Firstly, people who asked to remove increased cost of regular abilities, often forget that vampire also get very powerfull passives with each stage, so it must be some real drawback, maybe not increasing cost but more then just additional fire damage and reduced health recovery. As i remember, you suggested some time ago to replace increasing cost by reduced healing taken, it can be an option.The only thing that ruin the vampire completely, is the increased cost to regular abilities, why can you not see that?
Join the rest of us, bud.@XomRhoK If this 12% increased cost to abilities goes live, I can practically wave goodbye to any and all endgame content, and I'm not fond of that thought.
@XomRhoK
I agree that there are several issues with this rework, and frankly I wish we never would have a rework to begin with. However, I don't personally believe that the visual identity to Drain and Mistform (No matter how.. strange, as they may be) is comparable to the severe weakness of increased ability cost, across the board.
What I find the most dreadful about it, is that it really only punishes those of us who don't actively use the vampire abilities, but use vampirism in the tried and true traditional form, as a state of being.
I've no personal interest in any of the vampire abilities, with exception of Eviscerate, and yet since I play a stamina character, the ability will by the very definition, be utterly useless.
This whole shick of vampire as a subclass or class, even, is a horrendous step in the wrong direction - since that is not what vampires are in the Elder Scrolls. The most obvious, and arguably largest offender to that, is the increased cost to regular abilities.
ZoS has received feedback about this for three weeks now, yet all they did was lessen the ability cost modifiers, thus I suggested to eliminate them all completely - positive and negative both, as they're the ones that ruins build diversity.
If this 12% increased cost to abilities goes live, I can practically wave goodbye to any and all endgame content, and I'm not fond of that thought.
If this 12% increased cost to abilities goes live, I can practically wave goodbye to any and all endgame content, and I'm not fond of that thought.
Firstly, people who asked to remove increased cost of regular abilities, often forget that vampire also get very powerfull passives with each stage, so it must be some real drawback, maybe not increasing cost but more then just additional fire damage and reduced health recovery. As i remember, you suggested some time ago to replace increasing cost by reduced healing taken, it can be an option.The only thing that ruin the vampire completely, is the increased cost to regular abilities, why can you not see that?
Secondly, you said that "increased cost to regular abilities is the only thing that ruin the vampire completely", the only thing for you maybe? For me it's another thing, they destroyed visuals and diversity of old vampire skills. Vampiric Drain lose stun, more then half damage and looks absolutly not vampiric, Blood Mist lose half of the damage and half of speed rate of that damage, so less triggers to procs, visually it also not the best, to bright and looks like puddle on the floor, Devouring Swarm now locked for me behind awfully looking Blood Scion. New skills also not best, Blood Frenzy is dull and doesn't bring any vampiric feel to the gameplay, Mesmorize fine, but could be more interesting with some follow up mechanics, like bite, for example, Eviscerate fine, for me, but can get better sound effect, Blood Scion just awfull, tall, bulky, glowing demon with horns, with almost zero associations with vampires.
Before i used all three vampire skills in my gameplay, after this so called revamp i will end up with maybe two. I can adapt to new role(tank, ganker, mage), can adapt to increased cost of skills, can farm new gear, but i can't change animation, sound and mechanics of skills... Thats what ruin vampire for me.
@XomRhoK
I agree that there are several issues with this rework, and frankly I wish we never would have a rework to begin with. However, I don't personally believe that the visual identity to Drain and Mistform (No matter how.. strange, as they may be) is comparable to the severe weakness of increased ability cost, across the board.
What I find the most dreadful about it, is that it really only punishes those of us who don't actively use the vampire abilities, but use vampirism in the tried and true traditional form, as a state of being.
I've no personal interest in any of the vampire abilities, with exception of Eviscerate, and yet since I play a stamina character, the ability will by the very definition, be utterly useless.
This whole shick of vampire as a subclass or class, even, is a horrendous step in the wrong direction - since that is not what vampires are in the Elder Scrolls. The most obvious, and arguably largest offender to that, is the increased cost to regular abilities.
ZoS has received feedback about this for three weeks now, yet all they did was lessen the ability cost modifiers, thus I suggested to eliminate them all completely - positive and negative both, as they're the ones that ruins build diversity.
If this 12% increased cost to abilities goes live, I can practically wave goodbye to any and all endgame content, and I'm not fond of that thought.
A simple little suggestion to really fix the vampire.
Just remove both the increased, and reduced cost of abilities from the vampirism Stages.
Surely there isn't a need for the increased, nor reduced cost at all. Vampires in TES have never been less proficient at stabbing an individual with a dagger, nor casting a spell with the higher stages.
Either that, or make the reduced cost of regular abilities be affected by the amount of Vampire Abilities slotted, rather than the level of the stage.
You have two weeks to make the vampire right, ZoS. Don't squander it by this pitiful version that nobody is truly happy with. At least make Vampires viable for all types of content, rather than this negligible display.
The only thing that ruin the vampire completely, is the increased cost to regular abilities, why can you not see that?
Since you are talking about 12% I can assume you want to play as stage 4 with all passives possible. I do not know how much you are attached to your character, skills and role, but you can make some adjustments to your build to compensate 12% cost increase. At stage 2 you get "Strike from shadow" passive, so you can weave Mist Form every 6 seconds and get 300 wp/sp damage, it's equivalent to Hundings Rage set 5pc bonus, so you can change one of your sets to lower ability cost, for Battlefield Acrobat (-6%), for example, or change glyphs to reduce cost. At stage 3 you get undeath passive, at 75% HP you will have 7,5% damage mitigation, almost as Minor Protection, as Vampire Cloak set 5pc bonus, at 50% HP 15% mitigation, so you will recieve less damage, and can change another part of your gear to reduce cost even more. At stage 1 and 4 you will get sneak and inviz passives, which in PvP also equivalent to 5pc set item each, in PvE end game content they not so usefull.
Maybe this adjustments will not match your build or playstyle, as playing without proper looking vampire abilities will not match my playstyle, but at least you have in game tools to adjust your build, while i can't change animation, sound and mechanics of abilities.
In my mind, they should give vampires some sort of self defile. 2% defile on self for every stage for 8% on max. Would make a bit more sense for the theme (they are undead), although lore wise, also not that much.
One thing my friend pointed out is that maybe we should have all that damage increase and those penalties while in the Vampie Lord form? (I don't remember what it's called, Scion?)
Like you trade off your costs and such to gain more power and you do more damage but burn yourself out quickly too? Makes sense even from a role playing aspect.
Vamps are for ganks.
Tommy_The_Gun wrote: »Vamps are for ganks.
Vampire + Ganker = ... Vamker / Gankpire ? ? ?
Anyway, I think if they remove cost modifiers, every one will be a vampire. Especially in non-CP PvP. I think this is one of the reasons we see those changes. Right now people are all vamps for either passive recovery bonus or mist form in PvP. Not that It bothers me, I don't use Vamp or WW anyway, but I experienced nerf hammer myself and it is not pleasant so I don't wish it for anyone.
From the looks of it, it seems that ZOS wants people to build for vampire (just like some people are building for WW) and make dedicated vampire builds. Also, Vampire is flexible enough so you could still use it just for passives with lesser penalty (lower vamp stage).
Austinseph1 wrote: »Vamp is going from attractive "git good" passive to a gimmick for niche builds means it won't be useful for any of my builds. WW is incredibly powerful and when you aren't transformed there is basically no downside. Vamp is barely attractive in it's best form and most are just better off not using it. Why try so hard to build into something that just isn't worth it.. even then if I wanted to RP it, it really only works with classes with strong consistent self heals.. probably sorc and magblade? Magplar, great a vampire wielding the power of the sun, some great RP there.. pretty useless for Warden, DK, and Necro. Necro has the ghost but it doesn't heal properly sometimes so consistent use will go out the window. A "risky" playstyle sounds attractive to some but most people will spend their time as a carpet, and vamp will be ridiculed when you see players using it, probably being excluded for it.
Indeed, such an approach could make more sense.While I understand there should be drawbacks and yes, fire damage alone is certainly not enough, cost increase is crazy and punishes too hard. In my mind, they should give vampires some sort of self defile. 2% defile on self for every stage for 8% on max.
Defile as a negative to being a vampire how is that gonna work when you already have no health recovery? Vampire stage 4 has pretty much all passives active almost all the time. However werewolf you get 15% stam recovery if you slot the ultimate and that’s it so it stands to reason having access to most or all of your Passives is well worth the negatives. Players who use werewolf would gladly take a skill cost increase to have passives active all the time even if that means taking more poison damage all the time as well. As it stands both being a werewolf and being a vampire is a choice not a necessity.