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.
The problem with scaling on stages is that you have 10+2 skillslots but only 5+1 abilities. This means that, unlike with WW, balancing always needs to look at combinations. Its next to impossible to hit that sweet spot where Vampires become a nice and fun sidegrade. Thats also partially the fault of the community because ppl like to get upgrades instead of sidegrades.
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.
The problem with scaling on stages is that you have 10+2 skillslots but only 5+1 abilities. This means that, unlike with WW, balancing always needs to look at combinations. Its next to impossible to hit that sweet spot where Vampires become a nice and fun sidegrade. Thats also partially the fault of the community because ppl like to get upgrades instead of sidegrades.
What really gets me is stage 4. Very little self healing in tree, no passive health regen, drinking blood doesn't heal me... how am I supposed to feel like a vampire like that?
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.
The problem with scaling on stages is that you have 10+2 skillslots but only 5+1 abilities. This means that, unlike with WW, balancing always needs to look at combinations. Its next to impossible to hit that sweet spot where Vampires become a nice and fun sidegrade. Thats also partially the fault of the community because ppl like to get upgrades instead of sidegrades.
I would argue it is also the devs fault for not doing something similar to vamp lord. They could of kept us with having like, 2 abilities outside of vamp lord form, right? And some passives? Then while we're in vamp lord form those two abilities get bonuses/change and we get 3 extra abilities and access to all of the passives.
The reason why the 10+2 skill slots is such an issue with vampire is because they refuse to make it like vamp lord from skyrim and/or werewolf. When in reality that'd solve a lot of issues with the 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.
The problem with scaling on stages is that you have 10+2 skillslots but only 5+1 abilities. This means that, unlike with WW, balancing always needs to look at combinations. Its next to impossible to hit that sweet spot where Vampires become a nice and fun sidegrade. Thats also partially the fault of the community because ppl like to get upgrades instead of sidegrades.
Maybe i’m just a completely ignorant of what youre saying. But I stand by my statement. If they want people to play vampire beyond stage 1 than the skills need to get progressively better as you advance in stage to offset the ability cost increase to your primary skill line. Id even be okay with them furthering the skill cost penalty provided that the vamp skills themselves become cohesive as you progress in stage.
I see people, myself included, constantly complain that the skills dont work to offset the penalties. I dont think anyone is denying that at this point. What I’m saying is that this could easily be worked out by buffing the skills per vamp stage rather than simply the base skill itself - beyond simply the token cost reduction.
ZOS made the decision to go this route via stage penalties. They are responsible for making it work with the skills they provided.
Again, this doesnt necessarily have to be a flat dps increase. There are so many ways to get creative per skill to warrant their inclusion in a rotation. Add additional health per hit/ or magicka or stamina. Or damage mitigation. Or literally anything.
Stage 4’s passive for instance penalizes you out the ass simply for an out of combat invis bonus. That is flat out unacceptable and in no way offsets the negative 100% health regen and a big % increase to flame damage and base skill costs. The passive bonus as it currently stands is nothing more than a novelty.
Regardless though. The current iteration is sloppy and as someone else stated, like 4 different people submitted random ideas without thinking of how theyd work together or would be applied in practice. Truthfully it makes me wonder if the devs even play end game content vs just morphing in for the random overland boss on an every other month basis. But whatever. Its ZOS world, we just play in it.
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.
The problem with scaling on stages is that you have 10+2 skillslots but only 5+1 abilities. This means that, unlike with WW, balancing always needs to look at combinations. Its next to impossible to hit that sweet spot where Vampires become a nice and fun sidegrade. Thats also partially the fault of the community because ppl like to get upgrades instead of sidegrades.
I would argue it is also the devs fault for not doing something similar to vamp lord. They could of kept us with having like, 2 abilities outside of vamp lord form, right? And some passives? Then while we're in vamp lord form those two abilities get bonuses/change and we get 3 extra abilities and access to all of the passives.
The reason why the 10+2 skill slots is such an issue with vampire is because they refuse to make it like vamp lord from skyrim and/or werewolf. When in reality that'd solve a lot of issues with the skill line.
The first thing you would see if they copy the WW style over to vampire would be huge complaints from the community. If you would ask 10 players what they want they would all pull into diferent directions. That doesnt make it easier.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.
The problem with scaling on stages is that you have 10+2 skillslots but only 5+1 abilities. This means that, unlike with WW, balancing always needs to look at combinations. Its next to impossible to hit that sweet spot where Vampires become a nice and fun sidegrade. Thats also partially the fault of the community because ppl like to get upgrades instead of sidegrades.
Maybe i’m just a completely ignorant of what youre saying. But I stand by my statement. If they want people to play vampire beyond stage 1 than the skills need to get progressively better as you advance in stage to offset the ability cost increase to your primary skill line. Id even be okay with them furthering the skill cost penalty provided that the vamp skills themselves become cohesive as you progress in stage.
I see people, myself included, constantly complain that the skills dont work to offset the penalties. I dont think anyone is denying that at this point. What I’m saying is that this could easily be worked out by buffing the skills per vamp stage rather than simply the base skill itself - beyond simply the token cost reduction.
ZOS made the decision to go this route via stage penalties. They are responsible for making it work with the skills they provided.
Again, this doesnt necessarily have to be a flat dps increase. There are so many ways to get creative per skill to warrant their inclusion in a rotation. Add additional health per hit/ or magicka or stamina. Or damage mitigation. Or literally anything.
Stage 4’s passive for instance penalizes you out the ass simply for an out of combat invis bonus. That is flat out unacceptable and in no way offsets the negative 100% health regen and a big % increase to flame damage and base skill costs. The passive bonus as it currently stands is nothing more than a novelty.
Regardless though. The current iteration is sloppy and as someone else stated, like 4 different people submitted random ideas without thinking of how theyd work together or would be applied in practice. Truthfully it makes me wonder if the devs even play end game content vs just morphing in for the random overland boss on an every other month basis. But whatever. Its ZOS world, we just play in it.
What i was saying is that you need to mix vampire skills with normal skills to form a full build and that its complicated to balance this correctly in terms of bonus and malus side.
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.
The problem with scaling on stages is that you have 10+2 skillslots but only 5+1 abilities. This means that, unlike with WW, balancing always needs to look at combinations. Its next to impossible to hit that sweet spot where Vampires become a nice and fun sidegrade. Thats also partially the fault of the community because ppl like to get upgrades instead of sidegrades.
I would argue it is also the devs fault for not doing something similar to vamp lord. They could of kept us with having like, 2 abilities outside of vamp lord form, right? And some passives? Then while we're in vamp lord form those two abilities get bonuses/change and we get 3 extra abilities and access to all of the passives.
The reason why the 10+2 skill slots is such an issue with vampire is because they refuse to make it like vamp lord from skyrim and/or werewolf. When in reality that'd solve a lot of issues with the skill line.
The first thing you would see if they copy the WW style over to vampire would be huge complaints from the community. If you would ask 10 players what they want they would all pull into diferent directions. That doesnt make it easier.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.
The problem with scaling on stages is that you have 10+2 skillslots but only 5+1 abilities. This means that, unlike with WW, balancing always needs to look at combinations. Its next to impossible to hit that sweet spot where Vampires become a nice and fun sidegrade. Thats also partially the fault of the community because ppl like to get upgrades instead of sidegrades.
Maybe i’m just a completely ignorant of what youre saying. But I stand by my statement. If they want people to play vampire beyond stage 1 than the skills need to get progressively better as you advance in stage to offset the ability cost increase to your primary skill line. Id even be okay with them furthering the skill cost penalty provided that the vamp skills themselves become cohesive as you progress in stage.
I see people, myself included, constantly complain that the skills dont work to offset the penalties. I dont think anyone is denying that at this point. What I’m saying is that this could easily be worked out by buffing the skills per vamp stage rather than simply the base skill itself - beyond simply the token cost reduction.
ZOS made the decision to go this route via stage penalties. They are responsible for making it work with the skills they provided.
Again, this doesnt necessarily have to be a flat dps increase. There are so many ways to get creative per skill to warrant their inclusion in a rotation. Add additional health per hit/ or magicka or stamina. Or damage mitigation. Or literally anything.
Stage 4’s passive for instance penalizes you out the ass simply for an out of combat invis bonus. That is flat out unacceptable and in no way offsets the negative 100% health regen and a big % increase to flame damage and base skill costs. The passive bonus as it currently stands is nothing more than a novelty.
Regardless though. The current iteration is sloppy and as someone else stated, like 4 different people submitted random ideas without thinking of how theyd work together or would be applied in practice. Truthfully it makes me wonder if the devs even play end game content vs just morphing in for the random overland boss on an every other month basis. But whatever. Its ZOS world, we just play in it.
What i was saying is that you need to mix vampire skills with normal skills to form a full build and that its complicated to balance this correctly in terms of bonus and malus side.
Ugh I wish people would stop suggesting stamina morphs on Vampires.... it's entirely intended for magicka. Werewolf is the stamina counterpart...
TX12001rwb17_ESO wrote: »How about the following changes?
- Remove the Health Reduction Penalty and instead apply a Less Healing Received Penalty as you go from stage 1 to stage 4, to compensate however your base health regeneration should increase by 250 points per stage up to 1000 points faster at stage 4, this would make more sense given Vampires are supposed to heal quickly according to the lore and it would allow some unique regeneration builds to boot.
- Perfect Scion in addition to it's current effect should increase your weapon and spell power much like Blood Frenzy does.
- Blood Frenzy should become a Gap Closer which grants invisibility for 1 second after use with a stamina morph option that simply converts it to stamina and applies Minor Defile, the magicka morph would drain 33% of the inflicted damage back as health.
- Arterial Burst should beable to be used at Range in addition to it's current effect
- Vampiric Drain should become an execute that deals more damage the less health your opponent has,this would mirror it's current heal effect where it heals you for more the lower your health is, the Drain Vigor morph should restore the same percentage of stamina as it does health.
- Mesmerize and it's morphs should apply a debuff to the enemy when used such as minor vulnerability, in addition it should allow a Vampire to bite an enemy in combat for the less stealth based Vampire, this would not be overpowered as it would only work on NPCs that you can already bite not to mention it would be quicker to kill the enemy by just hitting them a few times over using mesmerize and then performing a cinematic action.
As for the gap closer, I am a lot more fond of the idea of Blood Mist being a sort of mist gap closer and attack, since Vampires seem to do that in the game.
Maybe also some slight health regen too, since the main thing the Vampire skill line is really lacking is ability to heal/regenerate.
Combine that with speeding up Elusive mist you can morph Mist to be either offensive or evasive, which would be really cool.
Blood mist as it is is unbalanceable. MAke its damage worthwhile and it becomes overpowered, nearly invincible and causing damage? tf
If the damage isnt worthwhile it becomes nearly useless for most builds.
So best to replace something unbalanceable with a gap closer IMO
As for the gap closer, I am a lot more fond of the idea of Blood Mist being a sort of mist gap closer and attack, since Vampires seem to do that in the game.
Maybe also some slight health regen too, since the main thing the Vampire skill line is really lacking is ability to heal/regenerate.
Combine that with speeding up Elusive mist you can morph Mist to be either offensive or evasive, which would be really cool.
Blood mist as it is is unbalanceable. MAke its damage worthwhile and it becomes overpowered, nearly invincible and causing damage? tf
If the damage isnt worthwhile it becomes nearly useless for most builds.
So best to replace something unbalanceable with a gap closer IMO
As for the gap closer, I am a lot more fond of the idea of Blood Mist being a sort of mist gap closer and attack, since Vampires seem to do that in the game.
Maybe also some slight health regen too, since the main thing the Vampire skill line is really lacking is ability to heal/regenerate.
Combine that with speeding up Elusive mist you can morph Mist to be either offensive or evasive, which would be really cool.
Blood mist as it is is unbalanceable. MAke its damage worthwhile and it becomes overpowered, nearly invincible and causing damage? tf
If the damage isnt worthwhile it becomes nearly useless for most builds.
So best to replace something unbalanceable with a gap closer IMO
Turn blood mist into a DoT that reduces the user's movement speed while active. And nerf the damage reduction to 30%. That along with allowing it to restore magicka based on the damage done when toggled off and the skill will be usable, but not overpowered.
Turn blood mist into a DoT that reduces the user's movement speed while active. And nerf the damage reduction to 30%. That along with allowing it to restore magicka based on the damage done when toggled off and the skill will be usable, but not overpowered.
As for the gap closer, I am a lot more fond of the idea of Blood Mist being a sort of mist gap closer and attack, since Vampires seem to do that in the game.
Maybe also some slight health regen too, since the main thing the Vampire skill line is really lacking is ability to heal/regenerate.
Combine that with speeding up Elusive mist you can morph Mist to be either offensive or evasive, which would be really cool.
Blood mist as it is is unbalanceable. MAke its damage worthwhile and it becomes overpowered, nearly invincible and causing damage? tf
If the damage isnt worthwhile it becomes nearly useless for most builds.
So best to replace something unbalanceable with a gap closer IMO
Turn blood mist into a DoT that reduces the user's movement speed while active. And nerf the damage reduction to 30%. That along with allowing it to restore magicka based on the damage done when toggled off and the skill will be usable, but not overpowered.
So you're saying the player should be able to attack like normal while in mist form, which then makes it a toggleable 30% DR that continually saps the enemy's health and restores a portion of magicka sated-fury-esque once toggled off?
Actually, now that I think about it I kinda like the idea, mobs just folding in a chaos of mist.
Kill your sustain for some AOE damage and durability and health stealing, sounds vampiric.... in a different way than the devs imagined this overhaul, in which vamps are super squishy and can't regenerate their health as well as mortals.
Turn blood mist into a DoT that reduces the user's movement speed while active. And nerf the damage reduction to 30%. That along with allowing it to restore magicka based on the damage done when toggled off and the skill will be usable, but not overpowered.
A good idea on these forums?!?!? Inconceivable!!!
Man you have no idea lol. I have some really good ideas for the skill line but I just dont post them. Not gonna change ZOS mind so what's the point?