Dusk_Coven wrote: »It's obvious they wanted Vampirism to be more than another number for min-maxing. They wanted to reinforce the power fantasy. Just go min-max something else since you didn't care about being a vampire, you just cared about numbers.
i agree that vampirism has sadly taken a turn for the worse. they added 3 new abilities and reworked the other 2 a bit...great. but i can't find much of a use for them (as before). the passives are what really bothers me. the stam/mag regen being removed...that sucks. the new animations are cool. but vampirism still seems to be very much, even more so that before, purely rp with no applicable use for group content
Dusk_Coven wrote: »It's obvious they wanted Vampirism to be more than another number for min-maxing. They wanted to reinforce the power fantasy. Just go min-max something else since you didn't care about being a vampire, you just cared about numbers.
schlaflos_inWien wrote: »it is not only about numbers.. its about usefullness! those numbers just represent, what the gameplay as vampire is now. at the end a vampire now runs out of resources very quickly. the vampire basically got a double-nerv now. not only we lost the reg, now we also have cost increase.
My stamblade is still a vampire because she always was a vampire. But that's the only reason. Not only losing the extra regen but then also increasing the cost of my regular skills without even a single stam morph isn't fun though. She became a vampire for the sneak bonuses, they are still there and even a little beter, but still... She used to always be at stage 4, now always stage 1. Still a vampire that never drinks.
Maybe I'll switch to werewolf eventually.




schlaflos_inWien wrote: »it is not only about numbers.. its about usefullness! those numbers just represent, what the gameplay as vampire is now. at the end a vampire now runs out of resources very quickly. the vampire basically got a double-nerv now. not only we lost the reg, now we also have cost increase.
because you just want to be a vampire for passives using non-vampire skills as usual but vampire is a playstyle now and you must play vamp skills or don't be a vamp. and even if vampire is underachieving it's a problem only for ppl who want to have max numbers everytime
TheEndBringer wrote: »Personally I always thought it was cheesey that people only used it for the passives. Now most mag DDs are using blood for blood in their rotation. This isn't a bad thing.
schlaflos_inWien wrote: »the old vampire was very balanced! 2 good passives (resource reg & resistance on low health) versus 2 drawbacks (low health reg & weakness to fire). THIS IS BALANCED!
now we basically have 3 very big drawbacks versus 1 (resistance on low health). there is no motivation here, to become vampire anymore (other than pure roleplaying, which is fun tho).
the cost reduction for vampire abilities is quite pointless, since there is nothing realy usable to do constant dmg and everything is very situational.
*) vampire should get the old magick&stam reg back - this was ESSENTIAL in beeing a vampire
*) the ability-cost-system also needs a change - eighter take the ability cost increase away, or give us some good dmg skills.
pls ZOS! this CANNOT STAY THAT WAY
schlaflos_inWien wrote: »it is not only about numbers.. its about usefullness! those numbers just represent, what the gameplay as vampire is now. at the end a vampire now runs out of resources very quickly. the vampire basically got a double-nerv now. not only we lost the reg, now we also have cost increase.
because you just want to be a vampire for passives using non-vampire skills as usual but vampire is a playstyle now and you must play vamp skills or don't be a vamp. and even if vampire is underachieving it's a problem only for ppl who want to have max numbers everytime
Lol you literally are gimping yourself if you use the other skills outside of BfB. These changes are underwhelming af and we saw this coming from miles away.
schlaflos_inWien wrote: »it is not only about numbers.. its about usefullness! those numbers just represent, what the gameplay as vampire is now. at the end a vampire now runs out of resources very quickly. the vampire basically got a double-nerv now. not only we lost the reg, now we also have cost increase.
because you just want to be a vampire for passives using non-vampire skills as usual but vampire is a playstyle now and you must play vamp skills or don't be a vamp. and even if vampire is underachieving it's a problem only for ppl who want to have max numbers everytime
Lol you literally are gimping yourself if you use the other skills outside of BfB. These changes are underwhelming af and we saw this coming from miles away.
Drain is a great way for certain builds to get their health back and Mist Form is good for PvP. I use Vampire Skills outside of Blood for Blood all the time and they in no way "gimp" me.
4. Damage buff skill. I guess it's good for bombers only but useless for anyone else.
5. Mist form: the only useful skill due to the stage 2 passive.
6. Ultimate. While it's pretty cool to turn into a rubber figurine and deal crazy damage (very often a suicide mission), the duration is too short. Perfect scion morph is useless!
You ascend to stage 5 and get no drawbacks. Honestly, that is a completely useless morph. With pumped up stats while in the form, the draw backs basically do not matter. You have enough health and healing and mag pool, that by the time you run out of resources or get low on health, the transformation is over - taking you into a really long animation, allowing enemy players to all gap close you, while you can't move.
The main issue is they created a toolkit that is mostly utility and then geared all the debuffs and passives to make being a vampire an active play style as if it was its own separate class. What we get is an incomplete mess like this that forces players to pick the abilities they need, but then fix all the issues with their class, weapon, and guild skill lines. It makes for a very unfun play style that is very unadaptable to different situations.
I honestly didn't worry too much about the changing of the recovery passive but the addition of the non-vampire cost increases was going way too far. This is an example of ZOS's love for over tweaking things and we all know what happened during and after the DoT meta. Getting rid of the non-vampire cost increases would be a step in the right direction for making vampire more fun and viable again, and then they could revert the old values on the PTS the vampire cost reduction buff was at to encourage players to use more of the skills. These two things combined would make players want to feed to progress their stage instead of sit at stage 1 like many are doing now.
Another thing they should do is either ramp up the damage of vampiric drain or have it heal a % of your max health instead of a % of your missing health. As it is right now there is a diminishing return the longer you keep the drain on and its a huge risk because you can be interrupted.
Also with Mesmerize they should really make the angle your target has to be at to be "looking at you" to something like 180 degrees instead of 90 degrees, because that's the same angle required in order for the game to have a character's head look at something. This means a character's head could be pointed at your character, but because you're like a couple degrees off from that 90 degree arc in front of them that they don't count as "looking at you". Its honestly ridiculous and stupid. Please change the rules of this skill ZOS.