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https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
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Blood Frenzy 6.03 change

Sahidom
Sahidom
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The increase heath cost per 1s is pretty daunting. This skill encourages the macro application to cast/toggle macro to maximize the skill use without being overly sapped by the health loss tax. The skill oddly becomes more cost effective at higher vampire stage than lower levels with three Infused tri-cost reduction glyphs so you begin with a lower multiplicative start point than at the lower stage vampire. This skill outside macro use gets clunky to toggle on/off to reset the tick cost increase, and the risk reward is too high in open world PVP engagements. It's do-able but the window is small.

Is this skill designed for macro keyboard usage?
Edited by Sahidom on May 13, 2020 12:38AM
  • Calypso589
    Calypso589
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    They're trying to narrow the skill gap.

    Duh.
  • eovogtb16_ESO
    eovogtb16_ESO
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    Have been using Frenzy on the PTS a bit and like the skill. Even in hectic situations like vss ice HM it feels pretty good to use, and I dont macro so I don't see what the issue using the skill is here. The only real classes that can take advantage of this skill are classes like magplar and magblade where their spammables heal them and its easy to use the skill indefinitly.
  • Joxer61
    Joxer61
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    macros = a HUGE no-no?
  • Oathunbound
    Oathunbound
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    Have been using Frenzy on the PTS a bit and like the skill. Even in hectic situations like vss ice HM it feels pretty good to use, and I dont macro so I don't see what the issue using the skill is here. The only real classes that can take advantage of this skill are classes like magplar and magblade where their spammables heal them and its easy to use the skill indefinitly.

    This was possibly true pre nerf but now it ramps up indefinitely making it impossible to sustain for long periods of time.
  • eovogtb16_ESO
    eovogtb16_ESO
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    Simmering Frenzy (morph): This morph no longer causes the health cost to increase every second it is toggled on, as the base morph already covers this. It continues to increase the Weapon and Spell damage bonus every second it is toggled by 10%.

    Still works with this morph.
  • Aelorin
    Aelorin
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    No the base skill gives a 20% health increase cost per second now, which transfers over to both morphs. This is actually really bad.
    And so the Elder Scrolls foretold.You will be shy, and I will be bold.
  • OmniDo
    OmniDo
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    Yep, another vampire skill to throw in the trash.
    It was fine the way it was before. The change was unnecessary.

    I have enough buttons to mash as it is. I am not going to spend every 3-4 seconds bar-flipping (which I already have to do enough of) just to toggle a skill on/off for a few dozen spellpower on average.

    At this point, the Mist is about all that's left which might be considered marginally useful in a very narrow range of situations.
    All the other vampire skills have superior alternatives, so I won't be investing any points into them.
    The passives will also be rarely useful as well, since the cost/benefit is not worth it for the advantages they confer.

    The only application I can see for being stage 3-4 would be situations where the damage reduction might warrant it (as a tank for example), and where players might want to simply skip bulk parts of content by way of sprint-invis'ing past large groups without the risk of detection.

    I'd wager Z0$ will probably nerf that too once players realize entire sections of dungeon and open-world content can just be skipped entirely, and all without having to be a nightblade or use an invis potion. 🙄
    Edited by OmniDo on May 13, 2020 1:20PM
  • Sahidom
    Sahidom
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    I spent some time testing how to manage the progressive health cost per 1s. The lowest cost reduction found was using 3x infused tri-glyph cost reduction enchants, Alteration Mastery (-6%) 5pc cost reduction and Stage 4 vampire.

    Testing the focused effort to lower the base cost, the 1s increase by 20% quickly devalues the skill in PVE rotation (costing 2 bar slots, a third skill on front or back bar to maintain your health e.g. life leech, puncturing jabs, siphoninh attacks, rapid regen, etc. When you examine the usage toll i.e. gear, necessary glyphs, how many bar slots used, and toggle activity to really use the skill in dynamic content/encounters than the current change is very taxing and may lead to self-executing yourself.

    This is why I am asking ZOS my question and raising the discussion here. I agree with others this skill went from plausible to trash.
    Edited by Sahidom on May 13, 2020 6:31PM
  • Oathunbound
    Oathunbound
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    I think they did not see that both giving both forms a rapid ramp up of hp cost in addition to the vampire skill cost decrease nerf that they would so adversely affect this skill. Now simmering just seems like a extremely hard skill to use effectively and saited (the morph i wanted to use in pve) is now a front bar toggle only skill that just makes it more complicated for not so huge a payoff, there is still a payoff but id rather throw inner light back on (what i removed for the skill) and not have to worry at all and get a buff on my front bar at all times
  • katorga
    katorga
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    Sahidom wrote: »
    I spent some time testing how to manage the progressive health cost per 1s. The lowest cost reduction found was using 3x infused tri-glyph cost reduction enchants, Alteration Mastery (-6%) 5pc cost reduction and Stage 4 vampire.

    Testing the focused effort to lower the base cost, the 1s increase by 20% quickly devalues the skill in PVE rotation (costing 2 bar slots, a third skill on front or back bar to maintain your health e.g. life leech, puncturing jabs, siphoninh attacks, rapid regen, etc. When you examine the usage toll i.e. gear, necessary glyphs, how many bar slots used, and toggle activity to really use the skill in dynamic content/encounters than the current change is very taxing and may lead to self-executing yourself.

    This is why I am asking ZOS my question and raising the discussion here. I agree with others this skill went from plausible to trash.

    This. You give up more damage than you gain by trying to mitigate the cost of the skill. To make it work you have to be able passively heal enough as part of your normal dps rotation, to counter the full health cost.
  • Areloth
    Areloth
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    Calc was wrong...
    Edited by Areloth on May 14, 2020 8:45PM
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