WhyMustItBe wrote: »What is really terrible about this design change is that it punishes vampire players in a way WW players do not get punished.
WW can choose not to slot the ultimate or not transform, and get NO PENALTY for that.
With the new vampire, even at the lowest rank, with none of the beneficial passives active, you STILL get a 5% cost increase to all your skills. There is no option to rank down for group content without suffering penalties for no benefit!
There is simply no reason that rank 1 should penalize you when WW does not. This disproportionately harms one specific group of players with no benefit. They should make the skill cost increase 0% at rank 1 to be fair/playable.
Otherwise this vampire overhaul will end up being a real demoralizing disappointment that makes people want to engage with the game less as their favorite characters/playstyle are penalized for no good reason.
Also consider that vampires only get 1 damaging ability. All of your AOE, CC, utility, etc. still must come from non-vamp abilities which, at max rank, will cost 20% more to cast.
That level of penalty is so out of line with the reward as to be nigh unplayable.
This system needs SERIOUS readjustment.
@ZOS_GinaBruno can we ask the devs to reconsider this in light of the overwhelmingly negative impact this will have on players who just want to be vamp for solo and rank down for group content (the majority)? Particularly since WW can choose to not slot the ultimate or shapeshift and suffer no penalty?
I suggest 0%, 5%, 10%, 15% as a simple fix, but even this may be too much considering vampire gets no AOE (as WW does) and only 1 vampire damage skill, still needing all your AOE, CC, and utility to come from non-vampire abilities which at even a lower 15% cost increase will quickly become unplayable in veteran dungeon and trial settings, in terms of sustain.
I feel the fire damage and health regen debuffs are more than enough to counteract the minimal positives you gain. Consider the negatives of being a werewolf (poison vulnerability only?) and I feel that we are trying too hard to add too many negatives to counterbalance positives which simply are not actually there in the level that we assume, at least in terms of normal play.
...its almost like the new vampirism was some sort of unholy curse, huh?Vampire 20% Cost Increase Non Vamp Abilities
...that.I guess that means a number of my vampire toons are going to stop being vampires.
TheShadowScout wrote: »Also... everyone who is vexed about this... use those feelings!
WhyMustItBe wrote: »What is really terrible about this design change is that it punishes vampire players in a way WW players do not get punished.
WW can choose not to slot the ultimate or not transform, and get NO PENALTY for that.
With the new vampire, even at the lowest rank, with none of the beneficial passives active, you STILL get a 5% cost increase to all your skills. There is no option to rank down for group content without suffering penalties for no benefit!
There is simply no reason that rank 1 should penalize you when WW does not. This disproportionately harms one specific group of players with no benefit. They should make the skill cost increase 0% at rank 1 to be fair/playable.
Otherwise this vampire overhaul will end up being a real demoralizing disappointment that makes people want to engage with the game less as their favorite characters/playstyle are penalized for no good reason.
Also consider that vampires only get 1 damaging ability. All of your AOE, CC, utility, etc. still must come from non-vamp abilities which, at max rank, will cost 20% more to cast.
That level of penalty is so out of line with the reward as to be nigh unplayable.
This system needs SERIOUS readjustment.
@ZOS_GinaBruno can we ask the devs to reconsider this in light of the overwhelmingly negative impact this will have on players who just want to be vamp for solo and rank down for group content (the majority)? Particularly since WW can choose to not slot the ultimate or shapeshift and suffer no penalty?
I suggest 0%, 5%, 10%, 15% as a simple fix, but even this may be too much considering vampire gets no AOE (as WW does) and only 1 vampire damage skill, still needing all your AOE, CC, and utility to come from non-vampire abilities which at even a lower 15% cost increase will quickly become unplayable in veteran dungeon and trial settings, in terms of sustain.
I feel the fire damage and health regen debuffs are more than enough to counteract the minimal positives you gain. Consider the negatives of being a werewolf (poison vulnerability only?) and I feel that we are trying too hard to add too many negatives to counterbalance positives which simply are not actually there in the level that we assume, at least in terms of normal play.
emilyhyoyeon wrote: »I also agree with others mentioning that vampire is punished in a way werewolf is not. WhyMustItBe explained it really nicely.
One of my main characters is a vampire for rp reasons, so I'd really hate such a severe and not thematically sensible punishment for staying even at stage one.
emilyhyoyeon wrote: »I also agree with others mentioning that vampire is punished in a way werewolf is not. WhyMustItBe explained it really nicely.
One of my main characters is a vampire for rp reasons, so I'd really hate such a severe and not thematically sensible punishment for staying even at stage one.
Werewolf gets NO benefits when they are not transformed - they are simply human. Vampires get their perks 24/7. When a werewolf does transform they are limited to only 5 set abilities. I hardly think it's fair to compare the two, and it makes literally zero sense.
Actually I thought it made quite a bit of sense lorewise, if one assumes that the class spells were made with mortal people (or mortal-ish in case of our vestige) in mind, and vampirism does change a person somewhat... including perhaps the way mana flows through them, thus resulting in a bit of added difficulty in using mortal magics... (personally I would have adjusted it tho, like... 30% for DK, templar & warden class skills, but only 10% for necromancer, NB & sorceror since those would seem a bit more "attuned" to vampires I reckon... with vampirism being a -deadric- condition, that deals with -blood- and -death- magics)That is not to mention the mere fact that the penalty makes 0% sense in both lore and...
You know... we could just throw away the cost reduction thing entirely and crank the flame damage up to 11. Risk vs Reward, right?
Paradisius wrote: »
I've actually been thinking about about that internally, would something such as 50% flame damage at stage 4 be enough of a detriment? I can't really find out since to my knowledge there's no way to test such a thing, but it would be a noticeable detriment if the flame damage was too high to mitigate
Vampires already on live I turn into smores with my MagDK using only a couple of flame damage abilities. At stage 1 the flame damage is at 0% but stage 2 is 15%, stage 3 is 20%, and stage 4 is 25%.
On the PTS the flame damage is actually going to be a bit lower capping out at 20% at stage 4. Starts off with stage 1 being 5% and incrementing every 5%. If they had it start at 10% and increase up to 40% I think that'd be a very noticeable jump in flame damage. Imagine getting hit by a 20k flame damage ultimate at stage 4.... ouch....
Paradisius wrote: »
That might be so, however such an increase in flame damage should be big enough to not be a detriment you can ignore, so it fills that purpose and does it thematically, I wonder if the devs considered this
LeGrandeShekel wrote: »Anyone else finding that they spend more time gearing up, testing and tweaking characters than they do actually playing them?
This game used to be fun, it's too much of a chore now with the way that they wreck something every patch. Every time a patch gets released which change stats and skills, its an implied admission by ZOS that what they released in the first place wasn't good enough. How many times can a company get it wrong? Just make your game and unless something is genuinely overpowered (hint: vampires are not, nightblades weren't) stick to your guns.
LeGrandeShekel wrote: »Anyone else finding that they spend more time gearing up, testing and tweaking characters than they do actually playing them?
This game used to be fun, it's too much of a chore now with the way that they wreck something every patch. Every time a patch gets released which change stats and skills, its an implied admission by ZOS that what they released in the first place wasn't good enough. How many times can a company get it wrong? Just make your game and unless something is genuinely overpowered (hint: vampires are not, nightblades weren't) stick to your guns.
Just because something changes doesn't mean it was wrong. People used to have landline phones. Now we all have cell phones. Doesn't mean landline phones were necessarily wrong. Just that cell phones were better or more popular.
LeGrandeShekel wrote: »LeGrandeShekel wrote: »Anyone else finding that they spend more time gearing up, testing and tweaking characters than they do actually playing them?
This game used to be fun, it's too much of a chore now with the way that they wreck something every patch. Every time a patch gets released which change stats and skills, its an implied admission by ZOS that what they released in the first place wasn't good enough. How many times can a company get it wrong? Just make your game and unless something is genuinely overpowered (hint: vampires are not, nightblades weren't) stick to your guns.
Just because something changes doesn't mean it was wrong. People used to have landline phones. Now we all have cell phones. Doesn't mean landline phones were necessarily wrong. Just that cell phones were better or more popular.
However, that analogy doesn't stack up, you're not comparing apples with apples. ZOS are going back and revising something that already exists, not releasing something new that supersedes the old. When Sony release the PS5, it's not going to make my PS4 any worse, and I don't lose anything by choosing to stay put, it's just the offer of a better alternative. When ZOS release their updates, it makes what I already have worse and forces me to put effort in that I don't have time for. I used to, back in 2015 when I had a few months off and played every day. Now I've only got a couple of hours in the week, and that should be time spent enjoying myself.
VocalThought wrote: »This is crazy! 1) People are getting mad about not being a Vampire, 2) People are comparing Vampires to Werewolves, 3) People are Outrange at the cost of being a stage 4 Vampire while using Class Skills... lol. Dude you're a Vampire! What did you think? Werewolves are werewolves some of the time. You are always a Vampire. BTW, isn't there an Ultimate where you go be a stage 5 Vampire with no penalties, and can't you run off and turn invisible.... just keep doing that.
LeGrandeShekel wrote: »LeGrandeShekel wrote: »Anyone else finding that they spend more time gearing up, testing and tweaking characters than they do actually playing them?
This game used to be fun, it's too much of a chore now with the way that they wreck something every patch. Every time a patch gets released which change stats and skills, its an implied admission by ZOS that what they released in the first place wasn't good enough. How many times can a company get it wrong? Just make your game and unless something is genuinely overpowered (hint: vampires are not, nightblades weren't) stick to your guns.
Just because something changes doesn't mean it was wrong. People used to have landline phones. Now we all have cell phones. Doesn't mean landline phones were necessarily wrong. Just that cell phones were better or more popular.
However, that analogy doesn't stack up, you're not comparing apples with apples. ZOS are going back and revising something that already exists, not releasing something new that supersedes the old. When Sony release the PS5, it's not going to make my PS4 any worse, and I don't lose anything by choosing to stay put, it's just the offer of a better alternative. When ZOS release their updates, it makes what I already have worse and forces me to put effort in that I don't have time for. I used to, back in 2015 when I had a few months off and played every day. Now I've only got a couple of hours in the week, and that should be time spent enjoying myself.
Not worse. Obsolete. Part of what makes MMOs so good is the fact that they do change. Doesn't mean that what was there before was wrong. Just that now it's different, hopefully for the better in the grander scheme. You can't honestly expect an MMO to remain completely stagnate after launch day after all. Not a successful one anyway.
If you want a game that doesn't change, you're pretty much going to have to look at single player titles older than a few years.
WhyMustItBe wrote: »What is really terrible about this design change is that it punishes vampire players in a way WW players do not get punished.
WW can choose not to slot the ultimate or not transform, and get NO PENALTY for that.
With the new vampire, even at the lowest rank, with none of the beneficial passives active, you STILL get a 5% cost increase to all your skills. There is no option to rank down for group content without suffering penalties for no benefit!
There is simply no reason that rank 1 should penalize you when WW does not. This disproportionately harms one specific group of players with no benefit. They should make the skill cost increase 0% at rank 1 to be fair/playable.
Otherwise this vampire overhaul will end up being a real demoralizing disappointment that makes people want to engage with the game less as their favorite characters/playstyle are penalized for no good reason.
Also consider that vampires only get 1 damaging ability. All of your AOE, CC, utility, etc. still must come from non-vamp abilities which, at max rank, will cost 20% more to cast.
That level of penalty is so out of line with the reward as to be nigh unplayable.
This system needs SERIOUS readjustment.
@ZOS_GinaBruno can we ask the devs to reconsider this in light of the overwhelmingly negative impact this will have on players who just want to be vamp for solo and rank down for group content (the majority)? Particularly since WW can choose to not slot the ultimate or shapeshift and suffer no penalty?
I suggest 0%, 5%, 10%, 15% as a simple fix, but even this may be too much considering vampire gets no AOE (as WW does) and only 1 vampire damage skill, still needing all your AOE, CC, and utility to come from non-vampire abilities which at even a lower 15% cost increase will quickly become unplayable in veteran dungeon and trial settings, in terms of sustain.
I feel the fire damage and health regen debuffs are more than enough to counteract the minimal positives you gain. Consider the negatives of being a werewolf (poison vulnerability only?) and I feel that we are trying too hard to add too many negatives to counterbalance positives which simply are not actually there in the level that we assume, at least in terms of normal play.
Paradisius wrote: »
I've actually been thinking about about that internally, would something such as 50% flame damage at stage 4 be enough of a detriment? I can't really find out since to my knowledge there's no way to test such a thing, but it would be a noticeable detriment if the flame damage was too high to mitigate
Vampires already on live I turn into smores with my MagDK using only a couple of flame damage abilities. At stage 1 the flame damage is at 0% but stage 2 is 15%, stage 3 is 20%, and stage 4 is 25%.
On the PTS the flame damage is actually going to be a bit lower capping out at 20% at stage 4. Starts off with stage 1 being 5% and incrementing every 5%. If they had it start at 10% and increase up to 40% I think that'd be a very noticeable jump in flame damage. Imagine getting hit by a 20k flame damage ultimate at stage 4.... ouch....