Olupajmibanan wrote: »If the decision about B4B was a first step in reviving vamp, than it's well made. Because whole skill line revolving around one specific morph is a bad design. But if it ends here and the one morph that was clearly better and the only reason to pick an optional skill line was brought in line (favourite ZoS's phrase) with the rest of skills, than vampire will be choice exclusive to RP.
Olupajmibanan wrote: »If the decision about B4B was a first step in reviving vamp, than it's well made. Because whole skill line revolving around one specific morph is a bad design. But if it ends here and the one morph that was clearly better and the only reason to pick an optional skill line was brought in line (favourite ZoS's phrase) with the rest of skills, than vampire will be choice exclusive to RP.
This. I really hope they're going to take a deeper look at a reVamp to bring the skill line more up to par usability-wise with WW whilst maintaining a decent level of uniqueness. Ultimately it's not easy though, and finding the sweet spot where the line is viable without ending up being essentially mandatory because one skill is grossly overtuned, is likely going to take some time and a lot of good, constructive dialogue.
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.
Sure. The only problem is that if you choose the second, the first will be closed to you. While with werewolves there is no such problem.
Werewolves are not a meta, they can't give out top dps and are not the best build in the game. But they are not bad. They can deal a decent dps, so as not to be kicked out of the group, as well as at any time can remove the transformation from the skillpanel and de-facto stop being werewolves.
A vampire doesn't have it all. He punishes you for trying to play a vampire, you will give out less damage and you will not be able to be healed, and you can not just stop being a vampire, even if you decide to make a normal build-penalties will remain
So vampirism is the ONLY thing in the game that focuses EXCLUSIVELY on overland and makes you WEAKER in the rest of the content.
There are no more such things in the game. Werewolf is suitable for group pve, although it is not a meta. A werewolf doesn't make you any weaker until you turn into a wolf.
This is literally the ONLY thing that binds your character to exclusively overland content. Once again, there are no such things in the game anymore. No skill line makes you weaker in the rest of the content. Does not bind your character exclusively to RP. This is clearly a game design problem.
P.S. If your want to run around murdering unsuspecting NPCs then you can use dark brotherhood skill line THAT ALSO DON'T HAVE ANY PENATLIES
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.
Sure. The only problem is that if you choose the second, the first will be closed to you. While with werewolves there is no such problem.
Werewolves are not a meta, they can't give out top dps and are not the best build in the game. But they are not bad. They can deal a decent dps, so as not to be kicked out of the group, as well as at any time can remove the transformation from the skillpanel and de-facto stop being werewolves.
A vampire doesn't have it all. He punishes you for trying to play a vampire, you will give out less damage and you will not be able to be healed, and you can not just stop being a vampire, even if you decide to make a normal build-penalties will remain
So vampirism is the ONLY thing in the game that focuses EXCLUSIVELY on overland and makes you WEAKER in the rest of the content.
There are no more such things in the game. Werewolf is suitable for group pve, although it is not a meta. A werewolf doesn't make you any weaker until you turn into a wolf.
This is literally the ONLY thing that binds your character to exclusively overland content. Once again, there are no such things in the game anymore. No skill line makes you weaker in the rest of the content. Does not bind your character exclusively to RP. This is clearly a game design problem.
P.S. If your want to run around murdering unsuspecting NPCs then you can use dark brotherhood skill line THAT ALSO DON'T HAVE ANY PENATLIES
Vampire being suboptimal for end-game grouping does not bind you exclusively to overland content. Vampire skills necessitate a solo build. You can certainly be viable in trials and dungeons running a solo vampire build. Optimal? No. Sufficient? Sure. Bad? Far from it. Lay your carpet of AOEs, blood mist and move to your target, pop swarming scion, and blood for blood spam all you like. At that point, you don't need a healer anyway.
Who I feel sorry for is the healer who is wasting mana trying to heal someone who can't be healed. How will they know? Bad design move as part of the trilogy for dungeon and trial runs, Tank, healer and 2DD's.
Be safe and have fun
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.
Sure. The only problem is that if you choose the second, the first will be closed to you. While with werewolves there is no such problem.
Werewolves are not a meta, they can't give out top dps and are not the best build in the game. But they are not bad. They can deal a decent dps, so as not to be kicked out of the group, as well as at any time can remove the transformation from the skillpanel and de-facto stop being werewolves.
A vampire doesn't have it all. He punishes you for trying to play a vampire, you will give out less damage and you will not be able to be healed, and you can not just stop being a vampire, even if you decide to make a normal build-penalties will remain
So vampirism is the ONLY thing in the game that focuses EXCLUSIVELY on overland and makes you WEAKER in the rest of the content.
There are no more such things in the game. Werewolf is suitable for group pve, although it is not a meta. A werewolf doesn't make you any weaker until you turn into a wolf.
This is literally the ONLY thing that binds your character to exclusively overland content. Once again, there are no such things in the game anymore. No skill line makes you weaker in the rest of the content. Does not bind your character exclusively to RP. This is clearly a game design problem.
P.S. If your want to run around murdering unsuspecting NPCs then you can use dark brotherhood skill line THAT ALSO DON'T HAVE ANY PENATLIES
Vampire being suboptimal for end-game grouping does not bind you exclusively to overland content. Vampire skills necessitate a solo build. You can certainly be viable in trials and dungeons running a solo vampire build. Optimal? No. Sufficient? Sure. Bad? Far from it. Lay your carpet of AOEs, blood mist and move to your target, pop swarming scion, and blood for blood spam all you like. At that point, you don't need a healer anyway.
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".
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".
You need to look at the other side of this too. A "free" spammable that you cant overuse in certain situations is only the DD side. Using health for a spamable puts the Healers into the flow which technically increases their workload. The DD uses Health as a resource and the Healer has to constantly replanish it. I can fully understand that the Devs dont want to see the responsebility shift to another player.
brandoncoffmannub18_ESO wrote: »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".
You need to look at the other side of this too. A "free" spammable that you cant overuse in certain situations is only the DD side. Using health for a spamable puts the Healers into the flow which technically increases their workload. The DD uses Health as a resource and the Healer has to constantly replanish it. I can fully understand that the Devs dont want to see the responsebility shift to another player.
A healer can outheal BFB with one illustrious......
Oh, dear! I urge you to do that in the vet trials. I'd be extremely surprised to not see you kicked from the group after the first boss.
And another thing: "endgame" means 110% optimization. Otherwise it's not endgame. There is no "sufficient" in VCR+3. You have the best build available and the knowledge to do it or you fail.
Oh, dear! I urge you to do that in the vet trials. I'd be extremely surprised to not see you kicked from the group after the first boss.
And another thing: "endgame" means 110% optimization. Otherwise it's not endgame. There is no "sufficient" in VCR+3. You have the best build available and the knowledge to do it or you fail.
This is true for any build or player skill level that doesn't conform to the meta, vampire or not. The higher up in content you get, the higher the bar becomes for "sufficient", and there is no question that with this change, vampire falls off of the list for top end content. A lot of other things fall off at that level too. That doesn't relegate it only to overland content though. Solo builds can do just fine in group content up to a point.
What they should have done was scaled the no heal penalty based on vampire stage.
Stage 4 vamp doesnt disable outside heals at all.
Stage 3 vamp disables outside heals for 2 seconds.
Stage 2 vamp disables outside heals for 4 seconds.
Stage 1 vamp disables outside heals for 5 seconds.
Or something to that effect.
What they should have done was scaled the no heal penalty based on vampire stage.
Stage 4 vamp doesnt disable outside heals at all.
Stage 3 vamp disables outside heals for 2 seconds.
Stage 2 vamp disables outside heals for 4 seconds.
Stage 1 vamp disables outside heals for 5 seconds.
Or something to that effect.
This actually would be a great incentive for peeps who want more reason to play stage 4.
What they should have done was scaled the no heal penalty based on vampire stage.
Stage 4 vamp doesnt disable outside heals at all.
Stage 3 vamp disables outside heals for 2 seconds.
Stage 2 vamp disables outside heals for 4 seconds.
Stage 1 vamp disables outside heals for 5 seconds.
Or something to that effect.
This actually would be a great incentive for peeps who want more reason to play stage 4.
I doubt that. Higher stages have the cost increase. This means that higher stages make it harder to sustain the build portion that uses non vampire skills, but this in turn would make the vampire less preferable. The spamable would likely cost you more sustain than any other spamable which would defeat the reason to use it over something else that maybe has slightly less damage.
Vampire, like WW is a borderline skillline. It either gets strong enought to become meta (like now) or it tips over to the other side. You will never see this skill line becoming a side grade.
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 ... ?
Just as @Tannus15 said, what is there to test? Lower damage scaling + no heal from allies for 5 seconds on a melee ability. why do I need to download the PTS to say that change is utter trash?
And.....there have been a few other threads about this topic with evaluation feedback and in-depth thoughts and testing on this subject. Would recommend looking around the PTS side of the forums.
Unless you're going to sit there and tell me that this change is good. Or if you somehow don't see how it is blatantly terrible then.....not sure what to tell you.
What they should have done was scaled the no heal penalty based on vampire stage.
Stage 4 vamp doesnt disable outside heals at all.
Stage 3 vamp disables outside heals for 2 seconds.
Stage 2 vamp disables outside heals for 4 seconds.
Stage 1 vamp disables outside heals for 5 seconds.
Or something to that effect.
This actually would be a great incentive for peeps who want more reason to play stage 4.
I doubt that. Higher stages have the cost increase. This means that higher stages make it harder to sustain the build portion that uses non vampire skills, but this in turn would make the vampire less preferable. The spamable would likely cost you more sustain than any other spamable which would defeat the reason to use it over something else that maybe has slightly less damage.
Vampire, like WW is a borderline skillline. It either gets strong enought to become meta (like now) or it tips over to the other side. You will never see this skill line becoming a side grade.
That would make sense in terms of gameplay, but not with their revised design that higher stages decrease your health recovery.What they should have done was scaled the no heal penalty based on vampire stage.
Stage 4 vamp doesnt disable outside heals at all.
Stage 3 vamp disables outside heals for 2 seconds.
Stage 2 vamp disables outside heals for 4 seconds.
Stage 1 vamp disables outside heals for 5 seconds.
Or something to that effect.
That would make sense in terms of gameplay, but not with their revised design that higher stages decrease your health recovery.What they should have done was scaled the no heal penalty based on vampire stage.
Stage 4 vamp doesnt disable outside heals at all.
Stage 3 vamp disables outside heals for 2 seconds.
Stage 2 vamp disables outside heals for 4 seconds.
Stage 1 vamp disables outside heals for 5 seconds.
Or something to that effect.
The whole skill line is so full of contradictions. I really have no clue what their design goal for any of this is, nor are they telling us. What a waste of development time this revamp was.
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.
Sure. The only problem is that if you choose the second, the first will be closed to you. While with werewolves there is no such problem.
Werewolves are not a meta, they can't give out top dps and are not the best build in the game. But they are not bad. They can deal a decent dps, so as not to be kicked out of the group, as well as at any time can remove the transformation from the skillpanel and de-facto stop being werewolves.
A vampire doesn't have it all. He punishes you for trying to play a vampire, you will give out less damage and you will not be able to be healed, and you can not just stop being a vampire, even if you decide to make a normal build-penalties will remain
So vampirism is the ONLY thing in the game that focuses EXCLUSIVELY on overland and makes you WEAKER in the rest of the content.
There are no more such things in the game. Werewolf is suitable for group pve, although it is not a meta. A werewolf doesn't make you any weaker until you turn into a wolf.
This is literally the ONLY thing that binds your character to exclusively overland content. Once again, there are no such things in the game anymore. No skill line makes you weaker in the rest of the content. Does not bind your character exclusively to RP. This is clearly a game design problem.
P.S. If your want to run around murdering unsuspecting NPCs then you can use dark brotherhood skill line THAT ALSO DON'T HAVE ANY PENATLIES
Vampire being suboptimal for end-game grouping does not bind you exclusively to overland content. Vampire skills necessitate a solo build. You can certainly be viable in trials and dungeons running a solo vampire build. Optimal? No. Sufficient? Sure. Bad? Far from it. Lay your carpet of AOEs, blood mist and move to your target, pop swarming scion, and blood for blood spam all you like. At that point, you don't need a healer anyway.
It’s not clear how these health-cost/heal-blocking skills are expected to be played. It might make more sense if there was a reasonable heal in the vampire skill line.
If (for example) drain put a tether heal on the target while in melee range and wasn’t a channel then that would be a reasonable play style for these health cost skills. Maybe not meta but something unique for vampires.
Otherwise bfb could appear in the ultimate slot while in the scion form. Again we get unique and usable vampire play with the healing coming from scion. We could use bfb in scion mode only without sacrificing a skill slot.
Currently vampire gets skills that block group healing and cost heath on a skill line without a viable self heal. What’s the intended play style for this skill line?
What they should have done was scaled the no heal penalty based on vampire stage.
Stage 4 vamp doesnt disable outside heals at all.
Stage 3 vamp disables outside heals for 2 seconds.
Stage 2 vamp disables outside heals for 4 seconds.
Stage 1 vamp disables outside heals for 5 seconds.
Or something to that effect.
This actually would be a great incentive for peeps who want more reason to play stage 4.
I doubt that. Higher stages have the cost increase. This means that higher stages make it harder to sustain the build portion that uses non vampire skills, but this in turn would make the vampire less preferable. The spamable would likely cost you more sustain than any other spamable which would defeat the reason to use it over something else that maybe has slightly less damage.
Vampire, like WW is a borderline skillline. It either gets strong enought to become meta (like now) or it tips over to the other side. You will never see this skill line becoming a side grade.
Personally i feel like every vamp ability needs to scale with stage. Its not enough to simply reduce the cost via the passive.
Either increase the damage or add some defensive passive or something per skill. This would drastically increase the incentives to play vamp the way ZOS has intended. Aka not simply for a cost reduce passive or singular skill ala BfB.
Incredibly disappointing that they are so narrow minded and heavy handed with their approach.