WhyMustItBe wrote: »I have spent the last days testing out the new Vampire and Werewolf changes on the PTS and have reached some rather shocking conclusions. There is a very serious problem with Vampirism specifically that, if allowed to go live, will completely destroy the enjoyment of countless players and cause nothing but strife and lost revenue for Zenimax. Allow me to explain.
Let us begin with a simple comparison of benefits and penalties for each class.
Werewolf benefits and penalties:WEREWOLF BENEFITS
Werewolf ultimate slotted (not transformed):Werewolf Berserker (transformed):
- 15% stamina recovery.
Brutal Pounce (gap closer):
- Light attacks apply 14k bleed over 4 sec.
- Heavy attacks do 50% splash damage in AOE.
- Max stamina increased by 30%.
- Major Brutality (20% weapon damage) from slotting heal (always).
- Major Savagery (10% crit chance) from slotting fear (always).
Hircine's Rage (heal):
- 9.6k BASE damage to target and surrounding enemies (AOE)
- Activate again within 5sec to cast Brutal Carnage:
- Brutal Carnage causes enemies to bleed for 7k BASE physical damage over 10 seconds, dealing up to 450% more damage based on missing health.
- Increase weapon damage by 85 for each enemy hit, up to a max of 6 (510 weapon damage).
Deafening Roar (fear):
- Heal for 7k health (scales off max health).
- If at full health restore 3k stamina & gain Major Berserk (25% damage increase) for 6 seconds (also take 20% more damage).
- Major Brutality (20% weapon damage) at all times for slotting ability.
Howl of Despair (nuke, group utility):
- Fear up to 6 nearby enemies for 4 seconds.
- Sets up to 6 enemies Off Balance for 7 seconds.
- Applies Major Fracture to feared enemies for 7 seconds (minus 5280 physical resist).
- Applies Minor Main to feared enemies for 7 seconds (minus 15% damage done).
- Gain Major Savagery (10% crit chance) at all times for slotting ability.
Claws of Life (AOE, heal):
- Deals 16k BASE physical damage.
- Enemies facing you take 10% more damage.
- Allows allies UNLIMITED use of Feeding Frenzy synergy, granting Empower for 5 seconds (increase light attack damage by 40%).
WEREWOLF PENALTIES
- 12k BASE disease damage to enemies in AOE plus 12k BASE disease damage over 10 seconds.
- You are healed for 100% of the damage over time.
- Enemies hit by the initial effect are inflicted with the Diseased status effect (15% reduced healing received).
- You take 25% more poison damage WHILE TRANSFORMED. There are NO NEGATIVES when not transformed!
Vampirism benefits and penalties:VAMPIRISM BENEFITSVAMPIRISM PENALTIES
- Vampire-only ability cost reduction (10%/20%/30%/40% at ranks 1/2/3/4).
- Rank 1: Ignore movement penalty of sneak and enter sneak 50% faster (no real combat benefit, RP passive?).
- Rank 2: When leaving sneak, invisibility, or mist form, gain 300 weapon & spell damage for 6 seconds (marginal usefulness).
- Rank 3: Reduce damage taken by up to 30% based on missing health (no vampire tank active abilities, marginal usefulness).
- Rank 4: Reduce sprint cost by 50% and gain invisibility after sprinting for 3 seconds (no real combat benefit, RP passive?).
- Health Recovery reduced (10%/40%/70%/100% at ranks 1/2/3/4).
- Flame damage taken increased (5%/10%/15%/20% at ranks 1/2/3/4).
- Increase ALL non-vampire ability cost including ultimates (5%/10%/15%/20% at ranks 1/2/3/4).
As you can (hopefully) see, Werewolf gets FAR more benefits for FAR fewer penalties.
At Vampirism Rank 1, just for having Vampirism, you gain NO damage increase or sustain benefits and suffer -10% health recovery, +5% flame damage, and +5% cost of all normal abilities. Literally all downsides and no benefits (in terms of combat.) Compare to Werewolf who get 15% stamina recovery just for SLOTTING their ultimate without even transforming, with NO DOWNSIDES. Literally all benefits.
Obviously then we must ask, what are these new vampire active abilities and how are they so good as to warrant such imbalanced downsides? However on closer inspection, the vampire abilities you gain are mostly RP and utility fluff and give very little actual combat benefit:
- Blood Mist (channeled) does weak AOE damage (1.6k per second) and heals you.
- Hypnosis is an AOE stun of enemies facing your direction.
- Exhilarating Drain is a channel (interruptible) that does weak 2.5k single target damage per second for 3 seconds, heals you, and grants 4 ultimate per second.
- Sated Fury is a toggle that increases spell power & weapon damage by 660 but drains health per second (1152 per second at rank 4).
- Arterial Burst is the only actual damage ability. It is single target, does 10k magic damage (up to 50% more based on missing health) and always crits if YOU are under 50% health.
The ultimate Perfect Scion grants you 10k MAX health, magic, and stamina on activation, but DOES NOT RESTORE THIS VALUE. This only increases your max possible values, meaning if you are out of resources when you cast it you are STILL out of resources after transforming. You then heal for 15% of the damage you do while transformed and can see enemies through walls (again mostly RP, no real combat benefit).
You also temporarily gain all the benefits of Rank 4 with none of the drawbacks (meaning your normal abilities don't cost 20% more while transformed), for 20 seconds. This however is marginally useful as you will typically be resources starved by the time you are able to transform just maintaining your AOEs for 20% increased cost since Vampirism has NO SIGNIFICANT AOE ABILITIES as Werewold does.
Further, the weak AOE vampires do have (Blood Mist) DOES NOT LET YOU CAST OTHER ABILITIES while using it, meaning it works like a channel. Compare this to all other AOEs in the game where you put them down then continue the rest of your rotation, and it is a MASSIVE DPS LOSS to use it, combined with the fact the AOE itself is extremely weak by AOE standards (roughly half the damage of Endless Hail).
The benefits of the vampire skills available are simply not significant to combat and still require all meaningful AOE and damage abilities to come from weapons and class skills thus costing 20% more resources for very little gain. In simulations on the PTS I am routinely doing MORE DPS with a standard build with NO vampire abilities at Rank 1 Vampirism than at Rank 4 using the vampire spammable, toggle, and ultimate, and running out of resources far less often (though you do get 5% increased cost even with NO benefits at all).
Again, compare this to Werewolf:
- 15% stamina recovery just for having their ultimate on their bar without even transforming.
- Powerful toolkit with Nuke, AOE, multiple heals, CC, AND group utility.
- Light attacks apply 14k bleed over 4 sec.
- Heavy attacks do 50% splash damage in AOE.
- Max stamina increased by 30%.
- Major Brutality (20% weapon damage) from slotting heal (always).
- Major Savagery (10% crit chance) from slotting fear (always).
- Major Berserk (25% damage buff) for healing while at full health.
- Access to fear.
- Access to unlimited group Empower synergy (Alkosh, etc.).
- Major Fracture.
- Minor Maim.
- MASSIVE damage further buffed by ability use.
This disparity is so egregious as to be truly mind boggling. The benefits of Vampirism not only do not balance the downsides, but the class has become UNPLAYABLE for the following:
- Tanks: There are NO vampire-based tanking abilities to benefit from the reduced vampire ability cost.
- Healers: There are NO vampire-based healing abilities (for others) to benefit from the reduced ability cost.
Furthermore, damage dealers are punished with 20% increased cost to all their abilities which are the bulk of their damage, minus ONE spammable vampire skill and some RP utility stuff.
This simply CANNOT go to live in its current form as it will seriously harm engagement with the game for people who love vampires, completely demoralizing and destroying a loved playstyle. It does NOT have to be this way! The vampire overhaul COULD be a fun new dynamic that INCREASES people's enjoyment and excitement for the game! ZOS, all you have to do is the following:
REMOVE THE COST INCREASE FROM NORMAL ABILITIES! The 100% health recovery and 20% fire damage is more than enough to counterbalance the very marginal benefits of being a vampire.
Consider all the MANY incredible benefits Werewolf gains, and for all that, their ONLY downside is 25% poison weakness WHILE TRANSFORMED. Now look at the minuscule vampire benefits, and the fact they get almost the same penalty (20% fire weakness), but with 100% health recovery AND 20% ability cost added ON TOP of that?!?
How is the class with LESS BENEFITS getting HUGELY MORE PENALTIES?
@ZOS_GinaBruno @ZOS_JessicaFolsom
At the very least there should be no ability cost penalty at Rank 1 Vampirism, 5% at Rank 2, 10% at Rank 3, and 15% at Rank 4, but even this much is TOTALLY UNFAIR based on actual benefits. As I said, I am regularly doing MORE DPS and staying in the fight longer due to sustain running a non-vampire ability build at Rank 1 on the PTS than I am using the vampire spammable, toggle, and ultimate at rank 4. I can post videos on request.
ZOS PLEASE reconsider this normal ability cost increase, at the very least at Rank 1, before Greymarch becomes another Morrowind sustain nerf disaster!
Blessed be.
Is there any benefit for vampirism with 20% cost increase to non vampire skills?
Ragged_Claw wrote: »Good points, mate. Couldn't agree more. I'm sad and confused by these changes. I thought the idea was to make people actually use their vampire skills, rather than just getting vamprism for the passives. .
Ragged_Claw wrote: »Good points, mate. Couldn't agree more. I'm sad and confused by these changes. I thought the idea was to make people actually use their vampire skills, rather than just getting vamprism for the passives. .
But that's exactly what they accomplished. People who make regular use of their Vampire Abilities are going to love these changes. Those who just chose it for passives aren't.
Vampires can now buff their damage considerably (Blood Frenzy), heal effectively (drain) use Mist Form more strategically and efficiently and even have access to CC abilities. Blood for Blood may need some work, but it's at least interesting and does respectable damage. This is a huge buff to their tool kit and there is just no other way to describe it. No one is going to pick a Vampire now just so they can have their stage passives, and certain builds are going to benefit greatly from these changes.
This isn't to say Vampire is good for every build out there. It isn't. And it probably shouldn't be. It's no longer just a ugly way to get 15% more regen. It's now an actual skill line that players can make effective use of if they wish. But if it's not for you - and your build does not benefit from these abilities - then there is absolutely no pressure now to become one.
What is wrong with that?
WhyMustItBe wrote: »Is there any benefit for vampirism with 20% cost increase to non vampire skills?
Not really in their current form, sadly.
Healer and tank vampires are basically excluded by the penalty altogether as there are no vampire abilities for these roles. Even at Rank 1 it still imposes 5% ability cost penalty and fire vulnerability along with health regen penalties, so literally all penalty for no benefit.
There do of course exist some niche possibilities, like building to be a PVP suicide bomber.
You could also potentially stack regen sets and rely on the damage bonus from the vampire toggle to bring your spellpower back up to normal levels, but that is a ton of work just to get back to the level of say, a mortal character wearing Julianos + Necropotence or some other such easy combo.
Even if you did that however, you would be suffering a very hectic playstyle of having your health constantly drained, and having to stay below 50% health to do effective damage (since regen sets also nerf your crit), and for all that and even when executed well, you are basically doing a ton more work and incurring a lot more risk just to get back to the same place you would be as a non-vamp in normal sets, which you still won't be able to do without using non-vampire abilities due to the reasons outlined below.
The risk vs. reward simply isn't there with the current 20% ability cost and low health playstyle.
The low health style itself is fine, IF the cost penalty was removed or seriously reduced from normal abilities, which will still need to make up the majority of any viable rotation as:
1) Vampires do not have a viable alternative to non-vampire AOE.
2) Vampires do not have a viable alternative to non-vampire DoTs.
3) Vampires have no abilities that heal others.
3) Vampires have no source of major defenses, taunts, or pulls for tanking.
The idea is cool in theory but the cost increase to normal abilities and lack of cool changes to abilities when transformed to make the ultimate feel meaningful (plus lack of cool animations for the ultimate Scion rather than swinging your weapon in it's huge monster hand like a fly swatter) leave it feeling incomplete at this point.
It really just ends up making vampire non-viable for anything other than niche PVP bomber builds and RP, and eliminates the vast bulk of build diversity for really no reason and not much gain which is really pretty bad in a game advertised as "play as you want."
I am hoping it will fill out a bit more as the PTS cycle continues.
But that's exactly what they accomplished. People who make regular use of their Vampire Abilities are going to love these changes. Those who just chose it for passives aren't.
Vampires can now buff their damage considerably (Blood Frenzy), heal effectively (drain) use Mist Form more strategically and efficiently and even have access to CC abilities.
WhyMustItBe wrote: »But that's exactly what they accomplished. People who make regular use of their Vampire Abilities are going to love these changes. Those who just chose it for passives aren't.
Vampires can now buff their damage considerably (Blood Frenzy), heal effectively (drain) use Mist Form more strategically and efficiently and even have access to CC abilities.
I'm afraid that after several days extensively testing builds on the PTS with various classes both as vampire and non, as full magic, full stam, or hybrid, these statements simply do NOT pan out in actual gameplay and vampire on a whole is a significant net DPS loss vs. mortal characters, while werewolf characters enjoy the same DPS or even a little more.
What you say is basically the brochure. Sadly the devil is in the details of how these abilities actually work in the real world.
Vampires "buffing their damage considerably" is basically a constant scaling health drain that at Rank 4 and 10 stacks is doing over 2k damage per second to you. The "efficient heal" of drain does not keep pace with this by itself, especially if you are taking ANY damage from other sources. So without specific class abilities to stop and heal or special gearsets that will nerf your damage, this is a constant fear of killing yourself.
To try and heal with drain means you stop doing anything else because it is a channel for 3 seconds, losing DPS, and that 2200 damage per second to your health doesn't stop unless you turn off your damage boost, which then has to build back up to full strength (10 stacks, one per second), so you would basically have to keep doing nothing but draining constantly just to prevent yourself from dying to your own buff. Not really as practical in a real world rotation as it sounds on paper.
The base benefit of the toggle is a roughly 660 spell power boost, maybe a tiny bit more than three gold spell damage enchants on your jewelry. HOWEVER again, this is at Rank 4 with a 20% cost penalty to skills. Even with NB siphoning strikes up 100% of the time, the only way I was able to sustain a rotation was to replace my jewelry with all cost reduction glyphs, so the balance mostly equals out.
Now if you let the damage boost scale to 10 stacks that boost doubles it is true, so you are getting around 1200 spell power total, plus if you block cancel mist form you can eek out another 300 for 6 seconds if you can keep it up in a rotation.
The problems simply outweigh any gains however. The rotation is hectic, clunky, lots of time mist doesn't block cancel, transforming has a roughly 2 second delay on changing into and out of Scion where you completely stop being able to do your rotation, you have to change your gear to compensate for the 20% ability cost penalty which is WAY over the top off the balance map, plus you have no health regen at all and 20% weakness to fire on top of this.
Using Burning Spellweave and Mother's Sorrow with all divines and Shadow Mundus I was able to barely eek out a 28k raw parse (no major fracture debuff on the boss) which was lower than my non-vampire parses on the same class, for a whole lot of hectic juggling and risk of dying and micromanaging cost reduction and keeping buffs up that would otherwise just be passive on my gear and not something I'd think about.
It may be fun for solo and RP as I said. But in real world scenarios there is no way you would survive in PVP with the damage buff up, and the Scion doesn't really do anything interesting other than look cool, so you are really left with mostly WAY over the top downsides (particularly the cost increase on non-vampire skills which is an absolute DEAL BREAKER), for very little if any gain other than that RP reward of being a vampire for the sake of it.
TONS of work and risk for very little if any reward.
The system is in a TERRIBLE place as it currently stands in terms of balance.
That doesn't mean people can't still have fun. It just won't be for serious players interested in competitive content.
WhyMustItBe wrote: »I have spent the last days testing out the new Vampire and Werewolf changes on the PTS and have reached some rather shocking conclusions.
WhyMustItBe wrote: »But that's exactly what they accomplished. People who make regular use of their Vampire Abilities are going to love these changes. Those who just chose it for passives aren't.
Vampires can now buff their damage considerably (Blood Frenzy), heal effectively (drain) use Mist Form more strategically and efficiently and even have access to CC abilities.
I'm afraid that after several days extensively testing builds on the PTS with various classes both as vampire and non, as full magic, full stam, or hybrid, these statements simply do NOT pan out in actual gameplay and vampire on a whole is a significant net DPS loss vs. mortal characters, while werewolf characters enjoy the same DPS or even a little more.
What you say is basically the brochure. Sadly the devil is in the details of how these abilities actually work in the real world.
Vampires "buffing their damage considerably" is basically a constant scaling health drain that at Rank 4 and 10 stacks is doing over 2k damage per second to you. The "efficient heal" of drain does not keep pace with this by itself, especially if you are taking ANY damage from other sources. So without specific class abilities to stop and heal or special gearsets that will nerf your damage, this is a constant fear of killing yourself.
To try and heal with drain means you stop doing anything else because it is a channel for 3 seconds, losing DPS, and that 2200 damage per second to your health doesn't stop unless you turn off your damage boost, which then has to build back up to full strength (10 stacks, one per second), so you would basically have to keep doing nothing but draining constantly just to prevent yourself from dying to your own buff. Not really as practical in a real world rotation as it sounds on paper.
The base benefit of the toggle is a roughly 660 spell power boost, maybe a tiny bit more than three gold spell damage enchants on your jewelry. HOWEVER again, this is at Rank 4 with a 20% cost penalty to skills. Even with NB siphoning strikes up 100% of the time, the only way I was able to sustain a rotation was to replace my jewelry with all cost reduction glyphs, so the balance mostly equals out.
Now if you let the damage boost scale to 10 stacks that boost doubles it is true, so you are getting around 1200 spell power total, plus if you block cancel mist form you can eek out another 300 for 6 seconds if you can keep it up in a rotation.
The problems simply outweigh any gains however. The rotation is hectic, clunky, lots of time mist doesn't block cancel, transforming has a roughly 2 second delay on changing into and out of Scion where you completely stop being able to do your rotation, you have to change your gear to compensate for the 20% ability cost penalty which is WAY over the top off the balance map, plus you have no health regen at all and 20% weakness to fire on top of this.
Using Burning Spellweave and Mother's Sorrow with all divines and Shadow Mundus I was able to barely eek out a 28k raw parse (no major fracture debuff on the boss) which was lower than my non-vampire parses on the same class, for a whole lot of hectic juggling and risk of dying and micromanaging cost reduction and keeping buffs up that would otherwise just be passive on my gear and not something I'd think about.
It may be fun for solo and RP as I said. But in real world scenarios there is no way you would survive in PVP with the damage buff up, and the Scion doesn't really do anything interesting other than look cool, so you are really left with mostly WAY over the top downsides (particularly the cost increase on non-vampire skills which is an absolute DEAL BREAKER), for very little if any gain other than that RP reward of being a vampire for the sake of it.
TONS of work and risk for very little if any reward.
The system is in a TERRIBLE place as it currently stands in terms of balance.
That doesn't mean people can't still have fun. It just won't be for serious players interested in competitive content.
WhyMustItBe wrote: »But that's exactly what they accomplished. People who make regular use of their Vampire Abilities are going to love these changes. Those who just chose it for passives aren't.
Vampires can now buff their damage considerably (Blood Frenzy), heal effectively (drain) use Mist Form more strategically and efficiently and even have access to CC abilities.
I'm afraid that after several days extensively testing builds on the PTS with various classes both as vampire and non, as full magic, full stam, or hybrid, these statements simply do NOT pan out in actual gameplay and vampire on a whole is a significant net DPS loss vs. mortal characters, while werewolf characters enjoy the same DPS or even a little more.
What you say is basically the brochure. Sadly the devil is in the details of how these abilities actually work in the real world.
Vampires "buffing their damage considerably" is basically a constant scaling health drain that at Rank 4 and 10 stacks is doing over 2k damage per second to you. The "efficient heal" of drain does not keep pace with this by itself, especially if you are taking ANY damage from other sources. So without specific class abilities to stop and heal or special gearsets that will nerf your damage, this is a constant fear of killing yourself.
To try and heal with drain means you stop doing anything else because it is a channel for 3 seconds, losing DPS, and that 2200 damage per second to your health doesn't stop unless you turn off your damage boost, which then has to build back up to full strength (10 stacks, one per second), so you would basically have to keep doing nothing but draining constantly just to prevent yourself from dying to your own buff. Not really as practical in a real world rotation as it sounds on paper.
The base benefit of the toggle is a roughly 660 spell power boost, maybe a tiny bit more than three gold spell damage enchants on your jewelry. HOWEVER again, this is at Rank 4 with a 20% cost penalty to skills. Even with NB siphoning strikes up 100% of the time, the only way I was able to sustain a rotation was to replace my jewelry with all cost reduction glyphs, so the balance mostly equals out.
Now if you let the damage boost scale to 10 stacks that boost doubles it is true, so you are getting around 1200 spell power total, plus if you block cancel mist form you can eek out another 300 for 6 seconds if you can keep it up in a rotation.
The problems simply outweigh any gains however. The rotation is hectic, clunky, lots of time mist doesn't block cancel, transforming has a roughly 2 second delay on changing into and out of Scion where you completely stop being able to do your rotation, you have to change your gear to compensate for the 20% ability cost penalty which is WAY over the top off the balance map, plus you have no health regen at all and 20% weakness to fire on top of this.
Using Burning Spellweave and Mother's Sorrow with all divines and Shadow Mundus I was able to barely eek out a 28k raw parse (no major fracture debuff on the boss) which was lower than my non-vampire parses on the same class, for a whole lot of hectic juggling and risk of dying and micromanaging cost reduction and keeping buffs up that would otherwise just be passive on my gear and not something I'd think about.
It may be fun for solo and RP as I said. But in real world scenarios there is no way you would survive in PVP with the damage buff up, and the Scion doesn't really do anything interesting other than look cool, so you are really left with mostly WAY over the top downsides (particularly the cost increase on non-vampire skills which is an absolute DEAL BREAKER), for very little if any gain other than that RP reward of being a vampire for the sake of it.
TONS of work and risk for very little if any reward.
The system is in a TERRIBLE place as it currently stands in terms of balance.
That doesn't mean people can't still have fun. It just won't be for serious players interested in competitive content.
Looks like vampire will be fine for endgame.
WhyMustItBe wrote: »Obviously then we must ask, what are these new vampire active abilities and how are they so good as to warrant such imbalanced downsides? However on closer inspection, the vampire abilities you gain are mostly RP and utility fluff and give very little actual combat benefit:
- Blood Mist (channeled) does weak AOE damage (1.6k per second) and heals you.
- Hypnosis is an AOE stun of enemies facing your direction.
- Exhilarating Drain is a channel (interruptible) that does weak 2.5k single target damage per second for 3 seconds, heals you, and grants 4 ultimate per second.
- Sated Fury is a toggle that increases spell power & weapon damage by 660 but drains health per second (1152 per second at rank 4).
- Arterial Burst is the only actual damage ability. It is single target, does 10k magic damage (up to 50% more based on missing health) and always crits if YOU are under 50% health.
That RP passive, you have been mentioning alot is actually usefull for PvP.WhyMustItBe wrote: »I have spent the last days testing out the new Vampire and Werewolf changes on the PTS an
Vampirism benefits and penalties:VAMPIRISM BENEFITS
- Vampire-only ability cost reduction (10%/20%/30%/40% at ranks 1/2/3/4).
- Rank 1: Ignore movement penalty of sneak and enter sneak 50% faster (no real combat benefit, RP passive?).
- Rank 2: When leaving sneak, invisibility, or mist form, gain 300 weapon & spell damage for 6 seconds (marginal usefulness).
- Rank 3: Reduce damage taken by up to 30% based on missing health (no vampire tank active abilities, marginal usefulness).
- Rank 4: Reduce sprint cost by 50% and gain invisibility after sprinting for 3 seconds (no real combat benefit, RP passive?).
WhyMustItBe wrote: »VAMPIRISM PENALTIES
- Health Recovery reduced (10%/40%/70%/100% at ranks 1/2/3/4).
- Flame damage taken increased (5%/10%/15%/20% at ranks 1/2/3/4).
- Increase ALL non-vampire ability cost including ultimates (5%/10%/15%/20% at ranks 1/2/3/4).
As you can (hopefully) see, Werewolf gets FAR more benefits for FAR fewer penalties.
At Vampirism Rank 1, just for having Vampirism, you gain NO damage increase or sustain benefits and suffer -10% health recovery, +5% flame damage, and +5% cost of all normal abilities. Literally all downsides and no benefits (in terms of combat.) Compare to Werewolf who get 15% stamina recovery just for SLOTTING their ultimate without even transforming, with NO DOWNSIDES. Literally all benefits.
Obviously then we must ask, what are these new vampire active abilities and how are they so good as to warrant such imbalanced downsides? However on closer inspection, the vampire abilities you gain are mostly RP and utility fluff and give very little actual combat benefit:
- Blood Mist (channeled) does weak AOE damage (1.6k per second) and heals you.
- Hypnosis is an AOE stun of enemies facing your direction.
- Exhilarating Drain is a channel (interruptible) that does weak 2.5k single target damage per second for 3 seconds, heals you, and grants 4 ultimate per second.
- Sated Fury is a toggle that increases spell power & weapon damage by 660 but drains health per second (1152 per second at rank 4).
- Arterial Burst is the only actual damage ability. It is single target, does 10k magic damage (up to 50% more based on missing health) and always crits if YOU are under 50% health.
The ultimate Perfect Scion grants you 10k MAX health, magic, and stamina on activation, but DOES NOT RESTORE THIS VALUE. This only increases your max possible values, meaning if you are out of resources when you cast it you are STILL out of resources after transforming. You then heal for 15% of the damage you do while transformed and can see enemies through walls (again mostly RP, no real combat benefit).
You also temporarily gain all the benefits of Rank 4 with none of the drawbacks (meaning your normal abilities don't cost 20% more while transformed), for 20 seconds. This however is marginally useful as you will typically be resources starved by the time you are able to transform just maintaining your AOEs for 20% increased cost since Vampirism has NO SIGNIFICANT AOE ABILITIES as Werewold does.
Further, the weak AOE vampires do have (Blood Mist) DOES NOT LET YOU CAST OTHER ABILITIES while using it, meaning it works like a channel. Compare this to all other AOEs in the game where you put them down then continue the rest of your rotation, and it is a MASSIVE DPS LOSS to use it, combined with the fact the AOE itself is extremely weak by AOE standards (roughly half the damage of Endless Hail).
The benefits of the vampire skills available are simply not significant to combat and still require all meaningful AOE and damage abilities to come from weapons and class skills thus costing 20% more resources for very little gain. In simulations on the PTS I am routinely doing MORE DPS with a standard build with NO vampire abilities at Rank 1 Vampirism than at Rank 4 using the vampire spammable, toggle, and ultimate, and running out of resources far less often (though you do get 5% increased cost even with NO benefits at all).
Again, compare this to Werewolf:
- 15% stamina recovery just for having their ultimate on their bar without even transforming.
- Powerful toolkit with Nuke, AOE, multiple heals, CC, AND group utility.
- Light attacks apply 14k bleed over 4 sec.
- Heavy attacks do 50% splash damage in AOE.
- Max stamina increased by 30%.
- Major Brutality (20% weapon damage) from slotting heal (always).
- Major Savagery (10% crit chance) from slotting fear (always).
- Major Berserk (25% damage buff) for healing while at full health.
- Access to fear.
- Access to unlimited group Empower synergy (Alkosh, etc.).
- Major Fracture.
- Minor Maim.
- MASSIVE damage further buffed by ability use.
This disparity is so egregious as to be truly mind boggling. The benefits of Vampirism not only do not balance the downsides, but the class has become UNPLAYABLE for the following:
- Tanks: There are NO vampire-based tanking abilities to benefit from the reduced vampire ability cost.
- Healers: There are NO vampire-based healing abilities (for others) to benefit from the reduced ability cost.
Furthermore, damage dealers are punished with 20% increased cost to all their abilities which are the bulk of their damage, minus ONE spammable vampire skill and some RP utility stuff.
This simply CANNOT go to live in its current form as it will seriously harm engagement with the game for people who love vampires, completely demoralizing and destroying a loved playstyle. It does NOT have to be this way! The vampire overhaul COULD be a fun new dynamic that INCREASES people's enjoyment and excitement for the game! ZOS, all you have to do is the following:
REMOVE THE COST INCREASE FROM NORMAL ABILITIES! The 100% health recovery and 20% fire damage is more than enough to counterbalance the very marginal benefits of being a vampire.
Consider all the MANY incredible benefits Werewolf gains, and for all that, their ONLY downside is 25% poison weakness WHILE TRANSFORMED. Now look at the minuscule vampire benefits, and the fact they get almost the same penalty (20% fire weakness), but with 100% health recovery AND 20% ability cost added ON TOP of that?!?
How is the class with LESS BENEFITS getting HUGELY MORE PENALTIES?
@ZOS_GinaBruno @ZOS_JessicaFolsom
At the very least there should be no ability cost penalty at Rank 1 Vampirism, 5% at Rank 2, 10% at Rank 3, and 15% at Rank 4, but even this much is TOTALLY UNFAIR based on actual benefits. As I said, I am regularly doing MORE DPS and staying in the fight longer due to sustain running a non-vampire ability build at Rank 1 on the PTS than I am using the vampire spammable, toggle, and ultimate at rank 4. I can post videos on request.
ZOS PLEASE reconsider this normal ability cost increase, at the very least at Rank 1, before Greymarch becomes another Morrowind sustain nerf disaster!
Blessed be.
T3hasiangod wrote: »I really do think that Vampire is overtuned for several DPS specs. People have been able to maintain both Sated Fury and Simmering Frenzy in trial scenarios with relative success (I've seen a few trial boss parses with 80 percent Sated Fury uptime and up to 60 percent Simmering Frenzy uptime).
In the TES world, vampires and and werewolves aren’t the same lol they don’t have the same power/strength
Werewolves in lore have very few drawbacks
Vampires do but skill cost increase is just a weird one that’s not needed
Werewolf abilities may seam overtuned but this is because werewolves only have one bar, so their abilities need get more miles out of them.
Take a look at this video to get a better understanding of how major Berserk and their new ability tweaks have really helped them...
https://youtu.be/NR0GvXyjaOg
You may be frustrated with the vamp changes, but this gives you no right to ask for nerfs to a playstyle you do not understand. Walk a day in the shoes of a werewolf and watch yourself get rolled over in pvp, and kicked out of trial groups before you even get to the boss.
RogueShark wrote: »As 'easy' as it is to keep werewolf up, you are not guaranteed in every situation to always be able to do so. Vampire passives/abilities are always a guarantee without having to waste or dump your ulti.
As long as you're in combat you are pretty much capable of always being in werewolf form. Feral Pounce and devouring corpses just make it so that timer never goes down, and if you're in a group of werewolves.... well you probably won't even be worrying about that timer.RogueShark wrote: »15% stam recovery is not all the time, as it's only on one bar. You lose your weapon damage from dawnbreaker if it's front-barred, which is arguable better than the stam recovery. Get next to no use of it on your back bar. I'd even say you lose out on combat performance, because you either don't get dawnbreaker on your front bar, or you lose out on another high-damage ulti to drop.
You speak as if everyone and their brother slots Dawnbreaker.
WhyMustItBe wrote: »I have spent the last days testing out the new Vampire and Werewolf changes on the PTS and have reached some rather shocking conclusions. There is a very serious problem with Vampirism specifically that, if allowed to go live, will completely destroy the enjoyment of countless players and cause nothing but strife and lost revenue for Zenimax. Allow me to explain.
Let us begin with a simple comparison of benefits and penalties for each class.
Werewolf benefits and penalties:WEREWOLF BENEFITS
Werewolf ultimate slotted (not transformed):Werewolf Berserker (transformed):
- 15% stamina recovery.
Brutal Pounce (gap closer):
- Light attacks apply 14k bleed over 4 sec.
- Heavy attacks do 50% splash damage in AOE.
- Max stamina increased by 30%.
- Major Brutality (20% weapon damage) from slotting heal (always).
- Major Savagery (10% crit chance) from slotting fear (always).
Hircine's Rage (heal):
- 9.6k BASE damage to target and surrounding enemies (AOE)
- Activate again within 5sec to cast Brutal Carnage:
- Brutal Carnage causes enemies to bleed for 7k BASE physical damage over 10 seconds, dealing up to 450% more damage based on missing health.
- Increase weapon damage by 85 for each enemy hit, up to a max of 6 (510 weapon damage).
Deafening Roar (fear):
- Heal for 7k health (scales off max health).
- If at full health restore 3k stamina & gain Major Berserk (25% damage increase) for 6 seconds (also take 20% more damage).
- Major Brutality (20% weapon damage) at all times for slotting ability.
Howl of Despair (nuke, group utility):
- Fear up to 6 nearby enemies for 4 seconds.
- Sets up to 6 enemies Off Balance for 7 seconds.
- Applies Major Fracture to feared enemies for 7 seconds (minus 5280 physical resist).
- Applies Minor Main to feared enemies for 7 seconds (minus 15% damage done).
- Gain Major Savagery (10% crit chance) at all times for slotting ability.
Claws of Life (AOE, heal):
- Deals 16k BASE physical damage.
- Enemies facing you take 10% more damage.
- Allows allies UNLIMITED use of Feeding Frenzy synergy, granting Empower for 5 seconds (increase light attack damage by 40%).
WEREWOLF PENALTIES
- 12k BASE disease damage to enemies in AOE plus 12k BASE disease damage over 10 seconds.
- You are healed for 100% of the damage over time.
- Enemies hit by the initial effect are inflicted with the Diseased status effect (15% reduced healing received).
- You take 25% more poison damage WHILE TRANSFORMED. There are NO NEGATIVES when not transformed!
Vampirism benefits and penalties:VAMPIRISM BENEFITSVAMPIRISM PENALTIES
- Vampire-only ability cost reduction (10%/20%/30%/40% at ranks 1/2/3/4).
- Rank 1: Ignore movement penalty of sneak and enter sneak 50% faster (no real combat benefit, RP passive?).
- Rank 2: When leaving sneak, invisibility, or mist form, gain 300 weapon & spell damage for 6 seconds (marginal usefulness).
- Rank 3: Reduce damage taken by up to 30% based on missing health (no vampire tank active abilities, marginal usefulness).
- Rank 4: Reduce sprint cost by 50% and gain invisibility after sprinting for 3 seconds (no real combat benefit, RP passive?).
- Health Recovery reduced (10%/40%/70%/100% at ranks 1/2/3/4).
- Flame damage taken increased (5%/10%/15%/20% at ranks 1/2/3/4).
- Increase ALL non-vampire ability cost including ultimates (5%/10%/15%/20% at ranks 1/2/3/4).
As you can (hopefully) see, Werewolf gets FAR more benefits for FAR fewer penalties.
At Vampirism Rank 1, just for having Vampirism, you gain NO damage increase or sustain benefits and suffer -10% health recovery, +5% flame damage, and +5% cost of all normal abilities. Literally all downsides and no benefits (in terms of combat.) Compare to Werewolf who get 15% stamina recovery just for SLOTTING their ultimate without even transforming, with NO DOWNSIDES. Literally all benefits.
Obviously then we must ask, what are these new vampire active abilities and how are they so good as to warrant such imbalanced downsides? However on closer inspection, the vampire abilities you gain are mostly RP and utility fluff and give very little actual combat benefit:
- Blood Mist (channeled) does weak AOE damage (1.6k per second) and heals you.
- Hypnosis is an AOE stun of enemies facing your direction.
- Exhilarating Drain is a channel (interruptible) that does weak 2.5k single target damage per second for 3 seconds, heals you, and grants 4 ultimate per second.
- Sated Fury is a toggle that increases spell power & weapon damage by 660 but drains health per second (1152 per second at rank 4).
- Arterial Burst is the only actual damage ability. It is single target, does 10k magic damage (up to 50% more based on missing health) and always crits if YOU are under 50% health.
The ultimate Perfect Scion grants you 10k MAX health, magic, and stamina on activation, but DOES NOT RESTORE THIS VALUE. This only increases your max possible values, meaning if you are out of resources when you cast it you are STILL out of resources after transforming. You then heal for 15% of the damage you do while transformed and can see enemies through walls (again mostly RP, no real combat benefit).
You also temporarily gain all the benefits of Rank 4 with none of the drawbacks (meaning your normal abilities don't cost 20% more while transformed), for 20 seconds. This however is marginally useful as you will typically be resources starved by the time you are able to transform just maintaining your AOEs for 20% increased cost since Vampirism has NO SIGNIFICANT AOE ABILITIES as Werewold does.
Further, the weak AOE vampires do have (Blood Mist) DOES NOT LET YOU CAST OTHER ABILITIES while using it, meaning it works like a channel. Compare this to all other AOEs in the game where you put them down then continue the rest of your rotation, and it is a MASSIVE DPS LOSS to use it, combined with the fact the AOE itself is extremely weak by AOE standards (roughly half the damage of Endless Hail).
The benefits of the vampire skills available are simply not significant to combat and still require all meaningful AOE and damage abilities to come from weapons and class skills thus costing 20% more resources for very little gain. In simulations on the PTS I am routinely doing MORE DPS with a standard build with NO vampire abilities at Rank 1 Vampirism than at Rank 4 using the vampire spammable, toggle, and ultimate, and running out of resources far less often (though you do get 5% increased cost even with NO benefits at all).
Again, compare this to Werewolf:
- 15% stamina recovery just for having their ultimate on their bar without even transforming.
- Powerful toolkit with Nuke, AOE, multiple heals, CC, AND group utility.
- Light attacks apply 14k bleed over 4 sec.
- Heavy attacks do 50% splash damage in AOE.
- Max stamina increased by 30%.
- Major Brutality (20% weapon damage) from slotting heal (always).
- Major Savagery (10% crit chance) from slotting fear (always).
- Major Berserk (25% damage buff) for healing while at full health.
- Access to fear.
- Access to unlimited group Empower synergy (Alkosh, etc.).
- Major Fracture.
- Minor Maim.
- MASSIVE damage further buffed by ability use.
This disparity is so egregious as to be truly mind boggling. The benefits of Vampirism not only do not balance the downsides, but the class has become UNPLAYABLE for the following:
- Tanks: There are NO vampire-based tanking abilities to benefit from the reduced vampire ability cost.
- Healers: There are NO vampire-based healing abilities (for others) to benefit from the reduced ability cost.
Furthermore, damage dealers are punished with 20% increased cost to all their abilities which are the bulk of their damage, minus ONE spammable vampire skill and some RP utility stuff.
This simply CANNOT go to live in its current form as it will seriously harm engagement with the game for people who love vampires, completely demoralizing and destroying a loved playstyle. It does NOT have to be this way! The vampire overhaul COULD be a fun new dynamic that INCREASES people's enjoyment and excitement for the game! ZOS, all you have to do is the following:
REMOVE THE COST INCREASE FROM NORMAL ABILITIES! The 100% health recovery and 20% fire damage is more than enough to counterbalance the very marginal benefits of being a vampire.
Consider all the MANY incredible benefits Werewolf gains, and for all that, their ONLY downside is 25% poison weakness WHILE TRANSFORMED. Now look at the minuscule vampire benefits, and the fact they get almost the same penalty (20% fire weakness), but with 100% health recovery AND 20% ability cost added ON TOP of that?!?
How is the class with LESS BENEFITS getting HUGELY MORE PENALTIES?
@ZOS_GinaBruno @ZOS_JessicaFolsom
At the very least there should be no ability cost penalty at Rank 1 Vampirism, 5% at Rank 2, 10% at Rank 3, and 15% at Rank 4, but even this much is TOTALLY UNFAIR based on actual benefits. As I said, I am regularly doing MORE DPS and staying in the fight longer due to sustain running a non-vampire ability build at Rank 1 on the PTS than I am using the vampire spammable, toggle, and ultimate at rank 4. I can post videos on request.
ZOS PLEASE reconsider this normal ability cost increase, at the very least at Rank 1, before Greymarch becomes another Morrowind sustain nerf disaster!
Blessed be.