned.
Tommy_The_Gun wrote: »I just want to touch a matter of how justice system works in case of WW.
So I was already in a WW form, and I was running near some NPCs and immediately got 550 gold bounty. NPC basically saw me running past by in WW form. I did not used any skills that are marked as criminal act. I was just moving from point A to B.
That is fine, WW is now a criminal act, but the weird thing is that, I run away, ported home and then transformed back to human form, and I still had that bounty on me.
Now I understand that it is simplified a bit but it does not make much sense that no one have seen me transforming into WW and back to human form... how will they be able to tell that WW they saw is me ? ? ? Does not make much logical sense tbh.
Besides - it seems that all it takes to get a bounty is for any random NPC to see you in WW form, not necessarily transforming in/out WW form.
I would suggest to maybe alter how justice system counts bounty in case of WW and maybe somehow decrease / remove bounty once you are in human form and now one saw you during activating ulti and de-activation (returning to human form). Also I would change the condition of getting a bounty from: being in WW form to: transforming to / out WW (pressing ulti button).
Lastly, something that I was most looking forward to that was not addressed whatsoever was the appearance of vampires. This was something I feel most people dislike, have spoken out on, and yet with an entire chapter revolving around vampires, the feedback was not taken. It's upsetting, I don't want to always have to wear a skin just to hide my vampirism because of how awful it looks at stage 4. Give us the ability to hide it please or update the appearance of it.
The above changes were made to reduce the impact of bash weaving in a normal damage dealer's rotation, which was creating a huge rift between those who did and did not engage with the mechanic. Bashing is meant to primarily focus on interrupting of mechanics, as well as to help increase or control proc conditions of item sets, passives, or other events, rather than dealing damage. We've decided to retain the ability to deal damage with bashes, however, and even increased their overall effectiveness if specifically built for. The flat damage modifiers will result in a slight decrease for standard bash builds, but a more moderate increase for super specialized bash builds such as Pummeling Goliath builds that go all in on enchantments, passives, and item sets (while not going too far like the builds were at its launch!)
Blood Frenzy (New Skill)
This new skill is a permanent buff that can be toggled off and on outside of the global cool-down. While it is toggled on, you gain a massive bonus to Weapon and Spell Damage, but your Health is drained every second and you cannot be healed by other players.
Simmering Frenzy (Morph 1) – Increases the Weapon and Spell Damage bonus, but also increases the Health cost the longer it remains toggled on.
Sated Fury (Morph 2) – When it is toggled off, you heal for a portion of the Health you spent while it was toggled on.
If you played with a copied character, did your existing skill line XP progress transfer properly?
Did you enjoy the questline/tutorial? Did you find it sufficiently taught you how to use the abilities?
Did you find the justice gameplay fun and intuitive?
Do you feel the idea of being a vampire feels reinforced in the game world?
Does the skill line feel up to date with the current modern game?
Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
Does the new direction feel faithful to the lore?
How does feeding feel overall?
If you played with a copied character, did your existing skill line XP progress transfer properly?
Did you enjoy the questline/tutorial? Did you find it sufficiently taught you how to use the abilities?
Did you find the justice gameplay fun and intuitive?
Do you feel the idea of being a vampire feels reinforced in the game world?
Does the skill line feel up to date with the current modern game?
Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
Does the new direction feel faithful to the lore?
How does feeding feel overall?
I have been messing around with the vampire skills, and I absolutely love it! The skills fit together with the vampire play style quite well, and when utilizing my class abilities and vampire abilities, it makes for a unique combat experience.
Vampires are like necromancers in that they have a steep learning curve, but once you understand how to use them effectively, they become a powerful force in combat.
I love the changes to feeding with the savageness that you tear into your prey and drain them dry. It's very satisfying. The stages are also interesting, and I've figured out how to do quite well with no health recovery at stage 4.
Having the merchants reject doing business with you is an interesting mechanic. I have not yet figured out how to convince them. It brings back memories of Morrowind, where people would not talk to you or outright attack you for being a vampire.
I play a Nightblade DPS, and have both a stamina and magicka setup for it.
The only things I'd like to see change are the Scion form, and feeding adjustments. I assume that the current scion appearance will be adjusted in the future, but for now, it looks like a weird dremora with a clown face. I'd love to see a version that looks more like the vampire Lords we get to fight, with male and female models, and even different models for those who are Argonian or Khajiit like how the Goliath ultimate from the Necromancer class looks. Maybe have a mouth with sharp fangs visible. The Scion form is also very slow and can't sprint. I'm not sure if that is intentional or if there are adjustments that need to be made for it, but I thought I'd mention it here,
With the feed synergy, I'd like to be able to activate it a bit closer to the target. I feel like it's quite far away, but I also understand that you want to be able to keep BoW and Feed from overlapping.
EDIT: I forgot to add, I found it very easy to sustain with my character even with the increase to ability costs,
Transairion wrote: »Forgive me for what may be a stupid question, but I didn't see any mention of using vampire abilities advancing your vampire stage anymore: is that still present, or do you HAVE to go find some poor NPC to feed on if you want to stay Stage 4 at all times?
Because I won't lie, that's kind of annoying I only have the two vampires and they're both purposefully maxed out and having to feed them instead of using abilities keeping me topped up while be... just a hassle, really.
Like it, it´s a nice QoL change for the Pack Leader morph, very much needed.Call of the Pack: This passive now works with Direwolves summoned from the Pack Leader.
Hircine’s Bounty: Casting this ability while at full Health now restores Stamina. While this ability or its morphs are slotted, you passively gain Major Brutality.
Hircine’s Rage (morph): Casting this ability at full Health now grants Major Berserk for 6 seconds, but also causes you to take additional damage.
Hircine’s Fortitude (morph): This ability now also increases your Health and Stamina Recovery by a small percent of the Healing caused (with a cap), as well as continuing to increase the base healing of the ability.
Piercing Howl: This ability and its morphs now deal 10% more damage to enemies who are facing you.
Howl of Agony (morph): Decreased the damage bonus of this morph to 25%, down from 33%, but it now also works on enemies who are facing you.
Pounce: This ability now becomes Carnage for 5 seconds after casting it, which allows you to quickly rend your target, causing them to Bleed for 10 seconds with an aggressive execute scaling bonus.
Brutal Pounce (morph): Carnage now overrides to Brutal Carnage, converting it into a conal attack. Each time an enemy is hit by Brutal Carnage, you gain extra Weapon Damage up to a maximum of 6 times.
Feral Pounce (morph): Dealing damage with the initial hit or the override Feral Carnage, grant Stamina in addition to extending the time you stay in Werewolf form.
oar: This ability now also causes enemies to become Off Balance for 7 seconds. While slotted, this ability and its morphs passively grant Major Savagery.
Deafening Roar (morph): This morph now also applies Minor Maim to enemies for its duration.
Ferocious Roar (morph): This morph now increases your Heavy Attack speed by 33% for its duration.
Werewolf Transformation
Pack Leader (morph): This morph no longer causes your Direwolves to apply Minor Maim to enemies when they deal damage. Instead, while you are transformed you gain 10% damage mitigation and you passively grant you and 11 other nearby allies Minor Courage.