1. There isn't any. It's strictly a mechanic introduced to try and give a little more impact to vampirism. It's fine as long as it stays manageable without turning them into magicka werewolves.
2. I think it's pretty much the trade off for the fact that sunlight based weaknesses just aren't practical in this environment. This one is really only a problem at stage 4 though, where health regen just goes away completely, and even then it's mainly all about making sure you've got a heal slotted for when you stub your toe too many times running to the next objective.
3. The direction on Frenzy is crystal clear. It's not supposed to be something you just toggle on at the beginning of combat and leave on through the whole fight. It's meant for short bursts. As far as the nerf being over the top is concerned, that part may be true. Simple enough to fix though. Wouldn't need much more than a base cost adjustment or a little tweak to how quickly the cost increases while active.
4. It's supposed to be a kind of blood magic strike, but it does feel more like you're just scratching at someone's face with your fingernails.
Exactly.Vamp offers nothing. It tries to mimic werewolf - which it shouldn´t imo - and fails even at that.
BalticBlues wrote: »Exactly.Vamp offers nothing. It tries to mimic werewolf - which it shouldn´t imo - and fails even at that.
I wonder what WW players would say if there would be penalties for not being in WW form?
I wonder what WW players would say if all non-WW skills had a cost increase?
I wonder what WW players would say if they had no extra bar for WW skills?
I wonder what WW players would say if they would need to use range skills although most Stam plays melee?
BalticBlues wrote: »Exactly.Vamp offers nothing. It tries to mimic werewolf - which it shouldn´t imo - and fails even at that.
I wonder what WW players would say if there would be penalties for not being in WW form?
I wonder what WW players would say if all non-WW skills had a cost increase?
I wonder what WW players would say if they had no extra bar for WW skills?
I wonder what WW players would say if they would need to use range skills although most Stam plays melee?
They would say "HOLY ***! I love this! Look at all these amazing passives that I get in exchange for a little extra cost on my other abilities! This is fantastic!"
Some of the vamp abilities might need a little fine tuning to get them dialed in, which is not unexpected, but otherwise I think it's in a pretty good spot overall right now. Probably should wait for a bit before deciding on that fine tuning though. Give people a chance to really dig into it.
vampires weren't even considered a "class" to build around as much as a passive buff with ugly side effects. To say you are opposed to the vampire revamp is like saying you are opposed to changes period imo.
vampires weren't even considered a "class" to build around as much as a passive buff with ugly side effects. To say you are opposed to the vampire revamp is like saying you are opposed to changes period imo.