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Breaking down issues with Vampire's current implementation

Lughlongarm
Lughlongarm
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I spend time playing with the new Vampire skill line, I made some attempts to theory crafted some builds to fit vamps specifically. I really like the new design direction of the vamp(active game-play/trade-offs etc) and overall I think it is very fun. So where are the problems in my opinion?

The more I thought about it I came to realize that the vamp is at its strongest at stage 1, which is the opposite of what the devs were aiming for. Let's break it down:

1) 20% general skill increase vs 40%vamp skill decrease. This ratio do not work for the benefit of vamp for several reasons. Just few weeks ago when we tested changes for LA/HA we also tested an adjusted version for the "Molag Kena" monster set, under the devs comment for this change there was an interesting explanation why the opposite of  8% cost skill increase is worth 20% skill decrease(2.5 ratio). If anything I would expect that the vamp skill discount would be 50%(2.5 ration to the 20% increase). With the current situation, even if the player uses 5 vampire skills and 5 non-vampire skills(best case scenario) the Average skill cost works against the vamp the more stages you have. 

2)the 20% increase is to all skills, including block/dodge/break free etc While having no bonus on the vamp side to counter these penalties. This just increase the deficit of the overall vamp sustain which increase the more stages you have. 

3)Ultimate cost increase vs Vamp specific ulty decrease. This is basically saying that a stage 4 vamp must play with one specific ulti as its only viable option, so basically removing options for higher stages vamps. On the flip side, this design choice could create a situation of a very low ulti coat build potential for the vamp ulti, which will probably be problematic and will have to be addressed in the future.    

4)Stage 1 vampires have access to all the vampire skills and almost none of the penalties and also,the base cost on most of the vamp skill are not even that high to begin with, so why bother? For passives? Isn't Dipping for passives is something you wanted to avoid? Right now a stage 1 vamp can create a cheesy mist form build with high health regen and take only -10% health regen penalty? You know this is gong to be a problem....

What I think should be done: 

1) Make the the 20% cost increase to apply only to magicka+stamina active skills. The vamp discount stays at 40% but will not decrease the vamp ulti(adjust the ulti cost accordingly). change the health regen penalty to 25%/50%/75%/100% based on stage. 
 
2)Increasing the base cost of the vamp skill, specifically mist form, 1k toggle before discounts is nothing. You can Mist+block to remove all immobs+snares and gain the 300 wd/sd for almost no cost, after discounts sprinting costs more(should be like 2k base magicka per sec). 

3)add the stamina+magicka regen passives base of stage(5%/10%/15%/20%), to adjust to gap between the skills cost increase to the vampire skill discount, and also the increase of the base costs.       

4)Lock the vampire active skills behind vamp stages: This will help both with balance concerns and the theme of the vamp actually getting stronger. 

Stage 1 - gain - Eviscerate - The basic spammable. 

Stage 2 - gain Mist Form + Mesmerize - Both skills are strong and unique both could also considered as a "class fixers", that offer utility to existing builds. That's why I think being locked behind specifically stage 2.

Stage 3 -  Blood Frenzy + Vampiric Drain - These skills should be Vampire defining vampire game play(Blood frenzy cost health, Vampiric Drain powerful heal based on missing health). Because Vampiric Drain is locked behind stage 3, you can add to the current effect, the damage it has on live. This will also give a range offensive option to the vampire. 

Stage 4 - Blood Scion. This skill is no longer being discounted by the the vampire skill reductions. In stage 4 vamps have 0 health regen, which is a big deal. health regen+mist form was always a thing, stage 4 is the only stage when you cannot take advantage of that. Not to mention the extra fire damage. Blood Sicion is here to compensate. The stage 5 bonus of the Perfect Scion should be added to the base skill. New Perfect Scion is now empowering the vamp skills giving them extra powers. Stage 4 vemps and  Blood Scion  are tied. You take max penalties on stage 4 but you can offset 100% of it all for the duration of the uliti. This will strengthen both the mechanic and the fantasy of the stage 4 vampire. 

I think that the above changes will make the vampire game-play much more cohesive and satisfying.

Thank you for reading.
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