Kittytravel wrote: »Welcome to Werewolfs issue of the ages.
Vampires get to have free stuff and WW gets the short end of existence.
Vampires for too long imo have been been an inherent part of the game and at this point are literally as important as a race choice and should just become their own race.
Kittytravel wrote: »Welcome to Werewolfs issue of the ages.
Vampires get to have free stuff and WW gets the short end of existence.
Vampires for too long imo have been been an inherent part of the game and at this point are literally as important as a race choice and should just become their own race.
kathandira wrote: »It's simple, Vampirism needs to behave the same way as Werewolf. You only get the passives and skills when you use the Vamp Ulti.
Why they didn't do this with the changes is beyond me.
Kittytravel wrote: »@Nova_J @Infectious1X
The dogs got major buffs because they realized the absolute MASSIVE drawbacks that WW already gets.
1. No ulti. Period. Your "morph" just makes up for things you lost by transforming and it doesn't even fully make up for it.
2. No options, you have 5 skills on your bars have fun.
3. You lose 95% of all class passives when morphed.
4. You lose all weapon passives while morphed.
You wanna talk about drawbacks THOSE are drawbacks.
Vampire is just an extra race choice with some good bonuses and drawbacks that obviously don't matter currently considering it's meta for most builds. If the drawbacks did matter then it wouldn't be used in every recommended magicka setup. That's literally OP's issue is that you can choose to not be vamp but say goodbye to a reasonable amount of DPS and burst damage.
kathandira wrote: »It's simple, Vampirism needs to behave the same way as Werewolf. You only get the passives and skills when you use the Vamp Ulti.
Why they didn't do this with the changes is beyond me.
kathandira wrote: »It's simple, Vampirism needs to behave the same way as Werewolf. You only get the passives and skills when you use the Vamp Ulti.
Why they didn't do this with the changes is beyond me.
Would be great for Vampire to be an "all in" choice like that rather than a near mandatory addon for Mag DD.
Everest_Lionheart wrote: »kathandira wrote: »It's simple, Vampirism needs to behave the same way as Werewolf. You only get the passives and skills when you use the Vamp Ulti.
Why they didn't do this with the changes is beyond me.
Would be great for Vampire to be an "all in" choice like that rather than a near mandatory addon for Mag DD.
I don’t want to be vamp on magplar or MagDK but it looks like I have to because of sustain. I’m leaving so much DPS on the table but staying mortal but it just feels wrong in the traditional sense in being a Templar using light magic you would think it would kill a vampire. Same thing with being a DK and a class that uses fire, it’s just wrong to be a vampire because they are weak to fire.
I’m be at a loss forever I guess because I’m just not crossing that bridge. Not on those two classes anyway.
kathandira wrote: »It's simple, Vampirism needs to behave the same way as Werewolf. You only get the passives and skills when you use the Vamp Ulti.
Why they didn't do this with the changes is beyond me.
You're not thinking about the context everyone is referring to here. Yes, you get a cost increase as Vampire, however...amm7sb14_ESO wrote: »kathandira wrote: »It's simple, Vampirism needs to behave the same way as Werewolf. You only get the passives and skills when you use the Vamp Ulti.
Why they didn't do this with the changes is beyond me.
Why?
Everything about vampires, from concept to lore, shows that Vampire is a permanent state of existence. Vampirism is not limited to a transformation. Werewolves, by concept and lore, are.
People actually think vampirism is a "certain" choice? And what is all this talk of vampirism sustain? Sustain as a vampire is *worse* than non vamp.
WW are niche, and now vampires are niche
MashmalloMan wrote: »You're not thinking about the context everyone is referring to here. Yes, you get a cost increase as Vampire, however...amm7sb14_ESO wrote: »kathandira wrote: »It's simple, Vampirism needs to behave the same way as Werewolf. You only get the passives and skills when you use the Vamp Ulti.
Why they didn't do this with the changes is beyond me.
Why?
Everything about vampires, from concept to lore, shows that Vampire is a permanent state of existence. Vampirism is not limited to a transformation. Werewolves, by concept and lore, are.
People actually think vampirism is a "certain" choice? And what is all this talk of vampirism sustain? Sustain as a vampire is *worse* than non vamp.
Vampire sustain in pve at stage 1 is through the roof, as a mag pve dps player, you're almost required to play as one because the spammable, Blood for Blood costs health to cast instead of magicka. Your spammable, being around 30-50% of your rotation changing from your main resource pool to something like health in a game that has sufficent overhealing equals less need for sustain and more room for damage stats.
For example, no need to be a Breton, use False God, tri stat food or Absorb Magicka Glyphs.. just be a Dark Elf/High Elf bi-stat food vampire and your going to max out your dps while having good sustain due to a health cost spammable. Mind you, it also does considerably more damage and costs less because it's considered melee instead of ranged.
Kittytravel wrote: »WW are niche, and now vampires are niche
We must have a very different definition of "Niche" than where you're from.
Niche is something that does not appeal to a large portion of the population.
Which vampire is not, you can read @MashmalloMan post to get a better grasp of why Stage 1 vamp is used so widely and why Vamp is not niche right now.
I agree with the OP. I can hop on any stam character and not even thing about sustain. Then get on any mag toon and unless I'm compensating with mag restore enchants or running as a Breton on False Gods, I feel like I'm fighting it every step of the way. How is this considered balance? And now the new mag meta has become being a vampire so you can have 1 skill on your bar that buffs damage and resolves sustain? Not doing it.
I've never understood why designing in unreasonable sustain issues appears to be an appealing creative direction. I've never met anyone who thinks having to heavy attack 2 minutes into a fight to restore resources is entertaining combat design. But players have complained about this for years. I suspect the devs have a different mindset and are just insulated from the frustration it causes.
Everest_Lionheart wrote: »I agree with the OP. I can hop on any stam character and not even thing about sustain. Then get on any mag toon and unless I'm compensating with mag restore enchants or running as a Breton on False Gods, I feel like I'm fighting it every step of the way. How is this considered balance? And now the new mag meta has become being a vampire so you can have 1 skill on your bar that buffs damage and resolves sustain? Not doing it.
I've never understood why designing in unreasonable sustain issues appears to be an appealing creative direction. I've never met anyone who thinks having to heavy attack 2 minutes into a fight to restore resources is entertaining combat design. But players have complained about this for years. I suspect the devs have a different mindset and are just insulated from the frustration it causes.
I think some of the issue comes with having to play magicka classes in melee range. On both my Magplar and MagDK my main spamables also happen to be the ones that return health and you need to be in melee range for those to connect. Otherwise you can sit back and heavy attack to sustain all day long.
The other thing that I do notice on both classes is just how strong the AOE is on both, but the cost to keep those AOE up is quite high say in comparison to my stamwarden where I’ve got cheaper AOE that aren’t quite as strong but can be cast over and over again without putting a real hurt on my stamina pool.
Sub assault - 2066
Growing swarm - 2525
Endless hail - 3510
Whirling blade/Brawler - 3510/3240
That’s around 11K stam for all your AOE I also use gripping shards so that takes from my magicka pool for a 5th AOE
DK engulfing flames - 3510
Burning Talon - 4050
Eruption - 5670
Elemental blockade - 3780
Scalding Rune - 3240
That’s 20K magicka per rotation on DK. You can also add barbed trap for another stam AOE. The AOE is way longer but that’s the trade. Can’t wait away on your spamable because you won’t recover enough mag to recast when it’s time. Even straight heavy attacking once you’ve got your AOE’s down may not return enough. Especially if you are running molten armaments and flames of oblivion. It’s a huge drain on your mag for the extra DPS boost.
Templar ele blockade - 3780
Blazing spear - 3780
Solar barrage - 2970
Ritual of retribution - 4860
Sweeps - 2700 (spamable)
That’s around 18k for your AOE on Templar with one bing a spamable. You can leave ritual of retribution off and cast 2 more sweeps instead for 19K. You can run bar trap here too for a stam AOE as well. Templar it’s jabs eating your mag pool though. Huge price to pay for class spamable but it’s also arguably the best class spamable in game.
Vampire BFB changes your spamable which really helps the sustain and better sustain = more damage.
Also interesting to note that warden and Templar have in class skills that return rss like netch and channel focus where DK you are reliant on your ultimate to return anything to you. Or if you are clever slip soul consuming trap in there and get some magicka returned to you for some sustain relief when killing mobs.
Everest_Lionheart wrote: »I agree with the OP. I can hop on any stam character and not even thing about sustain. Then get on any mag toon and unless I'm compensating with mag restore enchants or running as a Breton on False Gods, I feel like I'm fighting it every step of the way. How is this considered balance? And now the new mag meta has become being a vampire so you can have 1 skill on your bar that buffs damage and resolves sustain? Not doing it.
I've never understood why designing in unreasonable sustain issues appears to be an appealing creative direction. I've never met anyone who thinks having to heavy attack 2 minutes into a fight to restore resources is entertaining combat design. But players have complained about this for years. I suspect the devs have a different mindset and are just insulated from the frustration it causes.
I think some of the issue comes with having to play magicka classes in melee range. On both my Magplar and MagDK my main spamables also happen to be the ones that return health and you need to be in melee range for those to connect. Otherwise you can sit back and heavy attack to sustain all day long.
The other thing that I do notice on both classes is just how strong the AOE is on both, but the cost to keep those AOE up is quite high say in comparison to my stamwarden where I’ve got cheaper AOE that aren’t quite as strong but can be cast over and over again without putting a real hurt on my stamina pool.
Sub assault - 2066
Growing swarm - 2525
Endless hail - 3510
Whirling blade/Brawler - 3510/3240
That’s around 11K stam for all your AOE I also use gripping shards so that takes from my magicka pool for a 5th AOE
DK engulfing flames - 3510
Burning Talon - 4050
Eruption - 5670
Elemental blockade - 3780
Scalding Rune - 3240
That’s 20K magicka per rotation on DK. You can also add barbed trap for another stam AOE. The AOE is way longer but that’s the trade. Can’t wait away on your spamable because you won’t recover enough mag to recast when it’s time. Even straight heavy attacking once you’ve got your AOE’s down may not return enough. Especially if you are running molten armaments and flames of oblivion. It’s a huge drain on your mag for the extra DPS boost.
Templar ele blockade - 3780
Blazing spear - 3780
Solar barrage - 2970
Ritual of retribution - 4860
Sweeps - 2700 (spamable)
That’s around 18k for your AOE on Templar with one bing a spamable. You can leave ritual of retribution off and cast 2 more sweeps instead for 19K. You can run bar trap here too for a stam AOE as well. Templar it’s jabs eating your mag pool though. Huge price to pay for class spamable but it’s also arguably the best class spamable in game.
Vampire BFB changes your spamable which really helps the sustain and better sustain = more damage.
Also interesting to note that warden and Templar have in class skills that return rss like netch and channel focus where DK you are reliant on your ultimate to return anything to you. Or if you are clever slip soul consuming trap in there and get some magicka returned to you for some sustain relief when killing mobs.
Thanks for checking the numbers on this. I main Magplar and while Sweeps is great, you really feel the sustain issues it causes even in PFGD etc. On other Mag classes I find sustain similarly tough compared to stamina, especially on harder content with lots of movement where you won't be in a nice stack for constant buffs throughout. This along with the great damage you get from BFB just makes it far too close to mandatory. I'm not suggesting nerfing it to irrelevance. In isolation, doing a bit more damage than a normal spammable in return for hitting your health actually feels interesting. It's just in the context of magicka sustain otherwise being so painful that it feels a bit much. I'd far rather base sustain for mag was tweaked instead.
Kittytravel wrote: »@Nova_J
That's not even comparable I can't tell if you are actually joking right now. WW's don't HAVE a choice of what abilities to have on their WW bar; they can only have the five WW abilities. You're comparing a skill line with 0 other choice in it other than what the kit has dictated by ZOS VS a skill line that shares the potential space of 100+ abilities competing with it.
It literally sounds like your issue has nothing to do with the threads subject; you sound jaded that Vampirism is still used for only specific portions like it has been for years and that "full vampire" builds don't exist in the competitive scene. Cool go to someones elses thread about that then, otherwise stay on topic here. This is about magicka sustain WITHOUT vampire and how it feels less like a choice and more like a requirement to be Vamp if you want decent DPS sustain.
Adding to the thread: I feel like they just need to go tweak sustain monster sets to be better choices to allow people all-in on their skills. Things like Engine Guardian should target your lowest pool IMO everytime it procs rather than a random one; you are surrendering DPS from a monster set in favor of sustain from your monster set.
Kittytravel wrote: »Vampires for too long imo have been been an inherent part of the game and at this point are literally as important as a race choice and should just become their own race.
This is a joke, right?
...Do your battlegrounds.
Front bar "Barrier" with Magicka Aid (2 points) -- 10% Mag Recovery on your front bar.
DK, need mag? You get mag for burning procs, with no CD -- so burn, baby, burn, for restores!
Difference between Vamp and Non-vamp WITHOUT running Barrier, as a Magplar -- is 1 heavy attack every 15th rotation (Breton), or every 12th (Redguard)....with barrier becomes no heavy(breton) or every 15th (Redguard)...would hardly call sustain an issue. This is with running no recovery glyphs.
Hilariously, I have the opposite problem of @Shantu -- on a magdps, I sustain forever, but on stam I just can't match it and run dry.
To quantify that in Mag/s terms, if you replace those BFB with a Magicka spammable, you add around 2.2k Magicka cost (will check that value is right when I can log back on) every 4 seconds, or around 550 Mag/s, or equivalent to 1,100 recovery.
For comparison, a full on DD setup at 800-1k Magicka recovery will get only 40-50 Mag/s from 10% extra Mag recovery.