Judas Helviaryn wrote: »Don't incorporate bugs into your builds, and you won't have [an] issue.
wild_kmacdb16_ESO wrote: »It seems to me they are trying to shoehorn in some sort of mandatory interaction with Drain Essence.
wild_kmacdb16_ESO wrote: »It seems to me they are trying to shoehorn in some sort of mandatory interaction with Drain Essence.
So u want to buff for never ending dps (weapon and spell dmg) buff + life drain to keep it forever? Yea sounds balanced
So u want to buff for never ending dps (weapon and spell dmg) buff + life drain to keep it forever? Yea sounds balanced
That's physically impossible even if they added a life drain. I'm only asked for a very small value because eventually the skill will cost so much it'll equal your entire health pool or cost just enough to leave you open for an execution.
So u want to buff for never ending dps (weapon and spell dmg) buff + life drain to keep it forever? Yea sounds balanced
Paradisius wrote: »So u want to buff for never ending dps (weapon and spell dmg) buff + life drain to keep it forever? Yea sounds balanced
With the recent changes, there isnt a cap. So you cannot ever have this up more than 90% of the time (I tested this by using sated fury until it killed me, healed me back up, and reapplied) so adding a source of life steal to the ability does increase the uptime, but never forever. If anything, it makes it reasonable for it to have an uncapped cost increase of +20% per second, life drain would make it sustain longer than 10 seconds.
Even the prior iteration of Frenzy, Simmering would only reach a 50~60% uptime in a real fight because of how hard it is to make sure you dont kill yourself in a fight with the health drain going on, and Sated Fury was only marginally higher in uptime. Besides, its not like Vampiric drain is going to sustain you like they showed off in their "cool" Vampire trailer.
The idea of this skill is to get short dmg buff for consume your health, if u want to keep long time its not a good idea. People want to cheese this skill as much as possible and then go to forums and crying thats it drains too much hp.
Paradisius wrote: »The idea of this skill is to get short dmg buff for consume your health, if u want to keep long time its not a good idea. People want to cheese this skill as much as possible and then go to forums and crying thats it drains too much hp.
I fully understand the purpose of the skill. Its just that it fails at it. This is coming from someone who has spent hours testing 6.0.3 Simmering Frenzy, it can work. That much is not being questioned. What is being questioned is the risk reward. Is the weapon and spell damage, the requirement of slotting a self heal to spam instead of a dps ability worth it? The answer is no. I can make it to where I only toggle Simmering on during my front bar rotation, turn it off when I switch to my back bar, turn it back on when I switch back. But why should I? the end result was me having only marginally better dps than just dropping the ability and slotting a dps skill.
So in short, If I get around the same dps as just slotting a dps ability, without the need to slot a self heal or prismatic cost reduction in hopes of lessening the risk, why should I even use blood frenzy? Adding a life drain would make it sustain long enough to not be a hindrance. You would still need a self heal, and you would still need to toggle it off, but you could have it up long enough to make a more meaningful difference. If im paying such a large health cost for a buff I want it to not end up just "marginally better" (side note: this is at stage 4 vampirism costs, so I cant reduce it further unless I wear Vampire Lord, which just isnt worth it.)
wild_kmacdb16_ESO wrote: »It seems to me they are trying to shoehorn in some sort of mandatory interaction with Drain Essence.
Well in pvp u always have self heal so u not wasting any slot e.g. surge, ritual, also u can always use reduce glyph cost on your jewels ( they added tristat btw). About prismatic in the past not a lot of people were using it even if most of people were vampire.
Paradisius wrote: »Well in pvp u always have self heal so u not wasting any slot e.g. surge, ritual, also u can always use reduce glyph cost on your jewels ( they added tristat btw). About prismatic in the past not a lot of people were using it even if most of people were vampire.
The prismatic cost reduction is on the jewelry (thats what I was talking about), it helps but at that point you lose out on damage. If I fully invest into it sure my blood frenzy is cheaper, but i lost a spell damage enchant for each cost reduction I place on it. And in PvP this will be worse, because the battle spirit got changed to heal even less, so good luck upkeeping that on most characters. at stage 4 it drains 1.4k health on the tool tip, increased by 20% per tick without a cap. Now, a prismatic cost reduction glyph reduces all costs by 133 (213 with golden infused trait) So yeah you could put in a couple infused prismatic cost reduction glyphs. But now you lose out on 2 spell damage enchants, thus devaluing Blood Frenzy.
All of this is without even mention the second you get cced in Cyro pvp with this toggled on you will not recover (assuming you can even toggle it properly with the way cyro is right now)
So u want to buff for never ending dps (weapon and spell dmg) buff + life drain to keep it forever? Yea sounds balanced
That's physically impossible even if they added a life drain. I'm only asked for a very small value because eventually the skill will cost so much it'll equal your entire health pool or cost just enough to leave you open for an execution.
Has anyone actually considered how these changes benefit support roles or is dps the only role that matters?
Hear me out the vampire changes frenzy in particular really benefits tanks and healers tanks will be able to sustain frenzy much longer than either dps or healer effectively. Say boss is not far from death and tank is only one alive and there is no time for tank to resurrect an ally the tank can activate frenzy and possibly finish off boss same in the case if healer is last alive. Also as a side bonus this allows both tank and healer roles the ability to solo more content. (Full tank clear vma anyone)
All I’m getting at is instead of looking at changes from only one angle perhaps step back and see how they can be beneficial to a role.
no I will not get over that quote from Rich Lambert. I wont. its downright insulting both his intelligence if he has any and the viewers intelligence,having to hear about 'it ticking all the boxes'
what boxes?
what ones?