Blood Frenzy and Vampire Skill line.

Whitestorm
Whitestorm
Soul Shriven
To the community and devs:

I consider myself to be among the endgame PVE players, therefore my opinion refers to this part of gameplay-

Reconsider the nerf of 'Blood Frenzy' because it is now completely unplayable in endgame content due to the high penalty of the skill.
Now, to be fair, the skill needed to be nerfd, but what should have been nerfd is the potency not the cost: ie 500SpellWpn damage base, with an inc of 5% for shimmering.
As it is as of 6.0.3, a short toggle on for a quick burst will only be good for pvp gankers i believe. For pve due to the shortness of the buff other passives (like magelight) will outperform this skill.
The burst toggle is an interesting idea and also closes the gap for magicka archetypes, as far as I have seen; since the dk is still the strongest magicka DD and the class which will have the most trouble using frenzy due to its classkit.

Secondly: Blood for blood could use a stamina(ish) addition: maybe make the skill deal both magic and physical damage, each increasing in its potency like soul trap.

All in all, I was or I am very much so looking forward to this reworked skill line, but It looked more appealing in the last update.
Frenzy is a high risk high reward skill that closes a dps gap between magDKs and some of the other classes, if used correctly. Put the penalty back so it can be used in vetRaids or vDungeons, and nerf the potency instead, otherwise noone will be able to employ it anywhere engame.

Thanks for reading,
leave your thoughts.

White




Edited by Whitestorm on May 11, 2020 10:49PM
  • navystylz_ESO
    navystylz_ESO
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    Whitestorm wrote: »
    To the community and devs:

    All in all, I was or I am very much so looking forward to this reworked skill line, but It looked more appealing in the last update.

    I was worried that amidst the outcry to reduce the amount of normal ability cost increase, they would in addition ruin what was already there for some need to "balance" it. And sure enough I was right.

    To cater to the people that had no intention of ever being stage 3 - 4, the gutted the vampire reduction of stage increase by half to lower the normal cost to max out at 12%

    It was already punishing to be 3 - 4, when you could get nearly all the benefits of being a vampire at stage 1 - 2. This change just made the pendulum swing further to choosing to stage 1 - 2. The penalties are still bad. Still take more fire damage and lose your health regen, you still take the most hit to normal ability cost, though 12% is much better. But now the benefit of being stage 4 is what?

    Instead of 40% vampire skill reduction, to reward you for wanting to play deep vampire, it's gutted to 24%. Frenzy cost is a growing 20% per second indefinitely, making the uptime and danger of having that exponentially greater. None of the actual tweaks came that would make playing a pure vampire actually feel nice and rewarding.

    The Vampire Lord set is still trash.

    The stuff you would tweak around to play the vampire as a vampire is just not worth all the penalties to break even. Before you could come out ahead somewhat but still have all the dangers of no regen, increase fire dmg and increase dmg from fighter guild abilities.

    And for what? So the people who wanted the best bits of the vampire change, while staying stage 1 or 2 could stay vampires? They're still not going to go 3 - 4, esp now since it's even worse to do so than it was in the original PTS rework.
  • peacenote
    peacenote
    ✭✭✭✭✭
    ✭✭✭
    Whitestorm wrote: »
    To the community and devs:

    I consider myself to be among the endgame PVE players, therefore my opinion refers to this part of gameplay-

    Reconsider the nerf of 'Blood Frenzy' because it is now completely unplayable in endgame content due to the high penalty of the skill.
    Now, to be fair, the skill needed to be nerfd, but what should have been nerfd is the potency not the cost: ie 500SpellWpn damage base, with an inc of 5% for shimmering.
    As it is as of 6.0.3, a short toggle on for a quick burst will only be good for pvp gankers i believe. For pve due to the shortness of the buff other passives (like magelight) will outperform this skill.
    The burst toggle is an interesting idea and also closes the gap for magicka archetypes, as far as I have seen; since the dk is still the strongest magicka DD and the class which will have the most trouble using frenzy due to its classkit.

    Secondly: Blood for blood could use a stamina(ish) addition: maybe make the skill deal both magic and physical damage, each increasing in its potency like soul trap.

    All in all, I was or I am very much so looking forward to this reworked skill line, but It looked more appealing in the last update.
    Frenzy is a high risk high reward skill that closes a dps gap between magDKs and some of the other classes, if used correctly. Put the penalty back so it can be used in vetRaids or vDungeons, and nerf the potency instead, otherwise noone will be able to employ it anywhere engame.

    Thanks for reading,
    leave your thoughts.

    White




    What you are saying makes sense to me.

    Actually I also think it wouldn't be bad to have a lower spell / weapon on base, and then shimmering morph should have the stats start back at the higher potency, while sated morph keeps lower potency.

    I am not clear why this nerf would be tied to the cost changes unless there was just a concern that people could heal too easily? More it seems like this was an oversight from day one, where sated seemed like a MUCH better way to go... but with this change neither seems that good. I think it should be high risk, high reward to make up for it on shimmering instead of adding the health penalty to sated.
    My #1 wish for ESO Today: Decouple achievements from character progress and tracking.
    • Advocate for this HERE.
    • Want the history of this issue? It's HERE.
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