Maintenance for the week of January 5:
• PC/Mac: No maintenance – January 5
• NA megaservers for maintenance – January 7, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)
• EU megaservers for maintenance – January 7, 4:00AM EST (9:00 UTC) - 10:00AM EST (15:00 UTC)

Vampire is looking a lot better with 6.0.3

  • VoidCommander
    VoidCommander
    ✭✭✭✭✭
    The changes to blood frenzy are entirely in my favor as a magplar. I was planning from the beginning to be a stage 1 vamp who would lay out my dots then activate blood frenzy (which intentionally ignores global cooldown in case anyone missed that), then use puncturing sweeps to heal myself while dealing damage. After the last sweep toggle off frenzy then repeat your usual rotation. I love this because now instead of those 5 seconds getting a net 50% boost to my frenzy, they will be getting a 150% boost, at almost no risk to myself since I will be actively healing myself for a staggering amount.

    In all seriousness though, using this strat got me an extra 6k dps on a 6 mil parse. Additionally, I can’t see how this skill will be even remotely useful for non-templars. You HAVE to be actively healing yourself while using it, so either you are sacrificing even more ability slots and skill casts just to manage this ONE ability, or you simply die while trying to use it.

    Hell there isn’t any guarantee that my magplar technique won’t backfire frequently.
  • Malmai
    Malmai
    ✭✭✭✭✭
    Vampire Lord + Breton = Profit
    Edited by Malmai on May 12, 2020 7:47AM
  • Septimus_Magna
    Septimus_Magna
    ✭✭✭✭✭
    ✭✭
    With the increased cost of Blood Frenzy it should be possible to get healed by others.
    Right now there is just too much risk involved for using Blood Frenzy.

    You get increased non-vamp skill cost, increased fire dmg taken, reduced health regen, you need to slot Blood Frenzy, you get an increasing health drain and cannot be healed by others just to get 600 weapon/spell dmg.

    I have to try it out but it looks like the benefits dont outweigh the disadvantages.
    PC - EU (AD)
    Septimus Mezar - Altmer Sorcerer
    Septimus Rulanir - Orsimer Templar
    Septimus Desmoru - Khajiit Necromancer
    Septimus Iroh - Dunmer Dragon Knight
    Septimus Thragar - Dunmer Nightblade
    Septimus Jah'zar - Khajiit Nightblade
    Septimus Nerox - Redguard Warden
    Septimus Ozurk - Orsimer Sorcerer
  • Banana
    Banana
    ✭✭✭✭✭
    ✭✭✭✭✭
    I'm staying cured
  • Paradisius
    Paradisius
    ✭✭✭✭
    With the increased cost of Blood Frenzy it should be possible to get healed by others.
    Right now there is just too much risk involved for using Blood Frenzy.

    You get increased non-vamp skill cost, increased fire dmg taken, reduced health regen, you need to slot Blood Frenzy, you get an increasing health drain and cannot be healed by others just to get 600 weapon/spell dmg.

    I have to try it out but it looks like the benefits dont outweigh the disadvantages.

    They dont, I was able to slot blood mist to bar swap off of it for strike from the shadows proc to get a similar affect at no survivability cost, since I am spending less enchantment space on prismatic cost reduction on my jewelry for more raw spell damage. Blood Frenzy just isnt worth slotting anymore
  • Aelorin
    Aelorin
    ✭✭✭✭✭
    I am not sure this is an improvement over all. Especially this change worries me:

    Blood Frenzy: The health cost for this ability and its morphs now increases by 20% for every second they remain toggled on, and stack indefinitely. The cost resets when toggled off.

    This means that both morphs wil get a very high health cost increase the longer the skill is on. Will have to test further, but I guess this means you can only toggle it for a few seconds. Will it be worth it to slot then?

    And so the Elder Scrolls foretold.You will be shy, and I will be bold.
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    Jeremy wrote: »
    Even though I would've preferred a 0% nonvamp ability cost increase at stage one to make vampirism more manageable for rp reasons while still being able to do high end content, I'm really happy and thankful they did make the passive less extreme.

    Yeah at least it makes it a lot better then it was.
    Its more livable and more people will actually use higher stages now.
    I'm glad Zenimax reduced it and given what would happen if they didn't. Its good they took into consideration that it was to high as well as would make it pointless to feed as your better stage would be stage one with this one change. People will be enticed to feed and play as a vampire. So this change actually goes better towards that goal.
    .

    It's still a 12% increase. I think you're being overly optimistic that players are going to be enticed to regularly feed and advance to stage 4 simply because they dropped the regular cost increase by 8%.

    PvPers (especially the solo variety) who yearn for the option to become invisible and escape combat will go for it. But they would have probably still gone for it anyway. So I don't really see this update changing much.

    Well for many players that 8% might means the difference between using this skill line or throwing it into the trash can.

    Unless they are after Unnatural Movement, I don't see why this would matter. It's still better to just stay at stage 1 and use the skill line from there. That way you would save more on your ability cost and don't have to worry about taking 20% more fire damage in the process. All this change really did was make the skill line less attractive in the first place by ruining Blood Frenzy (which was easily one of the best additions to the skill line - at least before this update).

    It's a good change for Vampires who didn't want to have to give up their regular rotations for Unnatural Movement. But that's really the only Vampires I see benefiting from this latest update.
    Edited by Jeremy on May 12, 2020 1:58PM
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    Aelorin wrote: »
    I am not sure this is an improvement over all. Especially this change worries me:

    Blood Frenzy: The health cost for this ability and its morphs now increases by 20% for every second they remain toggled on, and stack indefinitely. The cost resets when toggled off.

    This means that both morphs wil get a very high health cost increase the longer the skill is on. Will have to test further, but I guess this means you can only toggle it for a few seconds. Will it be worth it to slot then?

    Not in my opinion, it isn't.

    Maybe some kind of suicidal ganker build can make use of it. But for a majority of builds I contend it's more trouble than its worth at this point. The original version was a lot better.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
    ✭✭✭✭✭
    ✭✭✭✭
    Sarannah wrote: »
    Those minor changes would still make them a hassle to play. Vampire should be an addition to your human form, not a strain/weakness.

    Vampirism is a disease, a strain/weakness is precisely what it should be.

    When you become a Vampire you should not identify as whatever class you but with a case of Vampirism but as a Vampire who has those class skills.
    Edited by TX12001rwb17_ESO on May 12, 2020 3:54PM
  • Sarannah
    Sarannah
    ✭✭✭✭✭
    ✭✭✭✭
    Sarannah wrote: »
    Those minor changes would still make them a hassle to play. Vampire should be an addition to your human form, not a strain/weakness.

    Vampirism is a disease, a strain/weakness is precisely what it should be.

    When you become a Vampire you should not identify as whatever class you but with a case of Vampirism but as a Vampire who has those class skills.
    Actually... vampires are way stronger than humans, besides some very specific weaknesses. And unrecognizable in human form. That is true vampirism. It is a disease yes, but not a weakness at all.
    Which means a character should just be their regular class, just a bit stronger when they gain vampirism. Vampire isn't a class in itself, it's a special upgrade. Like werewolf, but in another way. The way ZOS remade vampires actually attempts to make them a class(and failing at it), which is not what vampirism is. Especially with the way they are doing it, by forcing players to choose to be full on vampire or to get lost. Instead of them being an addition to humanform, and whatever role that humanform choose to be.

    Vampires 100% of the time make a base humanform stronger(except some specific weaknesses), it does not replace humanform. Werewolfs are regular base humanforms, only stronger after they transform. Which is why the current vampire and werewolf on live actually make sense. Trying to change vampire/werewolf into a class isn't what they are, nor what they should be.
  • Kalik_Gold
    Kalik_Gold
    ✭✭✭✭✭
    Cured my tank....
    Main: (PvP & PvE)
    Ras Kalik a Redguard Templar, the Vestige

    PvP:
    Aurik Siet'ka a Redguard Necromancer
    Cacique the Sage of Ius a Redguard Warden
    Jux Blackheart a Redguard Nightblade
    Goliath of Hammerfell a Redguard Dragonknight
    Kaotik Von Dae'mon a Redguard* Sorcerer

    PvP: (Specialty)
    Tyrus Septim an Imperial Lycan Sorcerer
    Tsar af-Bomba a Redguard Vampiric Nightblade (Bomber)
    Movárth Piquine a Nord Vampiric Necromancer
    Uri Ice-Heart the Twin a Nord Vampiric Warden
    Voa a Priest of Sep a Redguard* Necromancer

    PvE:
    Cinan Tharn an Imperial Dragonknight (Tank)
    Bates Vesuius of Dawnstar an Imperial Dragonknight (Damage)
    Herzog Zwei the Genesis an Akavari* Templar (Healer)
    Tav'i at-Shinji a Redguard** Warden (One-Bar)
    Lucky Hunch the Gambler - a Redguard Nightblade (Thief)

    Leveling...
    Two-Big-Horns an Argonian Arcanist
    Styx of Akatosh a Goblin* Arcanist
    Zenovia at-Tura a Redguard** Sorcerer
    Yesi af-Kalik a Redguard Templar
    ======
    Passives of another race used. (RP)
    *Breton
    **Imperial




    __________________________Backstories:_________________________

    Ras Kalik the Vestige, a renown Redguard warrior; He has been blessed to save Tamriel from Molag Bal’s destructive Planemeld while reuniting the Five Companions. His further accomplishments after defeating Molag Bal, has been to stop the destruction of Morrowind, the Clockwork City, return order to the isle of Summerset and create a new king in Wrothgar and a queen in Elsywer. These events have made him a living legend and continue to lead him into new adventures throughout Tamriel, as well as into the hearts of many ladies including the Elf Queen, Aryenn. Over many years of adventurous travels, Ras Kalik had become a loner, until he re-visited his homeland of Alik'r.

    Alik'r and it's cities were overrun by the undead Ra-Netu and therefore he made an allegiance with Alik'r's own Ash'abah tribe. These Ash'abah with his help, cleansed the city of Sentinel in Alik'r desert and it's surrounding areas of the undead brought to life by the Withered Hand. After rescuing Sentinel from the undead zombies, King Fahara’jad’s personal bodyguard the Goliath of Hammerfell, who was given this name by Imperials in the region; was asked to assist the tribe after learning of the defeat of the Withered Hand to the Ash'abah. Kalik promised Goliath he would task him with fighting living enemies on the battlefield if he so desired. Goliath being a Yokudan warrior wields a massive sword in respect to the Ansei, a gift given by the Imperial, Cinan Tharn. Not many soldiers are able to wield double two handed weapons, but Goliath loves to get up and personal in a fight, so he also carries a giant maul, both weapons laced with magical flames.

    Jux Blackheart is a master thief that masquerades as a Bard at the Sisters of the Sands inn, with his younger sidekick Lucky Hunch for pilfering and gambling during this time. Jux was known to infiltrate any towns bank vault he came across and even delved into Ayelid ruins without detection. Kalik can vividly recall the night he met the famed thief. Jux found himself rummaging thru a slightly inebriated Kalik’s pocket for too long, on a full-mooned night and because of his greed and the glimmer of his golden armor in the moonlight. He lost his left pinky fingertip as a lesson! But in return, he gained a new friend, as it was his first time since a child being caught red-handed...

    Upon arrival back in the Alik'r after many moons of adventuring, Ras Kalik ventures to Bergama. Visiting The Winking Jackal, he runs into Jux Blackheart, who introduces him to the coin game Crowns vs Forebearers (Heads vs Tails) and Golden Dwemer (RBG).... Jux constantly takes gold from the unfortunate thru theft or gambling, his biggest gambling victim is actually his partner in crime known as Lucky Hunch the Gambler. Lucky doesn't mind losing any gold coins to Jux... as Jux saved him from Altmer slavers in Summerset, by stealing a key and sending him on a boat to the mainland years prior. Lucky spent years in slavery with Khajiits in Summerset and picked up the art of subterfuge, using illusion magic disguises and stealing there.

    Kaotik Von’Daemon an outcast, and a half-caste between a Breton mother and a Redguard father. Kaotik become a pariah due to his conjuration of Daedra pets. He was taught healing magic during his childhood years by his Breton mother. His father due to Redguard customs exiled him from the desert, sending him by wagon caravan to be a soldier in the war in Cyrodiil. He happened to meet Kalik while traveling from Alik'r, during this long caravan ride the caravan he was in was ambushed in Bangkorai by a group of bandits. Kalik by chance was also traveling thru this area on his Auridon Warhorse (which was bestowed to him by his friend, Darien Gautier). During this ambush, Kalik was able to rescue five hostages from the bandits. Kaotik was the first rescued, and Ras Kalik also recruited him to be in the Ash'abah tribe. These core Ash'abah tribesmen may never be seen together in travel as they partake in their own adventures but they always know what each other is doing; as they frequent a hideout in northern Bankorai. Their hideout an old Orc castle ruin, is kept watch by Nuzhimeh and she passes messages written between them, and frequently they also enjoy her company and her bed.

    The other men rescued were a Dunmer banker, an Imperial mercenary and two other soldiers, an Imperial and a Breton Knight, stating proudly he was an Akavir descendent. One of the Imperials, Cinan, claimed to be related to Abnur Tharn the Battlemage of the Imperial Elder Council (One of Ras Kalik's mentors in the Five Companions). Cinan Tharn was really Abnur's drunkard treasure hunting illegitimate son. He was caught smuggling artifacts out of the Ayleid ruins in Cyrodiil and the elder of the two Imperials was Tyrus Septim a retired Imperial navy battle-mage (now a Lycan mercenary living in the city of Rimmen) and guard to the Tharn family. As much as Abnur Tharn hated his half-sister Euraxia, he dislikes his bas†ard son Cinan more. Tyrus now a ruffian and privateer had been paid by Abnur Tharn to watch over Cinan as much as possible. Cinan Tharn a drunkard, loves to drink at least a quarter barrel of Nord mead before he raids various delves and dungeons for relics to sell on the black market. Cinan also plans to one day, run an illegal gambling ring... which he thinks will net him more gold for his wares.

    The Dunmer captive shackled to the Imperials looked familiar to Kalik from his time in Morrowind.... and he recognized him as Tythis Andromo a House Telvanni slave-owner and banker from Vvardenfell. During a rough interrogation to Tythis, Ras Kalik learnt why the bandits accosted him. The racist Dunmer was providing slaves as soldiers for the Three Banner War. The bandits were trying to negotiate a lucrative ransom for Andromo and the Imperials.... Kalik did not need any of this gold and he could never set Tythis free as he did with the two Imperial soldiers. His past involvement with slavery and war crimes, made Kalik's blood boil. He chose not to execute Tythis, as he figured the worse punishment for this former rich and opulent slave owner, is to now be an imprisoned servant for Ras Kalik and the tribe.

    Herzog Zwei the Genesis a reknown Imperial/Akavirri battle-mage. His roots going back to Akavir through his mother’s bloodline. (His mother is descended from the Akaviri, through Versidue-Shae, and his Imperial father met her in Hakoshae, while traveling) Herzog earned the nickname "the Genesis" from his father as a child, as he was his mother's first born child, and last, as she tragically died in child-birth.

    Herzog was seeking to purchase an artifact from Cinan Tharn, before their capture and was meeting Tyrus while in Rimmen, who introduced him to Cinan. This artifact being the Ayelid artifact; the sword Sinweaver. After their rescue and the exchange of gold to Cinan for the sword he decided to slip away before Ras Kalik could question who he was, and why the Akavir descendant really wanted that sword. Herzog was headed to Nagastani — An Ayleid ruin in eastern Cyrodiil. He had read in scrolls that the Sword would give him magical powers to meet his mothers spirit, if he performed an Ayleid ritual at an old shrine hidden there. Equipped with the artifact sword, he was off to start his own adventure but Ras Kalik, did indeed notice the sword however and instead sent a letter to Jux Blackheart (whom also was interested in Ayleid treasures), to attempt to find Herzog and acquire the sword. (*Azani Blackheart in Elder Scroll's Oblivion is Jux's descendant some 747 years later)

    And so the Redguard, Imperial and Akaviri men parted ways ... While Ras Kalik went off to Elsweyr to encounter the latest threat to Tamriel, with Abnur Tharn and Sai Sahan - - DRAGONS!! Little did Ras Kalik know a few people were awaiting him in Senchal besides Sai. A necromancer survived his attack on the Withered Hand, while in Alik'r. The necromancer known as Auriek Siet'ka is also following him to the land of the Khajiits and Cacique the Sage of Ius a Shaman mystic who has become attuned spiritually with Tu'whacca (a Redguard God) and Ius (the Animal God), after being burned severely by the escaped dragons in Elsywer, is awaiting his arrival also. Aurik is a soldier of the Daggerfall Covenant that was introduced to necromancy while in the military, even though this magicka art is not spoken of openly by most of the Military leaders. He came to Alik'r and worked with the Withered Hand before Ras Kalik intervened on their plans. After the defeat of the Withered Hand, he aligned with the Worm Cult, and is constantly adapting and perfecting his necromantic arts.

    After his journey to Rimmen, Kalik heads south to Senchal, in the southern regions of Elyswer. This new adventure will also put him on a path to meet a strange Redguard man. The stranger which was infected with an untreated Peyrite disease and also was the exiled from the Order of the New Moon cult, due to his sickness. He originally joined the cult to worship Laatvulon, the green dragon, mistakenly thinking it was the Daedric prince Peyrite. This confused and suffering cultist is known as Tsar al-Bomba and he is on a path to spread the disease. He was originally infected in Orccrest while recruiting members there. Can Ras Kalik and the shaman Cacique cure this poor soul, only time will tell. Little does Tsar al-Bomba know, that his infection is tied to Vampirism, and eventually the desire for blood will take over his mind. Senchal also offers Kalik his latest love interest... Aeliah. Whom he fondly led thru battles with the Dragonguard.

    After the trek thru the heat, tropical and desert climate of Northern and Southern Elyswer, Ras Kalik heads north to the cold mountain range of Skyrim. His companion friend Lyris beckons for him with a letter sent by crow...

    Movárth Piquine - a former vampire hunter (now infected), within the Fighter's Guild (and a secretive necromancer) was in Skyrim working with the Morthaal Guard. On a patrol mission he was caught in Frewien's ice curse outside of Morthaal with the frozen undead. Movárth's vampiric infection kept him from becoming an undead minion to the curse. He was able to use necromantic ice-magic to encase himself safely until he was freed with Freiwen, when the Vestige Ras Kalik broke the curse.

    Uri Ice-Heart - brother of Urfon Ice-Heart. The twin sons of Atli and Oljourn Ice-Heart. The Ice-Heart family are originally from Markarth but now reside on the Jerall Mountain range near Cyrodiil, with their younger sister Araki. The twins had joined the Winterborn Reachmen while living in Markarth. Urfon pushed west to Orsinium with the Winterborn Clan, leaving his family behind. Uri stayed behind with his parents and sister to live in the family cabin for safety, avoiding the Vampire plague infiltrating the Reach. After news reaches him and he hears of Urfon's death... Uri leaves and heads home and is seeking vengeance. Meanwhile, his sister has also moved on to Windhelm to join the Fighter's guild. He will visit his sister, once before going to seek vengeance and she will craft him armor mixed with ice, called Stalhrim armor. Uri fearing death, after his brother's passing, falls victim to the convincing talk of Movárth at a Nordic tavern, and will also becomes a vampire.

    {time moves forward through the hour-glass}
    PS5/NA - Ras Kalik a Redguard Templar - Daggerfall Covenant • 1550+ Champion
    Returning player - 2017-2022, back in 25'
  • Isarii
    Isarii
    ✭✭✭✭
    Personally I'd much rather see Blood Frenzy fill a niche (and optional) role as a high risk bursting skill that has interesting PvP applications than as something you're constantly juggling in your PvE rotation, and the change does seem to move it in that direction.

    Of course that does leave us with the question of whether the rest of the skill line is worth using in PvE without it. The vampire skill cost reduction being nerfed is probably the big question mark here - particularly its interaction with the ultimate's cost. It might be worth lowering the ultimate's cost baseline to account for that change.

    Right now it seems like the Vampire line's usefulness is one big question mark - and I guess that's actually ideal? It shouldn't be so good as to be mandatory (which the old Blood Frenzy looked like it was borderline becoming for certain classes), but it should be good enough to be competitive if someone chooses to run with it.
    Isarii Aloroth - PC-NA | Ebonheart Pact | Dunmer | Magicka Nightblade
  • Nova_J
    Nova_J
    ✭✭✭✭
    Still dont think blood frenzy should even exist as an ability. Something like this will never be balanced properly and usually leads to the nerfs of other things in the game. This move gives the ability to put out insane weapon and spell damage at the cost of health, ZOS is either going to keep nerfing/changing this move over and over to the point that its unusable, or they will start nerfing things that it may benefit from. The amount of weight moves like this carry in design change is massive, especially when you base the class around it.
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    Isarii wrote: »
    Personally I'd much rather see Blood Frenzy fill a niche (and optional) role as a high risk bursting skill that has interesting PvP applications than as something you're constantly juggling in your PvE rotation, and the change does seem to move it in that direction.

    Of course that does leave us with the question of whether the rest of the skill line is worth using in PvE without it. The vampire skill cost reduction being nerfed is probably the big question mark here - particularly its interaction with the ultimate's cost. It might be worth lowering the ultimate's cost baseline to account for that change.

    Right now it seems like the Vampire line's usefulness is one big question mark - and I guess that's actually ideal? It shouldn't be so good as to be mandatory (which the old Blood Frenzy looked like it was borderline becoming for certain classes), but it should be good enough to be competitive if someone chooses to run with it.

    Under the usual structure of MMO design I might would agree with your general argument. But the way ESO is designed - and how it allows for only 6 abilities per weapon - I believe that counters the concern that everyone would just become Vampires for Blood Frenzy. You have to give up a valuable slot on your weapon bar to use it. So it's not just a free ability everyone is going to become a Vampire for.

    As far as making it so niche, I believe that's probably a mistake. The Vampire just doesn't have enough skills to pigeonhole. So I think they need to be more broadly applicable so more people can make use of them. This new Blood Frenzy is just so limited in scope and so incompatible with a majority of builds that I predict less than 1% of the population will end up using it, especially considering the healing nerfs that are on their way.
  • Radiance
    Radiance
    ✭✭✭✭✭
    The Fire Damage and Healing reduction should be more than enough, the niche is so alienating now they might as well get rid of vampirism altogether at this point it has become so unappealing there is barely an upside.
  • Jeremy
    Jeremy
    ✭✭✭✭✭
    ✭✭✭✭✭
    The changes to blood frenzy are entirely in my favor as a magplar. I was planning from the beginning to be a stage 1 vamp who would lay out my dots then activate blood frenzy (which intentionally ignores global cooldown in case anyone missed that), then use puncturing sweeps to heal myself while dealing damage. After the last sweep toggle off frenzy then repeat your usual rotation. I love this because now instead of those 5 seconds getting a net 50% boost to my frenzy, they will be getting a 150% boost, at almost no risk to myself since I will be actively healing myself for a staggering amount.

    In all seriousness though, using this strat got me an extra 6k dps on a 6 mil parse. Additionally, I can’t see how this skill will be even remotely useful for non-templars. You HAVE to be actively healing yourself while using it, so either you are sacrificing even more ability slots and skill casts just to manage this ONE ability, or you simply die while trying to use it.

    Hell there isn’t any guarantee that my magplar technique won’t backfire frequently.

    I guarantee you it would backfire frequently on my Templar, especially if I were to take it into Cyrodil. Just imagining all the deaths I would endure because of input lag or my weapon swap not working so I could swap to turn it off in time is enough to make me cringe. So even for a Templar spamming jabs, it would still be way too risky for me to ever consider. But at least you can turn it off while stunned I guess, so it could be worse.
    Edited by Jeremy on May 12, 2020 11:12PM
  • Vetixio
    Vetixio
    ✭✭✭✭
    Probably going to cure all my vampys. The cost increase to regular abilities, crappy skills and visuals and no health regen or supernatural recovery is just not worth it tbh. I look forward to less damage from fire and dawnbreakers now :smile:
    Pìerre - Breton Vampire Templar, Grand Overlord. Erádàn - Bosmer Templar, Warlord. Vyríc - Imperial Vampire Necromancer, Centurion. Sybìl - Breton Sorcerer, Centurion. Erìch - Nord Vampire Nightblade, Corporal. Njàll - Nord Templar, Lieutenant. Elánnà - Bosmer Warden, Veteran. Laquì - Redguard Vampire Nightblade, Corporal. Noveni Dres - Dunmer Sorcerer, Lieutenant. Marìnus - Imperial Warden, Veteran. Arvyn Indoril - Dunmer Templar, Sergeant. Rósalyn - Breton Sorcerer, Corporal. Emelîn - Bosmer Dragonknight, Corporal. Astaroth Indoril - Dunmer Sorcerer.
  • TropicsDelight
    TropicsDelight
    ✭✭✭
    Jeremy wrote: »
    Agreed.

    I think this change worsened Vampire (it i did not improve them).

    It took what was a good ability and ruined it.

    Yep, by pandering to the people who want vampirism to be a passive buff and who do not want to use any of the actual vampire abilities they have made the new vampire abilities they created almost unusable.

    For anyone who does NOT actually want to play as an actual vampire, great changes. To those who actually want to play as a vampire and use the actual vampire skills, it is becoming less and less possible.
  • TropicsDelight
    TropicsDelight
    ✭✭✭
    Sarannah wrote: »
    Those minor changes would still make them a hassle to play. Vampire should be an addition to your human form, not a strain/weakness

    No, it should be an optional play style with strengths and weaknesses and if people don't want to use actual vampire skills it should be a flat out weakness period and they SHOULD be going and getting cured period.

    In no lore in the universe is everyone and their dog running around saying "Looking for a bite, PST!!!". Since when the was vampirism supposed to be a universal positive?

    Anyone who plays a vampire should be doing so by heavily using the vampire skills, and they should THEN be balanced against other builds. Vampirism skills should not be nerfed into unusability because people want to be a vampire without ever using a single one of them.
  • FrancisCrawford
    FrancisCrawford
    ✭✭✭✭✭
    ✭✭✭✭
    I can see using a vampire in a stealth/movement context that doesn't have difficult fights, or of course for pure RP. Otherwise, I'm not seeing the PvE point of this at all.
    • The melee spammable does a little more damage than ranged spammables that have additional benefits; that's not an appealing trade-off. (Unless you're at low health -- but who wants to be at low health in melee range??)
    • Blood Frenzy, when toggled on, could add almost 10% to DPS, but by the time you've dealt with the health drain and other drawbacks, you've probably given all the benefit back and more.
    • The ultimate is nice, but so are other ultimates, almost all of which cost less than this one.
    Edited by FrancisCrawford on May 15, 2020 2:56AM
  • fierackas
    fierackas
    ✭✭✭✭✭
    Still nothing for stam players, tanks or healers - fail
  • Sarannah
    Sarannah
    ✭✭✭✭✭
    ✭✭✭✭
    Sarannah wrote: »
    Those minor changes would still make them a hassle to play. Vampire should be an addition to your human form, not a strain/weakness

    No, it should be an optional play style with strengths and weaknesses and if people don't want to use actual vampire skills it should be a flat out weakness period and they SHOULD be going and getting cured period.

    In no lore in the universe is everyone and their dog running around saying "Looking for a bite, PST!!!". Since when the was vampirism supposed to be a universal positive?

    Anyone who plays a vampire should be doing so by heavily using the vampire skills, and they should THEN be balanced against other builds. Vampirism skills should not be nerfed into unusability because people want to be a vampire without ever using a single one of them.
    I heavily disagree with you. Vampires are hiding in humanform, so they can do everything they could do as a human. With vampire abilities and weaknesses on top. Forcing vampires to use vampire-abilities would make them a class, which they most definitely are not. You are basically saying that someone who studied to become a judge is no longer known as 'human'. And can now only wield a hammer whenever he sees someone, to either send them to jail or to set them free. They, like vampires, are still humans... just with something added to them.

    My previous post explains it better.
  • Aelorin
    Aelorin
    ✭✭✭✭✭
    Last PTS patch I did a parse, and played around with Sated Fury and Blood for Blood on my magcro. Although I had to change some skills (degeneration to structured entropy) and trap to Mortal Coil) I could sustain, health did not drop low, and I got a rather big DPS increase. In a real fight though, you will have to drop Sated Fury to get more heals from a healer, so actual DPS gain will be lower. If at all possible to play that way in vet content.

    PTS 6.0.3. The base skill now give 20% increase in health drain, that never stops, decreased cost reduction for vamp skills, this makes it that you will constantly have to toggle on and off this skill, and if you miss it to turn off once in your rotation you are dead. DPS dropped quite a bit as on live.

    My current feel is that Vamps are in a worse spot then on live, and in a worse spot then on previous PTS.

    My suggestion:
    The DPS increase is too high on the base skill, and the health drain is too high on the base skill.

    - Remove the 20% cost increase from the base skill, but lower the spell power it gives. maybe 50% as of now? 333?
    - Sated Fury keeps current utility of a heal when toggled off.
    - Re-instate a cost increase on Frenzy, but also with more power (current 666). Not sure how much increased cost though, 20% seem to much. Maybe 10% First 3 seconds, and then 20%? Just to increase the burst potential of this skill.

    I think that balancing vampire is a really hard task: If skills and passives are good, everyone will use it, if skills and passives are bad, no one will want to use it.

    Suggestion (It will hurt RP, but from balancing point of view, this will be a lot easier to manage)

    - Make Vampire an Ultimate, just like werwewolf, with added mag regen when slotted.
    And so the Elder Scrolls foretold.You will be shy, and I will be bold.
Sign In or Register to comment.