bellatrixed wrote: »Am I correct in thinking with the changes that vampires as healers is no longer viable? My endgame main is a vamp healer and now it seems like she'll take massive penalties to normal abilities like heals just for being one.
And in my playing I haven't found anything that looks like increased group utility for stuff like healing. Have I overlooked something?
As a vampire healer (on two characters) that's the perception i have as well, and it terrifies me. On my original character, right after launch long before everything scaled, I went from the starter zone to Reaper's March as fast as the game would physically let me and worked my butt off to become infected by a bloodfiend way higher level than me and complete the vampire quest much higher level than me.
I'd hate to think I worked so to be the vampire I am today only for it to rot into something that directly prevents me from playing anymore.
bellatrixed wrote: »Am I correct in thinking with the changes that vampires as healers is no longer viable? My endgame main is a vamp healer and now it seems like she'll take massive penalties to normal abilities like heals just for being one.
And in my playing I haven't found anything that looks like increased group utility for stuff like healing. Have I overlooked something?
Strider__Roshin wrote: »
First off, I have played a vampire charcter since the game launched and the lore of my own charcters are based around being a vampire. I have always actually used vampire ablities and not just the passives.
I primarly play a tank and I do find some usefulness in a few of the vampire ablities on a tank but overall the vampire skill line seems to geared more towards dps charcters. I do undersatnd that the vampire skill line has always been a bit more orinted towards stealthy characters and that some changes have been done to encourge people to play vampire and not to just have vampire for the passives. That being said with increase normall abliity cost the fact skill line is more geared toward dps I don't see many tanks being able to maintain vampire. With every other skill line in the game there seems to be way to mix the ablities to make it work with pretty much any build. With the changes as is I don't see that as being possible for tanks.
I'm not saying there shouldn't be a penality I'm saying that normal ablity cost penality should be adjusted so that even tanks can still maintain vampire without having to worrying about resources. Another option would be to get rid of the normal ablity cost penality all together and increase the base cost of vampire ablities that decrease with more vampire ablities you have slotted on your skill bars.
At rank 1 the ability increase isn't bad. You also don't have to worry about taking as much fire damage. Drain is better at restoring your health - and you have a nice offensive toggle for when you are soloing or want to focus on offense. Mist Form is also more manageable as an escape ability or even a snare breaker. So I don't really understand why any tank would be dissatisfied with these changes. They're nothing but improvements from my perspective.
At rank 1 the ability increase isn't bad. You also don't have to worry about taking as much fire damage. Drain is better at restoring your health - and you have a nice offensive toggle for when you are soloing or want to focus on offense. Mist Form is also more manageable as an escape ability or even a snare breaker. So I don't really understand why any tank would be dissatisfied with these changes. They're nothing but improvements from my perspective.
I think the issue is the fact it doesn't help tanks to feed at all. Zenimax's goal is to make people act like vampires and the current implementation creates a similar scenario as on live, but with the reverse being true. Sure, okay the vampire drain is useful but if you go to stage 3 to get that damage reduction then you're going to be chewing through that resource pool rather fast. Tanks sacrifice magicka and stamina for health, and wear heavy armor that doesn't reduce the cost of their abilities. Its not going to be fun for them to play as a vampire past stage 1.
At rank 1 the ability increase isn't bad. You also don't have to worry about taking as much fire damage. Drain is better at restoring your health - and you have a nice offensive toggle for when you are soloing or want to focus on offense. Mist Form is also more manageable as an escape ability or even a snare breaker. So I don't really understand why any tank would be dissatisfied with these changes. They're nothing but improvements from my perspective.
I think the issue is the fact it doesn't help tanks to feed at all. Zenimax's goal is to make people act like vampires and the current implementation creates a similar scenario as on live, but with the reverse being true. Sure, okay the vampire drain is useful but if you go to stage 3 to get that damage reduction then you're going to be chewing through that resource pool rather fast. Tanks sacrifice magicka and stamina for health, and wear heavy armor that doesn't reduce the cost of their abilities. Its not going to be fun for them to play as a vampire past stage 1.
So you don't have to worry about bothering to feed? I don't really see that as a negative, but rather a positive. It was pretty annoying before when I had to go out and find humanoids to feast on every time I was about to do content where fire damage was intensive. So I prefer the current method where you can just pick which stage is best for you and stick with it while still making generous use of your vampire abilities in the process (which was impossible before as it would advance your rank at light speed).
I was never that impressed with undeath before anyway. I'll happily trade that in for less fire damage and a more effective heal - not to mention an improved mist form that I can now use to break snares at a fraction of the cost. And this isn't even to mention the new Blood Frenzy that gives tanks an easy and effective way to boost their offense, which comes in handy - especially when soloing. So I'm personally loving these changes on my tank.
skypantherb14_ESO wrote: »
At rank 1 the ability increase isn't bad. You also don't have to worry about taking as much fire damage. Drain is better at restoring your health - and you have a nice offensive toggle for when you are soloing or want to focus on offense. Mist Form is also more manageable as an escape ability or even a snare breaker. So I don't really understand why any tank would be dissatisfied with these changes. They're nothing but improvements from my perspective.
I think the issue is the fact it doesn't help tanks to feed at all. Zenimax's goal is to make people act like vampires and the current implementation creates a similar scenario as on live, but with the reverse being true. Sure, okay the vampire drain is useful but if you go to stage 3 to get that damage reduction then you're going to be chewing through that resource pool rather fast. Tanks sacrifice magicka and stamina for health, and wear heavy armor that doesn't reduce the cost of their abilities. Its not going to be fun for them to play as a vampire past stage 1.
So you don't have to worry about bothering to feed? I don't really see that as a negative, but rather a positive. It was pretty annoying before when I had to go out and find humanoids to feast on every time I was about to do content where fire damage was intensive. So I prefer the current method where you can just pick which stage is best for you and stick with it while still making generous use of your vampire abilities in the process (which was impossible before as it would advance your rank at light speed).
I was never that impressed with undeath before anyway. I'll happily trade that in for less fire damage and a more effective heal - not to mention an improved mist form that I can now use to break snares at a fraction of the cost. And this isn't even to mention the new Blood Frenzy that gives tanks an easy and effective way to boost their offense, which comes in handy - especially when soloing. So I'm personally loving these changes on my tank.
The reason given by ZOE for the changes is that people did not use the dynamics of the template at all, it was a set it and forget it... this gets it to that state again...
No reason to go past Level 1 for Healers as well...
Dynamics of the template could mean more than just feeding. It could also mean making more use of Vampire Abilities - which I would argue has improved under the new system because the abilities themselves are more useful.
Higher Ranks are probably meant for characters who focus more on being just a Vampire. So naturally healers and tanks are probably not going to want to go that route.
Dynamics of the template could mean more than just feeding. It could also mean making more use of Vampire Abilities - which I would argue has improved under the new system because the abilities themselves are more useful.
Higher Ranks are probably meant for characters who focus more on being just a Vampire. So naturally healers and tanks are probably not going to want to go that route.
Dynamics of the template could mean more than just feeding. It could also mean making more use of Vampire Abilities - which I would argue has improved under the new system because the abilities themselves are more useful.
Higher Ranks are probably meant for characters who focus more on being just a Vampire. So naturally healers and tanks are probably not going to want to go that route.
I don't wanna argue here as this is the feedback thread but ZOS intended goal was to accomplish the following:
"Vampires have received significant changes this update, with a focus on improving the entire experience as a Vampire, and not just the combat abilities. Revisions to parts of the Vampire quest, Justice System ramifications, and even improved Feeding visuals are just some examples of this. These changes reinforce the fantasy of being a Vampire throughout the game world, while also making it feel much more up-to-date with the modern game."
As it stands with these current changes tanks and healers are forced to act like normal people instead of vampires in order for them to be effective. A tank won't feed to take advantage of the stage 3 passive since its more painful for them to do so than to stay stage 1 or cure themselves. Healers gain nothing out of any of the passives and are more likely to stay stage 1 so they don't run out of resources. The healer runs out of resources and the whole group is doomed.
bellatrixed wrote: »Am I correct in thinking with the changes that vampires as healers is no longer viable? My endgame main is a vamp healer and now it seems like she'll take massive penalties to normal abilities like heals just for being one.
And in my playing I haven't found anything that looks like increased group utility for stuff like healing. Have I overlooked something?
As a vampire healer (on two characters) that's the perception i have as well, and it terrifies me. On my original character, right after launch long before everything scaled, I went from the starter zone to Reaper's March as fast as the game would physically let me and worked my butt off to become infected by a bloodfiend way higher level than me and complete the vampire quest much higher level than me.
I'd hate to think I worked so to be the vampire I am today only for it to rot into something that directly prevents me from playing anymore.
@Baraber bugs go here. -> https://forums.elderscrollsonline.com/en/discussion/522305/