Do we have some kind of a language barrier or something here? Because you keep "accusing" me of saying things that I haven't actually said.navystylz_ESO wrote: »Doesn't matter, because anything not a gap closer is useless to you from your explanation. You seem to think just because someone can spend resources to counter it, that it's not viable.
Either way, Magicka Necromancers have one skill that can theoretically be used to keep people from running away, and that's Grave Grasp (more specifically, the Ghostly Embrace morph). You specifically said that they/we have, "way too many useful tools," which is simply false. If I'm wrong, prove it and name those tools.I have been arguing to replace Frenzy with a gap closer (or some other melee-allowing tool) so that anyone would use Eviscerate. It's almost certainly going to be yet another dead skill otherwise. My argument hasn't changed at all, and I've even made the same point in other threads. All Stamina builds, Magicka DK, Magicka Templar, and Magicka Nightblades posses the tools necessary to utilize melee combat effectively. There's really nothing about Eviscerate that should make any of them want to switch out their preexisting spammables. This means that Vampirism could, in theory, give the other half of Magicka classes the ability to have viable melee builds...but it quite obviously falls short. Simply having a spammable with a 5m range isn't going to do that; and if Magicka Necromancers, Magicka Warden, and Magicka Sorcerers aren't going to use Eviscerate - who is? (Sorcerers actually have a much better chance of getting and staying in melee than Necromancers or Warden, but don't have any "need" for the other Vampire skills, thanks to their class toolkit)navystylz_ESO wrote: »But you did! You've been arguing to replace frenzy with a gap closer so that magicka necromancer could use eviscerate. Which then changed to most magicka characters would need it or eviscerate would be wasted. At least that was the impression before you clarified that eviscerate would not be used. I know people think that stamina can't function as a vampire, but I'm not sure ZOS believes that and I believe eviscerate is the way it is because they think this. Which means it's a perfectly viable option to just not use it if you want to maintain range, or if you want to as a magicka vampire, use a class that makes it easier to.I also never said or insinuated that anyone who couldn't use Eviscerate would be non-functional, and I have no idea where you're getting that from. What I did say, is that Eviscerate itself will be non-functional in PvP, because no one will actually use it. Those Magicka classes who have the ability to reliably use a 5m range spammable already have other options that they'll be using instead (which also doesn't require them to deal with the various drawbacks of Vampirism). If we look at the other classes, who might actually find some use for said 5m spammable, we see that they won't actually be able to use it vs decent players in PvP, as they lack the tools necessary to do so.
Stamina builds obviously aren't going to use Arterial Burst, and Blood for Blood's only real potential seems to be high-risk ganking for the "guaranteed" 1-shots (which is horrible gameplay), or maybe some super-niche high health builds in CP-enabled PvP to be able to do damage while permablocking and self healing...which again sounds like not-great gameplay.By getting into melee range and using the Graverobber self-synergy. Without that, Magicka Necromancer's offensive potential is quite terrible. I should know, since I spent the better part of a year trying to make it work. And it's not just that I'm personally incompetent, either - I never saw a single Magicka Necromancer that was remotely dangerous without utilizing Graverobber + 3x Harmony jewelry.navystylz_ESO wrote: »Then your post goes into detail on a few abilities and why they aren't possibly worthwhile. But let's just cut the bull and answer this question. How do you function as a magicka Necromancer if you are not a vampire?
If Magicka Necromancer had the ability to function with a melee build, and Eviscerate ends up being better damage than ranged magicka spammables, it might give some other option. Not to mention make it more likely to actually be able to land the Graverobber synercheese. Most decent players can avoid it pretty easily unless either caught off-guard, or locked down by someone other than the Necromancer.
I also think Graverobber is nerf-bait (and rightfully so), so having some other option(s) for damage would be nice, or the class may end up in a really bad position.Uh, given the nature of Blood Frenzy, you absolutely 100% cannot set aside the cost and functionality. It's not something that should be discussed as though it were simply some kind of self buff that increases your damage.navystylz_ESO wrote: »Let's put costs and functionality aside look at what each skill does. Frenzy adds a crap ton of spell and weapon damage. Gap closer closes distance and either CC or does damage. One applies to all of your damaging potential. The other likely only at times you need to close gap or apply a CC, which you're arguing as a magicka necromancer is a thing you need to do. It's quite unreasonable to think that frenzy is less useful than a gap closer with this in mind.If nothing changes, both Eviscerate and Blood Frenzy will likely be dead skills for the vast majority of people that are concerned with anything beyond RP (and even then, Blood Frenzy doesn't seem like it would be much of a benefit). If Blood Frenzy instead functioned as a gap closer, or some other tool that enabled the aforementioned Magicka builds to function properly as melee, both skills (Eviscerate and the changed-around Blood Frenzy) might actually see some use.navystylz_ESO wrote: »But then you say you want to get rid of frenzy to have a gap closer to support eviscerate. Frenzy only requires number tweaking to make it viable again, so is self contained. So yes, your argument would dictate of the 2 skills, frenzy is more useful because it doesn't require another ability to support it. You're trying to have us believe that scrapping one of the best selling points of vampirism (regardless of the tweaking it needs to work well again, or that it's "boring" to some people.)
Do we have some kind of a language barrier or something here? Because you keep "accusing" me of saying things that I haven't actually said.navystylz_ESO wrote: »Doesn't matter, because anything not a gap closer is useless to you from your explanation. You seem to think just because someone can spend resources to counter it, that it's not viable.
Either way, Magicka Necromancers have one skill that can theoretically be used to keep people from running away, and that's Grave Grasp (more specifically, the Ghostly Embrace morph). You specifically said that they/we have, "way too many useful tools," which is simply false. If I'm wrong, prove it and name those tools.I have been arguing to replace Frenzy with a gap closer (or some other melee-allowing tool) so that anyone would use Eviscerate. It's almost certainly going to be yet another dead skill otherwise. My argument hasn't changed at all, and I've even made the same point in other threads. All Stamina builds, Magicka DK, Magicka Templar, and Magicka Nightblades posses the tools necessary to utilize melee combat effectively. There's really nothing about Eviscerate that should make any of them want to switch out their preexisting spammables. This means that Vampirism could, in theory, give the other half of Magicka classes the ability to have viable melee builds...but it quite obviously falls short. Simply having a spammable with a 5m range isn't going to do that; and if Magicka Necromancers, Magicka Warden, and Magicka Sorcerers aren't going to use Eviscerate - who is? (Sorcerers actually have a much better chance of getting and staying in melee than Necromancers or Warden, but don't have any "need" for the other Vampire skills, thanks to their class toolkit)navystylz_ESO wrote: »But you did! You've been arguing to replace frenzy with a gap closer so that magicka necromancer could use eviscerate. Which then changed to most magicka characters would need it or eviscerate would be wasted. At least that was the impression before you clarified that eviscerate would not be used. I know people think that stamina can't function as a vampire, but I'm not sure ZOS believes that and I believe eviscerate is the way it is because they think this. Which means it's a perfectly viable option to just not use it if you want to maintain range, or if you want to as a magicka vampire, use a class that makes it easier to.I also never said or insinuated that anyone who couldn't use Eviscerate would be non-functional, and I have no idea where you're getting that from. What I did say, is that Eviscerate itself will be non-functional in PvP, because no one will actually use it. Those Magicka classes who have the ability to reliably use a 5m range spammable already have other options that they'll be using instead (which also doesn't require them to deal with the various drawbacks of Vampirism). If we look at the other classes, who might actually find some use for said 5m spammable, we see that they won't actually be able to use it vs decent players in PvP, as they lack the tools necessary to do so.
Stamina builds obviously aren't going to use Arterial Burst, and Blood for Blood's only real potential seems to be high-risk ganking for the "guaranteed" 1-shots (which is horrible gameplay), or maybe some super-niche high health builds in CP-enabled PvP to be able to do damage while permablocking and self healing...which again sounds like not-great gameplay.By getting into melee range and using the Graverobber self-synergy. Without that, Magicka Necromancer's offensive potential is quite terrible. I should know, since I spent the better part of a year trying to make it work. And it's not just that I'm personally incompetent, either - I never saw a single Magicka Necromancer that was remotely dangerous without utilizing Graverobber + 3x Harmony jewelry.navystylz_ESO wrote: »Then your post goes into detail on a few abilities and why they aren't possibly worthwhile. But let's just cut the bull and answer this question. How do you function as a magicka Necromancer if you are not a vampire?
If Magicka Necromancer had the ability to function with a melee build, and Eviscerate ends up being better damage than ranged magicka spammables, it might give some other option. Not to mention make it more likely to actually be able to land the Graverobber synercheese. Most decent players can avoid it pretty easily unless either caught off-guard, or locked down by someone other than the Necromancer.
I also think Graverobber is nerf-bait (and rightfully so), so having some other option(s) for damage would be nice, or the class may end up in a really bad position.Uh, given the nature of Blood Frenzy, you absolutely 100% cannot set aside the cost and functionality. It's not something that should be discussed as though it were simply some kind of self buff that increases your damage.navystylz_ESO wrote: »Let's put costs and functionality aside look at what each skill does. Frenzy adds a crap ton of spell and weapon damage. Gap closer closes distance and either CC or does damage. One applies to all of your damaging potential. The other likely only at times you need to close gap or apply a CC, which you're arguing as a magicka necromancer is a thing you need to do. It's quite unreasonable to think that frenzy is less useful than a gap closer with this in mind.If nothing changes, both Eviscerate and Blood Frenzy will likely be dead skills for the vast majority of people that are concerned with anything beyond RP (and even then, Blood Frenzy doesn't seem like it would be much of a benefit). If Blood Frenzy instead functioned as a gap closer, or some other tool that enabled the aforementioned Magicka builds to function properly as melee, both skills (Eviscerate and the changed-around Blood Frenzy) might actually see some use.navystylz_ESO wrote: »But then you say you want to get rid of frenzy to have a gap closer to support eviscerate. Frenzy only requires number tweaking to make it viable again, so is self contained. So yes, your argument would dictate of the 2 skills, frenzy is more useful because it doesn't require another ability to support it. You're trying to have us believe that scrapping one of the best selling points of vampirism (regardless of the tweaking it needs to work well again, or that it's "boring" to some people.)
Thank you for trying to talk to these people, their lack of understanding as to WHY a class with literally 0 cc (reliably) and 0 mobility options could use a gap-closer for this skill is stupid. Literally illogical. Imagine genuinely believing that with a melee spammable it is good you dont have any options to stay on top of your enemy.
Also what these morons are forgetting is that VAMPIRES HAVE A TELEPORT ON LIVE.
It's tied to the ultimate, but a teleport nonetheless. Therefore them having a gap closer in the rework would preserve that identity.
Spectral_Force wrote: »So I just had an idea - keep Blood Frenzy as is (ramping up costs included), but make it grant you Major Expedition (and maybe Minor Expedition as well) while active. This would turn Frenzy into a sort of gap closer which you can toggle to get a quick burst of speed and a damage bonus on your first few attacks. Because of the increasing health cost you won't be able to keep it perma-toggled, so it will be comparable to Rapid/Charging Maneuver on foot that costs health, has a variable duration, grants bonus damage (and healing), and costs Health instead of Stamina.
It would also make Blood Frenzy a much more interesting ability from a mechanical standpoint - when before it was a rather boring "toggle to do moar deeps but hurt urself" ability (I'm oversimplifying, but still), it now turns into a multi-layered ability that has a number of uses from "moar deeps" to closing gaps to getting out of the way to making the trips to the Writ Quartermaster slightly faster.
In addition, this change would reinforce vampires as really quick and agile creatures. From a flavour perspective, you're dipping into a sort of unnaturally quick and powerful state that's really taxing on your health. A blood afterburner, if you will.
Finally, this is perhaps one of the easiest changes to implement out of all the ones I've seen, since all you need to do is add a buff to an already existing ability. And you get to keep most people happy - people who want a gap closer get something that can be used as one, players who like Frenzy for the deeps and want it to stay will still be able to get the effect, people who don't like the mechanical simplicity of Frenzy will like its new, multi-layered nature, and Nightblades won't have their class identity eroded from having another teleport gap closer added. Oh, and it will also finally justify being a Criminal Act.
Spectral_Force wrote: »So I just had an idea - keep Blood Frenzy as is (ramping up costs included), but make it grant you Major Expedition (and maybe Minor Expedition as well) while active. This would turn Frenzy into a sort of gap closer which you can toggle to get a quick burst of speed and a damage bonus on your first few attacks. Because of the increasing health cost you won't be able to keep it perma-toggled, so it will be comparable to Rapid/Charging Maneuver on foot that costs health, has a variable duration, grants bonus damage (and healing), and costs Health instead of Stamina.
It would also make Blood Frenzy a much more interesting ability from a mechanical standpoint - when before it was a rather boring "toggle to do moar deeps but hurt urself" ability (I'm oversimplifying, but still), it now turns into a multi-layered ability that has a number of uses from "moar deeps" to closing gaps to getting out of the way to making the trips to the Writ Quartermaster slightly faster.
In addition, this change would reinforce vampires as really quick and agile creatures. From a flavour perspective, you're dipping into a sort of unnaturally quick and powerful state that's really taxing on your health. A blood afterburner, if you will.
Finally, this is perhaps one of the easiest changes to implement out of all the ones I've seen, since all you need to do is add a buff to an already existing ability. And you get to keep most people happy - people who want a gap closer get something that can be used as one, players who like Frenzy for the deeps and want it to stay will still be able to get the effect, people who don't like the mechanical simplicity of Frenzy will like its new, multi-layered nature, and Nightblades won't have their class identity eroded from having another teleport gap closer added. Oh, and it will also finally justify being a Criminal Act.
Honestly I support it, I really do, and I stated as much in the feedback thread. But I'm trying to kill as many birds with one stone as possible in as little time as possible, and adding a speed buff to Frenzy would probably tick most of the boxes of what the community wants (except maybe the people complaining about the cost, but at least the added utility will justify the added cost here).navystylz_ESO wrote: »Spectral_Force wrote: »So I just had an idea - keep Blood Frenzy as is (ramping up costs included), but make it grant you Major Expedition (and maybe Minor Expedition as well) while active. This would turn Frenzy into a sort of gap closer which you can toggle to get a quick burst of speed and a damage bonus on your first few attacks. Because of the increasing health cost you won't be able to keep it perma-toggled, so it will be comparable to Rapid/Charging Maneuver on foot that costs health, has a variable duration, grants bonus damage (and healing), and costs Health instead of Stamina.
It would also make Blood Frenzy a much more interesting ability from a mechanical standpoint - when before it was a rather boring "toggle to do moar deeps but hurt urself" ability (I'm oversimplifying, but still), it now turns into a multi-layered ability that has a number of uses from "moar deeps" to closing gaps to getting out of the way to making the trips to the Writ Quartermaster slightly faster.
In addition, this change would reinforce vampires as really quick and agile creatures. From a flavour perspective, you're dipping into a sort of unnaturally quick and powerful state that's really taxing on your health. A blood afterburner, if you will.
Finally, this is perhaps one of the easiest changes to implement out of all the ones I've seen, since all you need to do is add a buff to an already existing ability. And you get to keep most people happy - people who want a gap closer get something that can be used as one, players who like Frenzy for the deeps and want it to stay will still be able to get the effect, people who don't like the mechanical simplicity of Frenzy will like its new, multi-layered nature, and Nightblades won't have their class identity eroded from having another teleport gap closer added. Oh, and it will also finally justify being a Criminal Act.
As I was saying elsewhere, we already have so many things that increase speed, or works with in, some built into vampire line already. The idea of frenzy turning eviscerate into a gap closer while toggled on sounds more fun and unique. Put it this way, if you can have frenzy on but eviscerate or sprinting and eviscerate to teleport/dmg to target isn't enough then you could slot elusive mist. Mist is the one vampire spell now that is currently good as it is, if situational.
@navystylz_ESO
Look I am not going die on this hill or anything, but gap closers are not unique to Nb and so not a core aspect of their identity. Its not taking anything away from them. I agree that Frenzy does not need to go away for it, but a gap closer would be nice to have in the vampire skill like. It's something some magicka builds, not just necro could really use.
By the looks of the new video ZOS believes Blood Frenzy "Ticks all the boxes of what its like to be a vampire." I disagree heavily with this statement but since it was featured it looks like they'll never change it. I'm very saddened by this since it is doing the opposite of what vampires are known for, siphoning the health from their enemies, not themselves.https://www.youtube.com/watch?v=HkI9UYcM_ZM
You know, that got me thinking - what if it was the Drain that scaled with your missing health instead of Eviscerate? Preferably based on the first tick, so its efficiency wouldn't diminish during the channel.By the looks of the new video ZOS believes Blood Frenzy "Ticks all the boxes of what its like to be a vampire." I disagree heavily with this statement but since it was featured it looks like they'll never change it. I'm very saddened by this since it is doing the opposite of what vampires are known for, siphoning the health from their enemies, not themselves.https://www.youtube.com/watch?v=HkI9UYcM_ZM
I totally aree on that, also was very unhappy with this phrase. I understand their intentions, motivate you to lose Health and by that motivate you to use most iconic and themed skills - Vampiric Drain, to restore Health. But Blood Frenzy are doubtfull skill, for me, not vampiric, more like skill for the witch or woodoo shaman, and Blood for Blood melee skill, and in melee players already lose Health, no need in additional motivation. Maybe ranged DDs and Healers need some kind of blood magic, to reduce there Health to motivate to use Vampiric Drain.
I'm very saddened by this since it is doing the opposite of what vampires are known for, siphoning the health from their enemies, not themselves.
WraithShadow13 wrote: »I'm very saddened by this since it is doing the opposite of what vampires are known for, siphoning the health from their enemies, not themselves.
Fully agree. If anything, Vampires should be gaining power by stacking bleeds on enemies, not by putting themselves into an easy kill zone. This is going to cause a lot of issues in PVP or late-game content where one-shots are common. Maybe if Vampires were more of a class, i could see blood magic as a tree, and this might fit THERE, but as just a single skill line, yeah, this all looks to be too damaging against the player than the enemies. Werewolves don't have ANY disadvantages like that, and played right, their timer isn't even an issue.
@Noxavian I understand where you're going with this concept but I sadly don't think that's the way to do it. It would indeed solve a lot of issues, but I honestly never understood why ZOS limits themselves to 5 active skills per skill line. Like we have these skill lines with a ton of passives and no active abilities, skill lines with only 2 active abilities, an ultimate, and a couple passives, and 2 entire skill lines dedicated to PVP that level up together and include 4 active skills each and an ultimate.
With this much inconsistency they didn't have to limit themselves to just 5 active skills on the vampire skill line. They could have very easily added more active skills, had 2 different ultimates ((for those that wanted to keep bat swarm)), included different trees for healing, tanking, and DPS, and had passives that changed based on the skills slotted like we see in other skill lines.
Lets be honest here, this rework was rushed and it shows. They could have gone all out on it but instead limited themselves and gave us this mess.
Big true. I think the solution here WAS to give more abilities for each skill line. Specifically vampire.
Idk why they have a rule of 'oh it must be 5 active skills and 1 ultimate' when lines like Soul magic exist.