Taleof2Cities wrote: »Have you tested the changes on PTS, @SlimeBro1?
Or is this just another "sky is falling" new thread with no testing or evaluation feedback to support the argument ... ?
Part of the reason B4B was so tempting is that builds with sustain issues could run it for a "free" spammable.
It had a down side which is if you use it too much at the wrong time you could die and it's a melee ability which isn't always ideal. Personally I think it does too much damage for what I think of as a sustain spammable, but whatever.
The scaling nerf on it would probably be enough to bring it in line, but the healing nerf kills it dead in the water. It's not "sub optimal" it's "you cannot use this in trials because you'll die".
Olupajmibanan wrote: »When Blood Frenzy was actually strong on Greymoor PTS, nobody complained about the inability to get healed by others and have run it freely with 1 self healing ability, for example Critical Surge or Burning Embers.
I don't get why this is not the case now? B4B still offers you free and strong spammable, you just need to slot a self healing ability.
Olupajmibanan wrote: »When Blood Frenzy was actually strong on Greymoor PTS, nobody complained about the inability to get healed by others and have run it freely with 1 self healing ability, for example Critical Surge or Burning Embers.
I don't get why this is not the case now? B4B still offers you free and strong spammable, you just need to slot a self healing ability.
Olupajmibanan wrote: »When Blood Frenzy was actually strong on Greymoor PTS, nobody complained about the inability to get healed by others and have run it freely with 1 self healing ability, for example Critical Surge or Burning Embers.
I don't get why this is not the case now? B4B still offers you free and strong spammable, you just need to slot a self healing ability.
newtinmpls wrote: »Ever since the "redesign" of Vamp, and the totally annoying and dorky ulti, I pretty much haven't used my Vamp powers. Not gonna try and cure it, but most of the cool factor is gone and it's too annoying to calculate "using the skills" VS "getting killed by poor skill choices" and looks like it's only going to get harder/worse.
To the people who have successfully navigated the changes - go you! You are a more complex and skillful player with this part of the game than I currently aspire to be.
The problem is much deeper than it seems. The thing is that if the nerf of a single morph from a vampire line is able to kill whole vampirism in pve completly - it means that this is a very bad skill line and the rework failed completely.
I believe that they need to seriously consider options about how to make the rest of the skills at least somewhat attractive in pve for players who want to play as vampires.
Initially, they tried to make people play through vampire abilities, rather than through passive ones, but in the end it will only lead to the fact that vampires will only be played for RP and solo ganks in Cyrodiil.
The problem is not only in B4B, the problem is in the entire skill line as a whole.
You know, now that I think of it ZOS could have just simply made Blood for Blood a ranged or stamina morph of eviscerate and it'd have fixed the problem and made one group of people happy.
You know, now that I think of it ZOS could have just simply made Blood for Blood a ranged or stamina morph of eviscerate and it'd have fixed the problem and made one group of people happy.
If they made BfB a ranged morph a ton of people would be overly happy. At this point, they should do it tbh.
With this change, nothing in the skill line will be good for end-game min/maxing. I dare say, this is working as intended. The message is very clear: if you want to optimize for trials and such, don't be a vampire. If you want to have fun running around in overland content murdering unsuspecting NPCs, vampire is an option.
With this change, nothing in the skill line will be good for end-game min/maxing. I dare say, this is working as intended. The message is very clear: if you want to optimize for trials and such, don't be a vampire. If you want to have fun running around in overland content murdering unsuspecting NPCs, vampire is an option.
The problem is much deeper than it seems. The thing is that if the nerf of a single morph from a vampire line is able to kill whole vampirism in pve completly - it means that this is a very bad skill line and the rework failed completely.
I believe that they need to seriously consider options about how to make the rest of the skills at least somewhat attractive in pve for players who want to play as vampires.
Initially, they tried to make people play through vampire abilities, rather than through passive ones, but in the end it will only lead to the fact that vampires will only be played for RP and solo ganks in Cyrodiil.
The problem is not only in B4B, the problem is in the entire skill line as a whole.
The problem is much deeper than it seems. The thing is that if the nerf of a single morph from a vampire line is able to kill whole vampirism in pve completly - it means that this is a very bad skill line and the rework failed completely.
I believe that they need to seriously consider options about how to make the rest of the skills at least somewhat attractive in pve for players who want to play as vampires.
Initially, they tried to make people play through vampire abilities, rather than through passive ones, but in the end it will only lead to the fact that vampires will only be played for RP and solo ganks in Cyrodiil.
The problem is not only in B4B, the problem is in the entire skill line as a whole.
the spammable is the keystone around which the whole thing revolves though, since vamp increases the cost of non skill line abilities, you can't afford to run vamp skills as utilities with a non vamp spammable, it'll be unsustainable.
that doesn't mean that the other skills are bad, but it does mean that the whole thing lives or dies by that spammable.