Skykaiser_Ọlọrun wrote: »Or maybe people are unhappy with the rework because it turns vampires into some overly-specific, gimmicky skill line with unimpressive looking abilities (woo...Eviscerate spam...how thrilling...). Cutting down the line's flexibility to turn it into a lolDPSonly option? Harsh penalties that don't justify the mediocre abilities you get in return? Blood Scion looking like a generic-brand version of the Vampire Lord they knew everyone had been expecting?
No, the problem lies entirely with the 10% magicka/stamina regen being gone.
It seems to me that ZOS went out of their way to turn Vampire from being just a regen passive, to being an entire playstyle that you need to commit to and build for. The skill cost increase seems to be a way to encourage actually playing as a Vampire, rather than just getting a bite, putting two points into a passive and then ignoring everything else.
Naturally, the vast majority of the Vampire players, who were only Vampires for the cheap, easy min/max sustain passive (and the cheap easy damage reduction passive, for Tanks) are not pleased by this. I can see how they'd be upset with seemingly getting the easy sustain basically taken from them. They'll need to find other ways to make that up.
Personally, I am more interested in seeing how people will make the new Vampire work in all manners of content.
The reality is, most people who have Vampire characters only had them for the Regen and/or Undeath Passives. Not really interested in actually playing as a Vampire, just throwing a couple skill points for min/maxing. ZOS seems to be explicitly discouraging that with this new Vampire skill line. This sentiment seemingly even made it into quest dialogue for the new Vampire Intro quest, if what I am reading is correct.
People will complain for a bit. A LOT of people will cure their Vampires and write them off as pure trash because min/max. Some folks will make the new Vampire work with specific Vampire builds for all content. Maybe the new Vampire won't ever be allowed into Vet Trials or whatever. Maybe they will. We'll see.
In the long run, Vampire will have a significantly smaller, but significantly more devoted playerbase, imo.
When the new vamp changes drop it's going to be a [snip] show. The changes they made are a hot mess lol. I dont know why people are so happy with mediocrity, but they focused waaaaay to much on the "we dont want people playing for passives" narrative, You guys are acting like it wasn't a complete choice and was required to be vamped out lol. Most of the endgame players I know dont even use vampires, the ones that do only do it because they love vamps and think they are cool.
The new changes are going to make vamps so damn stifling, I dont like that they've traded build flexibility and diversity for this limited playstyle.
They might as well rename this into the new Bloodfiend skill line lol that's basically what vamps will be in Greymoore.
[Edit for censor bypass.]
barney2525 wrote: »Sure, it needed some adjustment. Being a vampire should mean something. But they could have done that by simply applying the crime tag to the issue, like they did with Necro, or something else similar in impact.
MartiniDaniels wrote: »It seems to me that ZOS went out of their way to turn Vampire from being just a regen passive, to being an entire playstyle that you need to commit to and build for. The skill cost increase seems to be a way to encourage actually playing as a Vampire, rather than just getting a bite, putting two points into a passive and then ignoring everything else.
Naturally, the vast majority of the Vampire players, who were only Vampires for the cheap, easy min/max sustain passive (and the cheap easy damage reduction passive, for Tanks) are not pleased by this. I can see how they'd be upset with seemingly getting the easy sustain basically taken from them. They'll need to find other ways to make that up.
Personally, I am more interested in seeing how people will make the new Vampire work in all manners of content.
The reality is, most people who have Vampire characters only had them for the Regen and/or Undeath Passives. Not really interested in actually playing as a Vampire, just throwing a couple skill points for min/maxing. ZOS seems to be explicitly discouraging that with this new Vampire skill line. This sentiment seemingly even made it into quest dialogue for the new Vampire Intro quest, if what I am reading is correct.
People will complain for a bit. A LOT of people will cure their Vampires and write them off as pure trash because min/max. Some folks will make the new Vampire work with specific Vampire builds for all content. Maybe the new Vampire won't ever be allowed into Vet Trials or whatever. Maybe they will. We'll see.
In the long run, Vampire will have a significantly smaller, but significantly more devoted playerbase, imo.
When the new vamp changes drop it's going to be a [snip] show. The changes they made are a hot mess lol. I dont know why people are so happy with mediocrity, but they focused waaaaay to much on the "we dont want people playing for passives" narrative, You guys are acting like it wasn't a complete choice and was required to be vamped out lol. Most of the endgame players I know dont even use vampires, the ones that do only do it because they love vamps and think they are cool.
The new changes are going to make vamps so damn stifling, I dont like that they've traded build flexibility and diversity for this limited playstyle.
They might as well rename this into the new Bloodfiend skill line lol that's basically what vamps will be in Greymoore.
[Edit for censor bypass.]
My experience is absolutely the opposite. All "end game players", especially tanks, were vampires because every small piece of stats matters. And if you have fire boss it is not an issue for "end game" player to drop to stage1 which had no downsides other then increased consumption of food, which doesn't matter for "end game player". There was absolutely no single reason not to be a vampire.
All the [snip] is because almost every cookie-cutter build in this game was directly nerfed with vampire change.
[Minor edit for bait.]
MartiniDaniels wrote: »It seems to me that ZOS went out of their way to turn Vampire from being just a regen passive, to being an entire playstyle that you need to commit to and build for. The skill cost increase seems to be a way to encourage actually playing as a Vampire, rather than just getting a bite, putting two points into a passive and then ignoring everything else.
Naturally, the vast majority of the Vampire players, who were only Vampires for the cheap, easy min/max sustain passive (and the cheap easy damage reduction passive, for Tanks) are not pleased by this. I can see how they'd be upset with seemingly getting the easy sustain basically taken from them. They'll need to find other ways to make that up.
Personally, I am more interested in seeing how people will make the new Vampire work in all manners of content.
The reality is, most people who have Vampire characters only had them for the Regen and/or Undeath Passives. Not really interested in actually playing as a Vampire, just throwing a couple skill points for min/maxing. ZOS seems to be explicitly discouraging that with this new Vampire skill line. This sentiment seemingly even made it into quest dialogue for the new Vampire Intro quest, if what I am reading is correct.
People will complain for a bit. A LOT of people will cure their Vampires and write them off as pure trash because min/max. Some folks will make the new Vampire work with specific Vampire builds for all content. Maybe the new Vampire won't ever be allowed into Vet Trials or whatever. Maybe they will. We'll see.
In the long run, Vampire will have a significantly smaller, but significantly more devoted playerbase, imo.
When the new vamp changes drop it's going to be a [snip] show. The changes they made are a hot mess lol. I dont know why people are so happy with mediocrity, but they focused waaaaay to much on the "we dont want people playing for passives" narrative, You guys are acting like it wasn't a complete choice and was required to be vamped out lol. Most of the endgame players I know dont even use vampires, the ones that do only do it because they love vamps and think they are cool.
The new changes are going to make vamps so damn stifling, I dont like that they've traded build flexibility and diversity for this limited playstyle.
They might as well rename this into the new Bloodfiend skill line lol that's basically what vamps will be in Greymoore.
Edit for censor bypass.]
My experience is absolutely the opposite. All "end game players", especially tanks, were vampires because every small piece of stats matters. And if you have fire boss it is not an issue for "end game" player to drop to stage1 which had no downsides other then increased consumption of food, which doesn't matter for "end game player". There was absolutely no single reason not to be a vampire.
All the [snip] is because almost every cookie-cutter build in this game was directly nerfed with vampire change.
[Minor edit for Bait.]
Well I guess we just hang with different people then. Because I know for a fact that being a vamp is not a necessity to clear any content in the game. And while it had many benefits it wasn't any different than most stam users being orcs. Or many mag users being high elfs or bretons. The new vamp kit feels incomplete and lacking so much creativity. Add that to the fact that they treating this 1 skill line like it's a complete class when its absolutely not one. Smh I prefer the current vamp over being forced into being a berserk [snip]fiend.
TheSeraphim wrote: »
Vampire was always Magicka based tbh. that's not a major change.
It's always been Vamp = magicka, Werewolf = Stamina.
Is that why in Morrowind Vamparism increased your strength, dexterity, hand to hand, blunt weapon, heavy armor? Among other things?
Is it also why in Oblivion Vamparism increased your strength, speed, hand to hand, among other things?