Septimus_Magna wrote: »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.
Thevampirenight wrote: »Thevampirenight wrote: »emilyhyoyeon 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.
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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.
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?
Those minor changes would still make them a hassle to play. Vampire should be an addition to your human form, not a strain/weakness.
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.TX12001rwb17_ESO 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.
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.
VoidCommander wrote: »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.
Agreed.
I think this change worsened Vampire (it i did not improve them).
It took what was a good ability and ruined it.
Those minor changes would still make them a hassle to play. Vampire should be an addition to your human form, not a strain/weakness
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.TropicsDelight 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.