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PTS Update 26 - Feedback Thread for Vampire & Werewolf

  • skypantherb14_ESO
    Rick11387 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.

    I agree. I main a Healer as well, and these changes scares me. The only possible way I see this working is if I stay at Vampire Level 1 (Never Feed) and only use Cold Blood/Taste For Blood, etc, which also increases Healing done. In that case +5% increased costs is not too bad... and if you can keep up Cold Blood with self heals, etc, you could actually offset the cost to how much you heal for.
  • Camelord
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    I've tried blood for blood with the new toggle ability (the one that gives spell damage) and found out i could do just under the dps i do on my magplar on live on my first try using only one bar and 3 spells (channeled, ritual of retribution to heal and blood for blood) blood for blood might be on the op side (you can heal it on your own very easily even with the toggle)
    Blood for blood alone did half my dps. My rotation was : channeled/trap on cd, ritual of retribution when I'm at about 30-40%and it's down. Rest of the time : LA - B4B - LA - B4B ....
    tb9oigjsy4zq.png
  • Elusiin
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    Vampire
    • If you played with a copied character, did your existing skill line XP progress transfer properly?
      - No issues with this on my necromancer vampire.
    • Did you enjoy the questline/tutorial? Did you find it sufficiently taught you how to use the abilities?
      - Yes, clear explanations and I like not having to hunt down every npcs to complete the quest.
    • Did you find the justice gameplay fun and intuitive?
      - Yes, though the blood frenzy ability probably shouldn't be a criminal act, since it's like a mentality thing, but also because it could make it harder for content creators to display fully buffed numbers.
    • Do you feel the idea of being a vampire feels reinforced in the game world?
      - Yes, and the increased regular ability costs promotes that, though a little too harshly late and not enough early. In my opinion, I feel like stage 1 should be -8% regular ability cost, and stage 4 should be -16%. With the current numbers, everyone will be stage 1 vampire, but no one will be stage 4 vampire. Alternately, if abilities had additional effects for being stage 4, that would be great.
    • Does the skill line feel up to date with the current modern game?
      - No. The ultimate offers nothing unique and is very weak in comparison to what you give up to play a vampire.
      - Skill line has no sustain and shielding and heal spells are rendered too expensive due to the passive design. Vampiric drain offers no cc immunity, can be interrupted, and causes you to move slower while casting. Not viable in PvP. If instead it was a tether ability placed on an enemy player, granted cc immunity, or gave you a significant heal over time for when the effect ended, it would be viable.
      - No gap closer, cannot play with limited abilities in PvP if that does not include a gap closing ability, especially if your only CC does not work on fleeing enemies.
      - Mist form does not reliably activate when you press it following an ability, feels clunky and makes it hard to use.
    • Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
      - DPS, PvP. No it's very weak compared to the current meta.
    • Does the new direction feel faithful to the lore?
      - N/A
    • How does feeding feel overall?
      - It's okay, but not allowing us to override the blade of woe prompt makes it clunky and inconvenient.
  • Glacku808
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    Elusive mist not so elusive?
    Not every single vampire ability has to be a criminal act - I mean, Im trying to be invisible here
  • Vea
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    If you played with a copied character, did your existing skill line XP progress transfer properly?
    Used a max char template.

    Did you enjoy the questline/tutorial? Did you find it sufficiently taught you how to use the abilities?
    Used a max char template. Not relevant.

    Did you find the justice gameplay fun and intuitive?
    Love it . it is actually fun and very intuitive. That said, many NPCs are immune to Hypnotize. maybe a bug?

    Do you feel the idea of being a vampire feels reinforced in the game world?
    Yes. From this perspective is an amazing experience.

    Does the skill line feel up to date with the current modern game?
    Visually i apreciate animations of the new skills line. Except for the ultimate, which result very bland compared to the other skills.

    Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
    No. My characters are a lot weaker than before, doesnt matter if i slot more class skills or vampire skills. It remain extremely weaker compared to before. As a staff user i feel lack of range damage from vampire skills and, generally, the rest of downisides are simply too much if you want to go PvP or PvE. It is ok for overland and casual content, actually.
    With this in mind, since i like to play vampires, i plan to cure all the characters ( or stay at stage 1) i play in PvP and PvE and turn in my crafter ( she only does writ and survey so she will be safe, plus unnatural movement will be useful).
    Generally the damage of the skills is mediocre, on the other hand mesmerize and unnatural movement are very useful and immersive too, i feel like a real vampire :)
    While writing this i feel so sorry. I can imagine the team worked hard for this new skill line but it simply doesnt work, not with those numbers.
    Tested as DD and Healer

    Does the new direction feel faithful to the lore?
    Yes


    How does feeding feel overall?
    The new animations are beautiful, great job here. It is a bit difficult to feed as the option do not appear sometimes or blade of woe interfer .

    Edited by Vea on April 23, 2020 7:48PM
  • RedReign
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    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?

    Vampires as anything other than vampires are no longer viable.
  • skypantherb14_ESO
    I've been playing around with a MagNecro DPS + Vampire Spec, I think it could work, though it would require major play style changes...

    It becomes a style of Cold Blood +Skeleton Mage + Lighting Staff AE spell + Unnerving Boneyard + Blood Mist, popping in and out stealth (via Blood Mist) and finishing things off with with Disembowel. Slotting some of the Necro spells that give mana and + damage helps as well (Mystic Siphon).

    With a rework of CP points and the type of Armor (Keeping your Ultimate up as much as possible with things like Decisive on your weapon...) this build revolves around the Vampire Stealthy DPS play style ZOE seems to be going for with the Vampire changes...

    However... for Healing specs, the Vampire template is lacking a lot... I would love to see ZOE address this... at this point I only see Staying at Vampire level 1 and using Cold Blood to get the + Healing/Spell Buff... but going to Level 4 as a Healer makes no sense currently...
  • Strider__Roshin
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    fierackas wrote: »
    So stamina vampires are now crippled to the point of not worth playing anymore?

    Imagine how magicka werewolves feel.
  • Veesk
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    Vampire
    If you played with a copied character, did your existing skill line XP progress transfer properly?
    • Yes
    Did you find the justice gameplay fun and intuitive?
    • Yes
    Do you feel the idea of being a vampire feels reinforced in the game world?
    • Yes, with the changes to the justice system it feels very reinforced in the game world.
    Does the skill line feel up to date with the current modern game?
    • I'm not sure, I have some mixed feelings on the changes as a whole. It feels like vampires have a lot more of a double edge sword approach - power trade off, than anything in the game. I don't really feel like it's worth it either, especially with the loss of Supernatural Recovery. The visuals are really nice though.
    Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
    • I main a healer and I don't find this at all useful for the builds I normally run. It feels like it will take a lot of change to make it work, but I don't really feel like it's worth trying to make it work. Seems like there could be a niche way to use it as a tank though. It doesn't really appeal to me the same way the live vampire skill line works.
    Does the new direction feel faithful to the lore?
    • It reminds me a lot of being a vampire lord in Skyrim, so that is pretty neat. There is a lot of different lore for vampires though so I don't know that this is more faithful than the original version.
    How does feeding feel overall?
    • It was really buggy, or the blade of woe really liked to override the feed command. It was hard to get the feed command to pop up most of the time. When it actually works, the new animations are pretty cool.

    Werewolf
    Is your play pattern as a werewolf different with these changes?
    • A little bit, but I really love the changes to Pack Leader. It made me take my favorite tank/ww character and redo his build to better support the changes. It was a lot of fun to test it and find a viable way to have a tank werewolf. Probably the most fun I've had with the character since I first turned him into a werewolf honestly.
    Do you find playing a werewolf as enjoyable as what’s currently live?
    • I find these changes way more enjoyable.

    Overall
    Do you have any other general feedback?
    • I really wish that stage one of vampire didn't have a cost increase to regular/non vamp skills.
      I can appreciate that this revamp of the vampire skill line is trying to make being a vampire more relevant to characters as a core part of gameplay but with how things are now I prefer the more passive approach on live.
    • I miss Supernatural Recovery.
    • New animations looked really great.
    • I think the werewolf model could use an update, especially since the vampire line is getting a bit of a makeover with animations and skills/the ult.
    • Werewolf changes for Pack Leader make it a nice choice now with some decent benefits.
    Edited by Veesk on April 23, 2020 9:49PM
  • Elusiin
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    We need sustain: Give a passive 2%/4%/6%/8% healing from damage we deal

    Vampiric Drain needs buffed: Give immunity to interrupt, or a defense buff for casting it, or give a heal over time after the ability ends.

    Blood for Blood: Add a gap closer effect or make it ranged. Also why does the health cost one not scale with both stamina and magicka, that seems like it could be a good middle ground for giving stamina vampires something.

    Just need to make more changes. I love the play style and theme, the animations, etc. It's just not viable at this point.
  • fierackas
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    fierackas wrote: »
    So stamina vampires are now crippled to the point of not worth playing anymore?

    Imagine how magicka werewolves feel.

    Never met one but plenty of stam vamps, you? Those big furry paws aren't made for waving a wand ;) but I'm guessing you're inferring vampirism should be the province of mag toons.

    Edited by fierackas on April 23, 2020 9:57PM
  • BohnT2
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    Screenshot-20200423-234709.png

    Great bug on the pts giving you essentially endless bloodscion form
    Edited by BohnT2 on April 24, 2020 1:15AM
  • Jeremy
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    birdeye 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.
    Edited by Jeremy on April 23, 2020 10:35PM
  • Vevvev
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    Jeremy 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.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Jeremy
    Jeremy
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    Vevvev wrote: »
    Jeremy 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.
    Edited by Jeremy on April 23, 2020 10:51PM
  • skypantherb14_ESO
    Jeremy wrote: »
    Vevvev wrote: »
    Jeremy 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...
  • Jeremy
    Jeremy
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    Jeremy wrote: »
    Vevvev wrote: »
    Jeremy 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.
  • skypantherb14_ESO
    Jeremy wrote: »
    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.

    True, however it's another set it and forget situation, at least for healers/tanks... NPC's will not react to you being a vampire at Level 1, etc... I main a Healer and I usually RP as a Vampire (I'm a Necro Healer).. this will probably sway me to go DPS instead... *shrug*... one less healer for groups/activities... and I am sure there are players that do Healing/Tanking that might do likewise... Cold Blood could offset the +5% cost though even for healing, so may stick with that... *shrug* I just think this should have been done in reverse if they actually want people to really play as Vampires...

    at level 1 you get 25% extra Cost, at level 4 you get 0% extra cost... that way Feeding, NPC interactions, etc, etc, are all being played, used, by people that play Vampires... and its not set it and forget it anymore.
  • Vevvev
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    Jeremy wrote: »

    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.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Cuddler
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    Vevvev wrote: »
    Jeremy wrote: »

    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.

    They can RP and do solo content at any stage they like, and drink Double Mara before doing group content. This is what vampires already do on Live for any content with lots of incoming fire damage. Double Mara is dirt cheap.
  • bellatrixed
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    But even at level 1, healer and tank vampires are going to be worse off than they are currently because of the debuff to normal abilities...

    It doesn't even make sense. In other ES games vampires generally had boosts to combat and now they're weaker at swinging a sword or using magic than a mortal? I don't get it. This doesn't feel like an upgrade.
    ESO Roleplay | RP community for all factions/servers/platforms
  • Baraber
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    Where do i report vampire related BUGs? is it here? oh well:

    1. Vampire ultimate usage (if stunned or interrupted) can cause you character to sometimes grow to giant proportions, and be stuck like it, it's really funny!
    2. Bastion Sanguinaris: oh man this place is a bloody mess, everything is floating, floor is clipping, i fell to my death a few times, it's interesting.
    3. Vampire ult & Bastion Sanguinaris: well i know that you can keep the vampire ultimate up always while in this home, that's great, the problem is that this is also buggy as hell, every 20 seconds my characters "recasts" the transformation animation of the ultimate, kinda hurts the immersion.
    4. While in Vampire ultimate transformation the movement speed is glitchy: sometimes i lose the bonuses (swift, ring of the hunt), sometimes i don't, sometimes i can't sprint, sometimes i can, i don't know what's going on here to be honest.
    5. Unnatural Movement Passive: while i sprint i turn invisible, however every time i stumble on a tiny rock or bump it breaks the invisibility, and we all know cyrodiil is full of those! don't know if it's intended but i cannot maintain the invisibility for more than a few seconds without bumping into one of those obstacles.

    well there are other minute things but i'll get to those in the following PTS weeks as those are less important.
  • Vevvev
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    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Feizao
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    Rick11387 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.

    Getting a bloodfiend bite back then felt so rewarding. Timing the moon phase, searching spawn areas, and hoping no *** killed them. and the 75% fire damage :s ughh. lol I'd never be able to tank bloodroot
    PS4 NA lsoSO4P
    EP - Dark Elf - MagBlade Vamp
    EP - Nord - Stam/MagDk
    EP - Argonian - StamCro
    EP - Nord - StamPlar/Hybrid Healer
    AD - Khajit - StamBlade/Tank
    AD - Khajit - StormSorc/Hybrid WW
    DC - Breton - MagDen
  • Baraber
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    Vevvev wrote: »

    thanks, totally missed it, i'll repost
  • PurpleScroll
    PurpleScroll
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    As someone who has had a vampire as a main for nearly 4 years, I'm just disappointed at the cost increase to skills. At stage 1, there should be no penalty at all, considering it is the stage that you are most 'humane'. I like everything else about the changes, but -please- get rid of the penalty at stage 1.
  • Kilcosu
    Kilcosu
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    one thing I would really like to see improved is how the vampire ultimate "adds" 10k magicka and 10k stamina for the duration for the ultimate.

    having access to an extra 10k resource does absolutely nothing for the player if it is only added to the maximum pool without actually restoring 10k of the same resource to be used.

    like ohhh yeah here's access to a higher magicka pool too bad you'll be tossed out of form before you get enough magicka back to take advantage of it.
  • Kelanthras
    Kelanthras
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    This could and should have been an easy win for ZOS. It' s the vampire expansion, why not support both active and passive playstyles? You could have just got rid of the 10% recovery and replaced it with some other utility and let those used to being a vampire for RP, one or two skills etc., still be ok with it. But you slap a 5% penalty for just being stage 1, making it inefficient just to be a vampire. And then you come up with a lot of health reducing skills that look good but will make healers hate you in groups. I really do not see the logic of these changes.
  • Noxavian
    Noxavian
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    I implore everyone to watch this video before commenting. Take a gander at what normal NPC vampires get and compare it to what we got as players. The NPC abilities start at 2:07.


    Do you feel the idea of being a vampire feels reinforced in the game world?:
    Nope, because we clearly aren't a normal vampire because we lack the normal vampire abilities as shown above.


    Does the skill line feel up to date with the current modern game?:
    Nope, because instead of giving us the REAL up-to-date version that the new NPCs are getting, we get a re-hashed one that is similar to the old skill line.

    Does the new direction feel faithful to the lore?
    Nope not in the slightest, now that we can compare what abilities we're getting as players to that of NPCs. The NPCs feel like vampires, I'm not too sure what we as players feel like, but it certainly isn't a vampire.

    PLEASE GIVE US at least SOME OF these abilities zos. Don't let their cool animations go to waste! THIS is what a lot of us, I would argue an extremely solid amount, wanted from a vampire rework. COMPLETELY new abilities, multiple ways to deal damage instead of just 1, a proper AoE damage ability, a bat swarm gap-closer....

    Please take this into consideration @ZOS_GinaBruno @ZOS_LeamonTuttle @ZOS_RichLambert we want these very cool abilities as vampires! Please.
    Edited by Noxavian on April 24, 2020 8:12AM
  • Saelent
    Saelent
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    Vampire:

    Do you feel the idea of being a vampire feels reinforced in the game world?
    - in terms of there being vampires, yes, however the player vampire feels more comparable to a Nightblade than an undead creature. I’d have preferred a range execute that all classes can use.
    - I would have preferred the starving vampire getting a bounty and looking awful for it.

    Does the skill line feel up to date with the current modern game?
    - The melee magicka skill doesn’t make all that much sense with how the systems work in the newer dungeons. Seems niche at best and at worst only for Roleplayers, most of which don’t use the actual in game skills anyway.

    Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
    - I’m a DPS, and it can fit but the health loss makes it too dangerous and leaves me as a handy cap for my group. Looking at the NPC skills I’d be able to get more use out of those.

    Does the new direction feel faithful to the lore?
    - Not when compared to the NPC vampires, they look far better skill wise.
    Can you please add the NPC active skills to the player vampires? I’ll even take the not reversed appearance with it.

    How does feeding feel overall?
    - I love the feeding but I wish the appearance was reversed with a starving vampire getting killed on sight.
    Why does the tutorial elf look pretty when fed?
    Edited by Saelent on April 25, 2020 12:50PM
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