That’s a terrible way to look at it, an entire skill line just for tanks? Even restoration staffs just aren’t for healers.
If it is only for tanks then there will be even less vampires around.
Why would a tank take a skill that causes for damage to them when they can’t be healed by the healer? Your reasoning makes no sense.
I really hope people keep complaining about the cost because yes, it is just a bit too much right now.
As long as players don’t have a way to “deactivate” the cost increase (say, giving stage 1 no cost increase) without completing curing their vampirism, it will be impossible to use the vampire skills situationally. You’ll always face a (pretty significant) penalty even if you’re gaining no benefits.
You either have to go all in all the time, or you can’t be a vamp at all. Since vamp won’t be worth it for the vast majority of builds, this means that outside of very specialized situations, you can’t be a vamp at all.
The main effect of the current setup is to eliminate choice.
It goes completely against the whole fantasy of the Vampire.
Vampires aren't simple a magicka werewolf, or a magicka tank as you put it. They're capable at being equally skilled mages, rogues and warriors.
Remember, vampirism is a state of being, not a class. This penalty goes utterly against build diversity, and will effectively ruin it.
It should receive another far more fitting weakness instead, that doesn't null the 100+ abilities ESO has available.
It goes completely against the whole fantasy of the Vampire.
Vampires aren't simple a magicka werewolf, or a magicka tank as you put it. They're capable at being equally skilled mages, rogues and warriors.
Remember, vampirism is a state of being, not a class. This penalty goes utterly against build diversity, and will effectively ruin it.
It should receive another far more fitting weakness instead, that doesn't null the 100+ abilities ESO has available.
MotownMurder wrote: »You say when a tank needs to actually tank, they can "easily" downgrade to stage 1? Does waiting 12 real time hours to go from 4 to 1 count as "easy" to you?
It goes completely against the whole fantasy of the Vampire.
Vampires aren't simple a magicka werewolf, or a magicka tank as you put it. They're capable at being equally skilled mages, rogues and warriors.
Remember, vampirism is a state of being, not a class. This penalty goes utterly against build diversity, and will effectively ruin it.
It should receive another far more fitting weakness instead, that doesn't null the 100+ abilities ESO has available.
Right, because every mag player, and some stam players, taking vampirism for 2 passives was promoting build diversity.
so how are you going to use things like wall on your back bar when it costs 5k, or cures.
The problem is, what the costs do is basically make you fill your bar with skills that just give you stats and never use them.
I understand what they are trying to do but as usually, they failed miserably. level 1 should be a small cost, maybe the 5 percent, but as you level up to 4, imo it should disappear.
Vercingetorix wrote: »Reread the vampire skills - most of them cater to builds with high hp pools (tanks).
[snip] Zos stated that vampires should revolve around stealth speed and surprise attacks - literally 0 aspects of tanking and ironically 100% identical to one gank boi.
If it worked out benificially for tanks then so be it, but then they completely missed the mark or lied willingly and it's on their part for giving players false hopes, not the player's that don't wanna adapt vampires to tanking cause that's not what was promised in the first place.
Vercingetorix wrote: »Reread the vampire skills - most of them cater to builds with high hp pools (tanks).
Again, this goes against the fantasy of the vampire.
They're not a class, its a state of being, far more akin to a race than a class.
That is not reflected in one weakness, which really offsets the whole balance and frankly ruins it all together.
Vercingetorix wrote: »
No, it goes against your idea of how it should work. ZoS clearly disagrees with your opinion and wants Vampire to be a real choice that requires sacrifice and some building around it in order to take full advantage of it. If you don’t like the new vampire, go talk to a priest of Arkay. Problem solved. PTS is for bug fixes, not overhauling content changes introduced in week 1. This new vampire is going to Live no matter how much you complain - embrace the changes and adapt or cure yourself.
MotownMurder wrote: »In any case, I think "magicka tanks who want to off dps" is too narrow of a category to restrict vampirism to. I very much doubt that ZOS honestly thinks "only magicka tanks should use vampirism once greymoor launches", especially since if that's their thought process, why did they include all the stealth perks and other things tanks will take absolutely no benefit from? If that is the case, though, then players would have good cause to take issue with it imo.
For what it's worth, I've also found that the cost increases are not so crippling as long as you build around them. On the other hand, I'm also not a magicka tank, so if ZOS doesn't want someone like me to stay a vampire, they better say something soon!
usmcjdking wrote: »I don't see how these vamp changes change build diversity negatively, at all. The current premise of the vampire skill line in PVE at the moment is a negative one - you are basically punished for NOT being a vamp, which means being a vamp holds nothing of value or worth - it is the standard.
Good changes. Need more Nosferatu and Brujah vampires instead of Twilight.
Lughlongarm wrote: »I agree. Seems balance to me. stage 4 vemp mist costs like nothing, even the toggle buff is manageable. This cannot co-exist without a strong penalty. stage 1 vemp setup can work for vemp skill dipping.
darthgummibear_ESO wrote: »Lughlongarm wrote: »I agree. Seems balance to me. stage 4 vemp mist costs like nothing, even the toggle buff is manageable. This cannot co-exist without a strong penalty. stage 1 vemp setup can work for vemp skill dipping.
And what if you are stamina?
darthgummibear_ESO wrote: »Lughlongarm wrote: »I agree. Seems balance to me. stage 4 vemp mist costs like nothing, even the toggle buff is manageable. This cannot co-exist without a strong penalty. stage 1 vemp setup can work for vemp skill dipping.
And what if you are stamina?