Just to add ... mist form is really buggy in PvP as well. It sometimes doesn't work in combat and I need to press it twice for it to work.
When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Like most things in this game people complain about its never for one single reason. People like myself who enjoyed playing vampires from the previous games enjoyed the old version of vampire and wanted that play style to be broadened. We chose to become vampires in this game because we wanted to relive the experience from the single player games in an online environment. As you can guess we were looking forward to a vampire rework that added more skills and made the play style more fun, but that's not what happened. We got new skills that have never existed in lore before like Blood Frenzy, and then told "Blood Frenzy ticks all the boxes of what its like to be a vampire!". News flash.... it doesn't.
What made things even worse is then the feeding reversal was implemented without a cosmetic change, a blatant retcon being used to explain things, and then they lessened the effects of fire damage, slapped on a new debuff (The non-vampire cost increase) for whatever reason, and then decided stage 4 should punish players with -100% health regeneration. They say feeding makes you 'stronger' but the stage passives make that statement hard to believe. Sure the passives are powerful but are they really worth the sustain debuff and -100% health regen if you decided to go full stage 4? I still try to answer that question today.
As for the other complaints you can read them in this thread. The removal of class identity as people all use Blood for Blood as a magic damage spammable, skills that don't work or are situational at best, and the list goes on. I've adapted my build to the new vampire and have made it work, but I really think ZOS should rethink how they're going about this. The vampires don't feel like vampires at all.
When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Fur_like_snow wrote: »When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Have you not read any of the vampire threads during or after PTS or even the thread you’re replying in? It’s spelled out pretty clearly what the issues are.
I agree the new vampire is better than the old. The old tree sucked, and everyone just took it for OP passives.
The new skills are cool. The spammable is BIS for every magicka build and honestly needs a nerf. The other skills are situationally very useful.
When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
But if you read this thread you will understand why people dislike the new vampire? Unless you're just choosing to not read why people disagree. Thinking it is nothing but an improvement over the old one is a bit naive, wouldn't you say? It has much, much room for improvement.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Like most things in this game people complain about its never for one single reason. People like myself who enjoyed playing vampires from the previous games enjoyed the old version of vampire and wanted that play style to be broadened. We chose to become vampires in this game because we wanted to relive the experience from the single player games in an online environment. As you can guess we were looking forward to a vampire rework that added more skills and made the play style more fun, but that's not what happened. We got new skills that have never existed in lore before like Blood Frenzy, and then told "Blood Frenzy ticks all the boxes of what its like to be a vampire!". News flash.... it doesn't.
What made things even worse is then the feeding reversal was implemented without a cosmetic change, a blatant retcon being used to explain things, and then they lessened the effects of fire damage, slapped on a new debuff (The non-vampire cost increase) for whatever reason, and then decided stage 4 should punish players with -100% health regeneration. They say feeding makes you 'stronger' but the stage passives make that statement hard to believe. Sure the passives are powerful but are they really worth the sustain debuff and -100% health regen if you decided to go full stage 4? I still try to answer that question today.
As for the other complaints you can read them in this thread. The removal of class identity as people all use Blood for Blood as a magic damage spammable, skills that don't work or are situational at best, and the list goes on. I've adapted my build to the new vampire and have made it work, but I really think ZOS should rethink how they're going about this. The vampires don't feel like vampires at all.
I agree the new vampire is better than the old. The old tree sucked, and everyone just took it for OP passives.
The new skills are cool. The spammable is BIS for every magicka build and honestly needs a nerf. The other skills are situationally very useful.
Take a moment to consider why the spammable is BIS.
It's because of the design of the skill is it not? It's the only magicka spammable in the entire game that is melee and provides no other use. No passives, debuffs, dots, anything. Just a straight on melee raw damage attack. Thus why its numbers are so high.
Surely you can see how if the numbers are adjusted this skill is never going to be used? Considering magicka users/those that use this skill wear light armor and have no business being in anyone's face.
The solution here would be to re-design the skill, right? Make it a spammable that is something other than raw damage at a melee range.
Fur_like_snow wrote: »When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Have you not read any of the vampire threads during or after PTS or even the thread you’re replying in? It’s spelled out pretty clearly what the issues are.
I do find it interesting he is claiming to have 'no idea' why people are disagreeing about the vamp rework, in a thread full of people that are explaining their issues with it.
O:
Health regeneration has always sucked at stage 4 Vampire. That is not different from the old one.
The rest of your complaints are mostly just cosmetic in nature or have more to do with this "identity" argument as a Vampire - which isn't what I am referring to or going to get into. That's beside the point I'm making as to whether or not the skill line is better from a game play perspective than it was - which it unquestionably is.
Now you can discuss ways to improve it - and that's fine and I have no problem with that. But this idea that the Vampire skill line has not gotten better when it undeniably has seems just silly to me.
Fur_like_snow wrote: »When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Have you not read any of the vampire threads during or after PTS or even the thread you’re replying in? It’s spelled out pretty clearly what the issues are.
I do find it interesting he is claiming to have 'no idea' why people are disagreeing about the vamp rework, in a thread full of people that are explaining their issues with it.
O:
Because nothing in this thread effectively explains why the new Vampire tree isn't better than the old Vampire tree.
Pretty simple.
So I'm not sure what you find so "interesting" about it. Some people are dissatisfied with it and have argued why. But that's a lot different than actually explaining why the new tree is worse off than the old one. And I know why they haven't been able explain it. Because it isn't.
I hate the changes to vampirismI never used any vampire skills on my characters, vampirism was only for the looks. My two vampires were looking so good at stage 4...
After Greymoor, they stay on stage 1 and look much worse without their yellow feral eyes; they still don't use any vampire skills, and on top of this they always take additional damage from fire and have cost of all their skills increased... It's so stupid.
It feels like I've lost two of my belowed charactersI wish we could have skins for different vampirism stages in our Collections (as reward for Vampirism Master, or from crown store) - I would simply cure my vampires, and use stage 4 skins on them. Just to have same looks as they had for years
Fur_like_snow wrote: »When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Have you not read any of the vampire threads during or after PTS or even the thread you’re replying in? It’s spelled out pretty clearly what the issues are.
I do find it interesting he is claiming to have 'no idea' why people are disagreeing about the vamp rework, in a thread full of people that are explaining their issues with it.
O:
Because nothing in this thread effectively explains why the new Vampire tree isn't better than the old Vampire tree.
Pretty simple.
So I'm not sure what you find so "interesting" about it. Some people are dissatisfied with it and have argued why. But that's a lot different than actually explaining why the new tree is worse off than the old one. And I know why they haven't been able explain it. Because it isn't.
But people have explained why it is worse.
Are we reading the same thread? Have you not seen all of the other threads made about this topic?
I agree the new vampire is better than the old. The old tree sucked, and everyone just took it for OP passives.
The new skills are cool. The spammable is BIS for every magicka build and honestly needs a nerf. The other skills are situationally very useful.
Take a moment to consider why the spammable is BIS.
It's because of the design of the skill is it not? It's the only magicka spammable in the entire game that is melee and provides no other use. No passives, debuffs, dots, anything. Just a straight on melee raw damage attack. Thus why its numbers are so high.
Surely you can see how if the numbers are adjusted this skill is never going to be used? Considering magicka users/those that use this skill wear light armor and have no business being in anyone's face.
The solution here would be to re-design the skill, right? Make it a spammable that is something other than raw damage at a melee range.
Eh, no.
It's used because it increases your sustain by a ton due to the skill only costing a trivial amount of health. The other morph which costs magicka is on par with other skills like elemental weapon.
Health regeneration has always sucked at stage 4 Vampire. That is not different from the old one.
The rest of your complaints are mostly just cosmetic in nature or have more to do with this "identity" argument as a Vampire - which isn't what I am referring to or going to get into. That's beside the point I'm making as to whether or not the skill line is better from a game play perspective than it was - which it unquestionably is.
Now you can discuss ways to improve it - and that's fine and I have no problem with that. But this idea that the Vampire skill line has not gotten better when it undeniably has seems just silly to me.
Obviously we don't agree but I will have to correct you on the first thing about the health regeneration at stage 4 sucking.
Unnatural Resistance is a passive that made the health regeneration debuff almost non-existant.
https://elderscrollsonline.wiki.fextralife.com/Unnatural+Resistance
"Reduces the severity of the Health Recovery determent in Vampirism stages 2 through 4. Stage 2 no longer reduces your Health Recovery. Stage 3 reduces Health Recovery by 25%. Stage 4 reduces Health Recovery by 50%."
With that passive the stage 4 debuff went from -75% to -50%. It was half of what it is now, but that's actually not what I'm complaining about. Its literally at 0%... you stub your toe and you have to get off your mount and heal. This also adds an extra action for every single trash mob encounter and is honestly the most annoying thing ever. I wouldn't mind it sitting at -90% because it'd be something.
I still think -50% health regeneration sucks. So from my perspective you're not correcting me. I take your point. But I still don't understand why any build that focused on health regeneration would have wanted to become a stage 4 Vampire under the old system. So I don't understand why that makes such a difference to you, especially considering it's so much easier now for Vampires to simply stay in stage 1 (where there is no health regeneration penalty) and use their skills as much as they want. So if anything - the new Vampire has been a huge buff to Vampire builds that wanted to make use of health regeneration (I know because I play one ^^).
I still think -50% health regeneration sucks. So from my perspective you're not correcting me. I take your point. But I still don't understand why any build that focused on health regeneration would have wanted to become a stage 4 Vampire under the old system. So I don't understand why that makes such a difference to you, especially considering it's so much easier now for Vampires to simply stay in stage 1 (where there is no health regeneration penalty) and use their skills as much as they want. So if anything - the new Vampire has been a huge buff to Vampire builds that wanted to make use of health regeneration (I know because I play one ^^).
First off you're horribly mistaken. Stage 1 actually has -10% health recovery right now as opposed to the old system that had -0% at stage 1 and 2.
What if I also told you the reason the Disastrously Bloody Mara came with 500 health regeneration was to actually counteract the stage 4 health regeneration debuff? At its old value the debuff was so insignificant people laughed at it and is how we got the situation where people took the vampire skill line for the mag and stam regen. If you have Unnatural Resistance and just stayed at stage 2 you'd have almost no debuffs save for some flame damage with a really nice passive.
Also while we're on the topic of flame damage why did the devs change it from this:
Stage 1/2/3/4
Flame damage taken +0%/+15%/+20%/+25%
to this?:
Stage 1/2/3/4
Flame Damage Taken: +5%/+8%/+13%/+20%
Why did they make vampires take less flame damage, and then add on a new debuff after taking away the recovery passive? Just taking that passive away was enough to make some people drop vampire entirely, but to double down and make players abilities cost 3/5/8/12% more based on their stage was just cruel.
Fur_like_snow wrote: »When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Have you not read any of the vampire threads during or after PTS or even the thread you’re replying in? It’s spelled out pretty clearly what the issues are.
I do find it interesting he is claiming to have 'no idea' why people are disagreeing about the vamp rework, in a thread full of people that are explaining their issues with it.
O:
Because nothing in this thread effectively explains why the new Vampire tree isn't better than the old Vampire tree.
Pretty simple.
So I'm not sure what you find so "interesting" about it. Some people are dissatisfied with it and have argued why. But that's a lot different than actually explaining why the new tree is worse off than the old one. And I know why they haven't been able explain it. Because it isn't.
But people have explained why it is worse.
Are we reading the same thread? Have you not seen all of the other threads made about this topic?
They have attempted to explain it. But very little of it has made any sense to me as to why the old Vampire was somehow better than the new one - at least in terms of actual game play - which is what I meant in my post. Perhaps I could have been a little more clear about that in hindsight.
I still think -50% health regeneration sucks. So from my perspective you're not correcting me. I take your point. But I still don't understand why any build that focused on health regeneration would have wanted to become a stage 4 Vampire under the old system. So I don't understand why that makes such a difference to you, especially considering it's so much easier now for Vampires to simply stay in stage 1 (where there is no health regeneration penalty) and use their skills as much as they want. So if anything - the new Vampire has been a huge buff to Vampire builds that wanted to make use of health regeneration (I know because I play one ^^).
Why did they make vampires take less flame damage, and then add on a new debuff after taking away the recovery passive? Just taking that passive away was enough to make some people drop vampire entirely, but to double down and make players abilities cost 3/5/8/12% more based on their stage was just cruel.
I still think -50% health regeneration sucks. So from my perspective you're not correcting me. I take your point. But I still don't understand why any build that focused on health regeneration would have wanted to become a stage 4 Vampire under the old system. So I don't understand why that makes such a difference to you, especially considering it's so much easier now for Vampires to simply stay in stage 1 (where there is no health regeneration penalty) and use their skills as much as they want. So if anything - the new Vampire has been a huge buff to Vampire builds that wanted to make use of health regeneration (I know because I play one ^^).
First off you're horribly mistaken. Stage 1 actually has -10% health recovery right now as opposed to the old system that had -0% at stage 1 and 2.
What if I also told you the reason the Disastrously Bloody Mara came with 500 health regeneration was to actually counteract the stage 4 health regeneration debuff? At its old value the debuff was so insignificant people laughed at it and is how we got the situation where people took the vampire skill line for the mag and stam regen. If you have Unnatural Resistance and just stayed at stage 2 you'd have almost no debuffs save for some flame damage with a really nice passive.
Also while we're on the topic of flame damage why did the devs change it from this:
Stage 1/2/3/4
Flame damage taken +0%/+15%/+20%/+25%
to this?:
Stage 1/2/3/4
Flame Damage Taken: +5%/+8%/+13%/+20%
Why did they make vampires take less flame damage, and then add on a new debuff after taking away the recovery passive? Just taking that passive away was enough to make some people drop vampire entirely, but to double down and make players abilities cost 3/5/8/12% more based on their stage was just cruel.
Well 10% then. Either way it's a lot better than 50%. So my point stands regardless so I'm not "horribly mistaken". lol
You can now play as a Vampire and use their skills and have way more health regeneration while you do it then you ever could have had in the old system. In the old system using Vampire Skills rapidly advanced your stage so any build that made regular use of Vampire abilities would end up as a stage 4 Vampire meaning a 50% cut to health regeneration (which is a lot more than 10%).
So again: the new system is way better for Vampires who want to build for health regeneration. And again: I know - because I actually play as one.
Fur_like_snow wrote: »When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Have you not read any of the vampire threads during or after PTS or even the thread you’re replying in? It’s spelled out pretty clearly what the issues are.
I do find it interesting he is claiming to have 'no idea' why people are disagreeing about the vamp rework, in a thread full of people that are explaining their issues with it.
O:
Because nothing in this thread effectively explains why the new Vampire tree isn't better than the old Vampire tree.
Pretty simple.
So I'm not sure what you find so "interesting" about it. Some people are dissatisfied with it and have argued why. But that's a lot different than actually explaining why the new tree is worse off than the old one. And I know why they haven't been able explain it. Because it isn't.
But people have explained why it is worse.
Are we reading the same thread? Have you not seen all of the other threads made about this topic?
They have attempted to explain it. But very little of it has made any sense to me as to why the old Vampire was somehow better than the new one - at least in terms of actual game play - which is what I meant in my post. Perhaps I could have been a little more clear about that in hindsight.
This is fair enough. Old vampire wasn't good either, don't get me wrong. I can agree with you there.
But I feel like most people on this thread and forum believe the new re-vamp isn't good either. So therefore it isn't a straight up improvement for them.
Old vampire was 'fine but needs looked at in a few years' which it was. The skill line was very clearly underdeveloped and had the creativity of a pink dish sponge.
This new skill line, which is probably the vampire's only "revamp" it'll ever get in ESO's existence, is an illusion.
It makes you think "Wow they added so many new abilities and passives!" When in reality, not much has changed. Still only 1 damage dealing ability and the ultimate that is taken most times is the bat-swarm morph, so it's like the old ult never left.
I truly think they kinda messed up with it in the design process. First let's get what people wanted out in the open and clear:
1. It to be a better version of vampire lord from Skyrim/have that level of depth/be similar to werewolf in that regard.
2. Something completely new and fresh to breathe life into a dead skill line (Creatively and thematically dead, that is. As it was only taken for the passivse)
3. It to stay more or less the same.
You can tell they very clearly wanted to include "vampire-lords" but were told 'no' by the lore team (for some reason). So this led them to doing well....a mix of all three but more leaning towards #3
Which is what really messed them up here. If they had gone full-blown into any of these options, the rework would of came out better thematically and people would of loved it. But they failed because they tried to do a bit of all three instead of sticking to 1 core idea.
For #1: Could of been an entire new skill line of skills we've never seen before fitting around the thematic of the vampire lord NPCs we fight a ton of in greymoor. Very fitting and thematic.
For #2: Could of made Lamae's line VERY unique and give us skills we haven't seen before. Could of taken variations of the new vampire skills NPCs get for this. (Bat swarm gap closer, various blood magic stuff, bat magic, etc.) Would of fit in with the chapter since we'd be seeing vampires use similar stuff.
For #3: They could of just made minor edits to the skill line and left it pretty much as is.
Instead what we got was:
A vampire lord form that isn't a vampire lord (but looks exactly like one for some reason) that has the exact old-ult tossed onto a morph and the other is just a debuff-remover that will be back in 20 seconds.
A random melee ability that doesn't make sense logically (Only magic melee ability in the game with no other effects aside from raw dmg when magicka users are mainly ranged.) when the only vamps that use melee attacks are Bloodknights/vamp lords and feral bloodfiends in-game. This ability is also our only main damage dealer (once again stuck with just 1 form of real dmg like the old line)
A self-buff that reduces HP that nobody asked for and has never been a thematic with vampires in Elder Scrolls ever. (also very uncreative, literally is just a stat-drain that gives a bit of flat dmg. That is it.) We are not blood starved bloodfiends, we shouldn't be able to go into a frenzy that harms ourselves.
A drain that is somehow worse than the one from the original skill line. Heals for a bit more, but deals way less damage and doesn't CC and now can be interrupted and put on a CD.
Mesmerize disguises itself as something unique and creative, but that immediately falls flat on its face when you realize they just removed the stun from vamp drain and made it into its own solo-ability that does nothing else. Is the only CC in the entire game that does nothing but CC and no secondary effect.
lastly Mist form is exactly the same except now it's a toggle and poison mist got turned into blood mist that heals for nothing.
If you look closely here, you'll see a vague mash-up of all 3 of the core ideas I previously presented. Vampire lord, an attempt to be unique and "new", and a lot of what we already had.
In fact everything except for Blood Frenzy and the claw attack we pretty much already had in the kit before. They just moved stuff around and presented as "hey look, new things"
I hope this better explains why people take an issue with it. It's because mostly no one in those three core points is happy.
**SIDE NODE: Passives are pretty rad, props to the design of those. All pretty useful and I'm sad that the skill line doesn't share the same amount of usefulness and creativity. Wish vamps got more spell-cost reduction on vamp abilities though if the weaknesses are going to be that strong.
Fur_like_snow wrote: »When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Have you not read any of the vampire threads during or after PTS or even the thread you’re replying in? It’s spelled out pretty clearly what the issues are.
I do find it interesting he is claiming to have 'no idea' why people are disagreeing about the vamp rework, in a thread full of people that are explaining their issues with it.
O:
Because nothing in this thread effectively explains why the new Vampire tree isn't better than the old Vampire tree.
Pretty simple.
So I'm not sure what you find so "interesting" about it. Some people are dissatisfied with it and have argued why. But that's a lot different than actually explaining why the new tree is worse off than the old one. And I know why they haven't been able explain it. Because it isn't.
But people have explained why it is worse.
Are we reading the same thread? Have you not seen all of the other threads made about this topic?
They have attempted to explain it. But very little of it has made any sense to me as to why the old Vampire was somehow better than the new one - at least in terms of actual game play - which is what I meant in my post. Perhaps I could have been a little more clear about that in hindsight.
This is fair enough. Old vampire wasn't good either, don't get me wrong. I can agree with you there.
But I feel like most people on this thread and forum believe the new re-vamp isn't good either. So therefore it isn't a straight up improvement for them.
Old vampire was 'fine but needs looked at in a few years' which it was. The skill line was very clearly underdeveloped and had the creativity of a pink dish sponge.
This new skill line, which is probably the vampire's only "revamp" it'll ever get in ESO's existence, is an illusion.
It makes you think "Wow they added so many new abilities and passives!" When in reality, not much has changed. Still only 1 damage dealing ability and the ultimate that is taken most times is the bat-swarm morph, so it's like the old ult never left.
I truly think they kinda messed up with it in the design process. First let's get what people wanted out in the open and clear:
1. It to be a better version of vampire lord from Skyrim/have that level of depth/be similar to werewolf in that regard.
2. Something completely new and fresh to breathe life into a dead skill line (Creatively and thematically dead, that is. As it was only taken for the passivse)
3. It to stay more or less the same.
You can tell they very clearly wanted to include "vampire-lords" but were told 'no' by the lore team (for some reason). So this led them to doing well....a mix of all three but more leaning towards #3
Which is what really messed them up here. If they had gone full-blown into any of these options, the rework would of came out better thematically and people would of loved it. But they failed because they tried to do a bit of all three instead of sticking to 1 core idea.
For #1: Could of been an entire new skill line of skills we've never seen before fitting around the thematic of the vampire lord NPCs we fight a ton of in greymoor. Very fitting and thematic.
For #2: Could of made Lamae's line VERY unique and give us skills we haven't seen before. Could of taken variations of the new vampire skills NPCs get for this. (Bat swarm gap closer, various blood magic stuff, bat magic, etc.) Would of fit in with the chapter since we'd be seeing vampires use similar stuff.
For #3: They could of just made minor edits to the skill line and left it pretty much as is.
Instead what we got was:
A vampire lord form that isn't a vampire lord (but looks exactly like one for some reason) that has the exact old-ult tossed onto a morph and the other is just a debuff-remover that will be back in 20 seconds.
A random melee ability that doesn't make sense logically (Only magic melee ability in the game with no other effects aside from raw dmg when magicka users are mainly ranged.) when the only vamps that use melee attacks are Bloodknights/vamp lords and feral bloodfiends in-game. This ability is also our only main damage dealer (once again stuck with just 1 form of real dmg like the old line)
A self-buff that reduces HP that nobody asked for and has never been a thematic with vampires in Elder Scrolls ever. (also very uncreative, literally is just a stat-drain that gives a bit of flat dmg. That is it.) We are not blood starved bloodfiends, we shouldn't be able to go into a frenzy that harms ourselves.
A drain that is somehow worse than the one from the original skill line. Heals for a bit more, but deals way less damage and doesn't CC and now can be interrupted and put on a CD.
Mesmerize disguises itself as something unique and creative, but that immediately falls flat on its face when you realize they just removed the stun from vamp drain and made it into its own solo-ability that does nothing else. Is the only CC in the entire game that does nothing but CC and no secondary effect.
lastly Mist form is exactly the same except now it's a toggle and poison mist got turned into blood mist that heals for nothing.
If you look closely here, you'll see a vague mash-up of all 3 of the core ideas I previously presented. Vampire lord, an attempt to be unique and "new", and a lot of what we already had.
In fact everything except for Blood Frenzy and the claw attack we pretty much already had in the kit before. They just moved stuff around and presented as "hey look, new things"
I hope this better explains why people take an issue with it. It's because mostly no one in those three core points is happy.
**SIDE NODE: Passives are pretty rad, props to the design of those. All pretty useful and I'm sad that the skill line doesn't share the same amount of usefulness and creativity. Wish vamps got more spell-cost reduction on vamp abilities though if the weaknesses are going to be that strong.
We differ in respect to the skill line improvements. So that's likely where our disagreement is and will probably remain.
For example: the Mist Form improvements - which you seemed to dismiss - were significant buffs from my perspective. I love them and would never want to trade them back in for the older versions. I also like the Ultimate - which is what I use now in PvP. Losing the stun on drain did suck. I won't disagree with you there. But it still remains an effective and independent heal. Blood for Blood is suppose to be great for DPS in raids - and the CC seemed to work fine when I tried it out. So it just seems like a solid improvement all around for the skill line. It's certainly way better than what we had before.
I can understand someone wanting further improvements. But I can't understand anyone wanting to go back to the way it was.
I still think -50% health regeneration sucks. So from my perspective you're not correcting me. I take your point. But I still don't understand why any build that focused on health regeneration would have wanted to become a stage 4 Vampire under the old system. So I don't understand why that makes such a difference to you, especially considering it's so much easier now for Vampires to simply stay in stage 1 (where there is no health regeneration penalty) and use their skills as much as they want. So if anything - the new Vampire has been a huge buff to Vampire builds that wanted to make use of health regeneration (I know because I play one ^^).
First off you're horribly mistaken. Stage 1 actually has -10% health recovery right now as opposed to the old system that had -0% at stage 1 and 2.
What if I also told you the reason the Disastrously Bloody Mara came with 500 health regeneration was to actually counteract the stage 4 health regeneration debuff? At its old value the debuff was so insignificant people laughed at it and is how we got the situation where people took the vampire skill line for the mag and stam regen. If you have Unnatural Resistance and just stayed at stage 2 you'd have almost no debuffs save for some flame damage with a really nice passive.
Also while we're on the topic of flame damage why did the devs change it from this:
Stage 1/2/3/4
Flame damage taken +0%/+15%/+20%/+25%
to this?:
Stage 1/2/3/4
Flame Damage Taken: +5%/+8%/+13%/+20%
Why did they make vampires take less flame damage, and then add on a new debuff after taking away the recovery passive? Just taking that passive away was enough to make some people drop vampire entirely, but to double down and make players abilities cost 3/5/8/12% more based on their stage was just cruel.
Well 10% then. Either way it's a lot better than 50%. So my point stands regardless so I'm not "horribly mistaken". lol
You can now play as a Vampire and use their skills and have way more health regeneration while you do it then you ever could have had in the old system. In the old system using Vampire Skills rapidly advanced your stage so any build that made regular use of Vampire abilities would end up as a stage 4 Vampire meaning a 50% cut to health regeneration (which is a lot more than 10%).
So again: the new system is way better for Vampires who want to build for health regeneration. And again: I know - because I actually play as one.
And I play as one to at the higher stages, especially in PVP. Sadly you missed the original reason why I had health regeneration as a problem in the first place, and it's convenience. You won't believe how many stage 4 vampires I've healed in towns just standing there injured. My inner healer can't stand it, and when I'm hurt as a vampire and I don't passively heal it makes me shake my head.
Also I'm on the fence about vampire skills progressing your stage. I've experienced all three iterations of how vampires progressed through the stages in ESO, and I honestly preferred the one we had before Greymoor.
The original system, before what we had the patch before Greymoor, had the transition from stage 1 to 2 last 30 minutes, the timer from stage 2 to 3 was an hour, and the timer from stage 3 to 4 was an hour and 30 minutes. All vampire passives were also active at the same time regardless of stage. Meant a stage 1 vampire got dark stalker, undeath, and unnatural regeneration. If that sounds powerful... Well... It was. Vampires were terrifying back in the day but they had to feed regularly to stave off the flame damage. Also using vampire skills did not effect the timers.
The next system solved the issues the original system had and gave players full control over what stage they were in. 6 hour times for each stage and using a vampire ability shaved off 30 minutes. You never spammed these abilities anyway so the system worked fine. Our current system is 'okay' but I honestly feel like they took some player freedoms away. It's not very user friendly to reduce your stage and requires you to drink a bunch of Purifying Bloody Maras. This overrides your current food buff which can be an issue if you're using something that required rare ingredients like Perfect Roe.
Fur_like_snow wrote: »When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Have you not read any of the vampire threads during or after PTS or even the thread you’re replying in? It’s spelled out pretty clearly what the issues are.
I do find it interesting he is claiming to have 'no idea' why people are disagreeing about the vamp rework, in a thread full of people that are explaining their issues with it.
O:
Because nothing in this thread effectively explains why the new Vampire tree isn't better than the old Vampire tree.
Pretty simple.
So I'm not sure what you find so "interesting" about it. Some people are dissatisfied with it and have argued why. But that's a lot different than actually explaining why the new tree is worse off than the old one. And I know why they haven't been able explain it. Because it isn't.
But people have explained why it is worse.
Are we reading the same thread? Have you not seen all of the other threads made about this topic?
They have attempted to explain it. But very little of it has made any sense to me as to why the old Vampire was somehow better than the new one - at least in terms of actual game play - which is what I meant in my post. Perhaps I could have been a little more clear about that in hindsight.
This is fair enough. Old vampire wasn't good either, don't get me wrong. I can agree with you there.
But I feel like most people on this thread and forum believe the new re-vamp isn't good either. So therefore it isn't a straight up improvement for them.
Old vampire was 'fine but needs looked at in a few years' which it was. The skill line was very clearly underdeveloped and had the creativity of a pink dish sponge.
This new skill line, which is probably the vampire's only "revamp" it'll ever get in ESO's existence, is an illusion.
It makes you think "Wow they added so many new abilities and passives!" When in reality, not much has changed. Still only 1 damage dealing ability and the ultimate that is taken most times is the bat-swarm morph, so it's like the old ult never left.
I truly think they kinda messed up with it in the design process. First let's get what people wanted out in the open and clear:
1. It to be a better version of vampire lord from Skyrim/have that level of depth/be similar to werewolf in that regard.
2. Something completely new and fresh to breathe life into a dead skill line (Creatively and thematically dead, that is. As it was only taken for the passivse)
3. It to stay more or less the same.
You can tell they very clearly wanted to include "vampire-lords" but were told 'no' by the lore team (for some reason). So this led them to doing well....a mix of all three but more leaning towards #3
Which is what really messed them up here. If they had gone full-blown into any of these options, the rework would of came out better thematically and people would of loved it. But they failed because they tried to do a bit of all three instead of sticking to 1 core idea.
For #1: Could of been an entire new skill line of skills we've never seen before fitting around the thematic of the vampire lord NPCs we fight a ton of in greymoor. Very fitting and thematic.
For #2: Could of made Lamae's line VERY unique and give us skills we haven't seen before. Could of taken variations of the new vampire skills NPCs get for this. (Bat swarm gap closer, various blood magic stuff, bat magic, etc.) Would of fit in with the chapter since we'd be seeing vampires use similar stuff.
For #3: They could of just made minor edits to the skill line and left it pretty much as is.
Instead what we got was:
A vampire lord form that isn't a vampire lord (but looks exactly like one for some reason) that has the exact old-ult tossed onto a morph and the other is just a debuff-remover that will be back in 20 seconds.
A random melee ability that doesn't make sense logically (Only magic melee ability in the game with no other effects aside from raw dmg when magicka users are mainly ranged.) when the only vamps that use melee attacks are Bloodknights/vamp lords and feral bloodfiends in-game. This ability is also our only main damage dealer (once again stuck with just 1 form of real dmg like the old line)
A self-buff that reduces HP that nobody asked for and has never been a thematic with vampires in Elder Scrolls ever. (also very uncreative, literally is just a stat-drain that gives a bit of flat dmg. That is it.) We are not blood starved bloodfiends, we shouldn't be able to go into a frenzy that harms ourselves.
A drain that is somehow worse than the one from the original skill line. Heals for a bit more, but deals way less damage and doesn't CC and now can be interrupted and put on a CD.
Mesmerize disguises itself as something unique and creative, but that immediately falls flat on its face when you realize they just removed the stun from vamp drain and made it into its own solo-ability that does nothing else. Is the only CC in the entire game that does nothing but CC and no secondary effect.
lastly Mist form is exactly the same except now it's a toggle and poison mist got turned into blood mist that heals for nothing.
If you look closely here, you'll see a vague mash-up of all 3 of the core ideas I previously presented. Vampire lord, an attempt to be unique and "new", and a lot of what we already had.
In fact everything except for Blood Frenzy and the claw attack we pretty much already had in the kit before. They just moved stuff around and presented as "hey look, new things"
I hope this better explains why people take an issue with it. It's because mostly no one in those three core points is happy.
**SIDE NODE: Passives are pretty rad, props to the design of those. All pretty useful and I'm sad that the skill line doesn't share the same amount of usefulness and creativity. Wish vamps got more spell-cost reduction on vamp abilities though if the weaknesses are going to be that strong.
We differ in respect to the skill line improvements. So that's likely where our disagreement is and will probably remain.
For example: the Mist Form improvements - which you seemed to dismiss - were significant buffs from my perspective. I love them and would never want to trade them back in for the older versions. I also like the Ultimate - which is what I use now in PvP. Losing the stun on drain did suck. I won't disagree with you there. But it still remains an effective and independent heal. Blood for Blood is suppose to be great for DPS in raids - and the CC seemed to work fine when I tried it out. So it just seems like a solid improvement all around for the skill line. It's certainly way better than what we had before.
I can understand someone wanting further improvements. But I can't understand anyone wanting to go back to the way it was.
Answer me this: Why would you use drain over any other heal available? .
Fur_like_snow wrote: »When I first tried it last year 2 things seemed really off to me. I needed to feed to become LESS of a vampire and there were only 2 active skills. This overhaul is spot on. I just murdered some chick sweeping a stable bc I was about to drop below stage four, it was super.
I like the new Vampire as well. My main character is a lot more fun and interesting to play as a result of it.
Be prepared for a lot of disagreement though, because a lot of people don't like it for some reason. I'm not sure why, because it was nothing but an improvement over the old Vampire.
Have you not read any of the vampire threads during or after PTS or even the thread you’re replying in? It’s spelled out pretty clearly what the issues are.
I do find it interesting he is claiming to have 'no idea' why people are disagreeing about the vamp rework, in a thread full of people that are explaining their issues with it.
O:
Because nothing in this thread effectively explains why the new Vampire tree isn't better than the old Vampire tree.
Pretty simple.
So I'm not sure what you find so "interesting" about it. Some people are dissatisfied with it and have argued why. But that's a lot different than actually explaining why the new tree is worse off than the old one. And I know why they haven't been able explain it. Because it isn't.
But people have explained why it is worse.
Are we reading the same thread? Have you not seen all of the other threads made about this topic?
They have attempted to explain it. But very little of it has made any sense to me as to why the old Vampire was somehow better than the new one - at least in terms of actual game play - which is what I meant in my post. Perhaps I could have been a little more clear about that in hindsight.
This is fair enough. Old vampire wasn't good either, don't get me wrong. I can agree with you there.
But I feel like most people on this thread and forum believe the new re-vamp isn't good either. So therefore it isn't a straight up improvement for them.
Old vampire was 'fine but needs looked at in a few years' which it was. The skill line was very clearly underdeveloped and had the creativity of a pink dish sponge.
This new skill line, which is probably the vampire's only "revamp" it'll ever get in ESO's existence, is an illusion.
It makes you think "Wow they added so many new abilities and passives!" When in reality, not much has changed. Still only 1 damage dealing ability and the ultimate that is taken most times is the bat-swarm morph, so it's like the old ult never left.
I truly think they kinda messed up with it in the design process. First let's get what people wanted out in the open and clear:
1. It to be a better version of vampire lord from Skyrim/have that level of depth/be similar to werewolf in that regard.
2. Something completely new and fresh to breathe life into a dead skill line (Creatively and thematically dead, that is. As it was only taken for the passivse)
3. It to stay more or less the same.
You can tell they very clearly wanted to include "vampire-lords" but were told 'no' by the lore team (for some reason). So this led them to doing well....a mix of all three but more leaning towards #3
Which is what really messed them up here. If they had gone full-blown into any of these options, the rework would of came out better thematically and people would of loved it. But they failed because they tried to do a bit of all three instead of sticking to 1 core idea.
For #1: Could of been an entire new skill line of skills we've never seen before fitting around the thematic of the vampire lord NPCs we fight a ton of in greymoor. Very fitting and thematic.
For #2: Could of made Lamae's line VERY unique and give us skills we haven't seen before. Could of taken variations of the new vampire skills NPCs get for this. (Bat swarm gap closer, various blood magic stuff, bat magic, etc.) Would of fit in with the chapter since we'd be seeing vampires use similar stuff.
For #3: They could of just made minor edits to the skill line and left it pretty much as is.
Instead what we got was:
A vampire lord form that isn't a vampire lord (but looks exactly like one for some reason) that has the exact old-ult tossed onto a morph and the other is just a debuff-remover that will be back in 20 seconds.
A random melee ability that doesn't make sense logically (Only magic melee ability in the game with no other effects aside from raw dmg when magicka users are mainly ranged.) when the only vamps that use melee attacks are Bloodknights/vamp lords and feral bloodfiends in-game. This ability is also our only main damage dealer (once again stuck with just 1 form of real dmg like the old line)
A self-buff that reduces HP that nobody asked for and has never been a thematic with vampires in Elder Scrolls ever. (also very uncreative, literally is just a stat-drain that gives a bit of flat dmg. That is it.) We are not blood starved bloodfiends, we shouldn't be able to go into a frenzy that harms ourselves.
A drain that is somehow worse than the one from the original skill line. Heals for a bit more, but deals way less damage and doesn't CC and now can be interrupted and put on a CD.
Mesmerize disguises itself as something unique and creative, but that immediately falls flat on its face when you realize they just removed the stun from vamp drain and made it into its own solo-ability that does nothing else. Is the only CC in the entire game that does nothing but CC and no secondary effect.
lastly Mist form is exactly the same except now it's a toggle and poison mist got turned into blood mist that heals for nothing.
If you look closely here, you'll see a vague mash-up of all 3 of the core ideas I previously presented. Vampire lord, an attempt to be unique and "new", and a lot of what we already had.
In fact everything except for Blood Frenzy and the claw attack we pretty much already had in the kit before. They just moved stuff around and presented as "hey look, new things"
I hope this better explains why people take an issue with it. It's because mostly no one in those three core points is happy.
**SIDE NODE: Passives are pretty rad, props to the design of those. All pretty useful and I'm sad that the skill line doesn't share the same amount of usefulness and creativity. Wish vamps got more spell-cost reduction on vamp abilities though if the weaknesses are going to be that strong.
We differ in respect to the skill line improvements. So that's likely where our disagreement is and will probably remain.
For example: the Mist Form improvements - which you seemed to dismiss - were significant buffs from my perspective. I love them and would never want to trade them back in for the older versions. I also like the Ultimate - which is what I use now in PvP. Losing the stun on drain did suck. I won't disagree with you there. But it still remains an effective and independent heal. Blood for Blood is suppose to be great for DPS in raids - and the CC seemed to work fine when I tried it out. So it just seems like a solid improvement all around for the skill line. It's certainly way better than what we had before.
I can understand someone wanting further improvements. But I can't understand anyone wanting to go back to the way it was.
Answer me this: Why would you use drain over any other heal available? .
I'll answer this quickly before I go:
Because the drain is independent of stamina and magicka. It's good for health builds.