TX12001rwb17_ESO wrote: »TX12001rwb17_ESO wrote: »Well the Blood Scion Ultimate is the strongest Ultimate in the game, even if you stay at stage 1 this Ultimate alone is worth being a Vampire, do people forget that it grants 10,000 extra magicka and stamina? do you forget that damage scales off of how high your stats are? with the swarming scion morph for 20 seconds I might as well be wielding Volendrung.
Sure, the blood scion ultimate is nice, but is it worth the extra cost for all abilities, the increased flame damage taken? For me the answer is no. I only use blood scion in pvp anyway.
Honestly it is worth it, for me the flame damage is not even there given i have more then enough CP allocated in the Flame Resistance plus my Vampire is a Dunmer.
Let's say for a moment that Blood Scion is indeed the best ult in the game.
Does it justify all of the negatives of being a vampire + the fact it is now the literal only useful thing in the skill line out of 6 abilities?
My point is even IF the ultimate is the best thing since sliced bread, that's 1/6 abilities in the skill line. Does this 1 ability being good suddenly make the skill line not trash? No. No it doesn't. And it doesn't make vampire good either.
Skykaiser_Ọlọrun wrote: »Vampires before weren't really much of anything, so I figured they had nowhere to go but up. Boy, was I wrong about that. I feel confident in saying that the vampire rework might actually be one of the worst reworks in any game I've ever played. And I guess at no point in the development process did anyone remember that Tanks and Healers still play the game. Or they just figured that people who enjoyed that playstyle for years can screw off with the new changes. Not sure which is worse.
At best, they're extremely niche (in a game where flexibility/customization is supposed to be one of it's strong points...).
Grianasteri wrote: »The key is outhealing the debuff, so that the skill stays on longer
"Just outheal the damage" isn't the revelation you think it is.
How does one go about healing damage that scales every second, anyway?
VioletDracolich wrote: »You don't become a vampire to round out your build, you become a vampire to make a vampire build.
More high costs no rewards. While you probably can run b4b in dungeons it is bad design, leaving healers out and stuff.
The fact is, most people in this game have zero interest in roleplaying. Most people who play RPGs do not and never have imagined they are the character they are playing. You can enjoy playing in a game in a fantasy setting without trying to believe you are actually in that fantasy.
VioletDracolich wrote: »The vampire skill line is the ultimate test of risk management in the game. People who are too busy looking at the seemingly overwhelming downsides won't be able to see the fact that the skill line basically gives you at minimum 960 spell/weapon damage! That's huge! It's basically a skill line version of New Moon Acolyte, which just about everyone thinks is really good, even after the recent nerfs. In fact, most of the downsides of being a vampire are not as bad as everyone makes them out to be. In fact, here are all the downsides and the reasons why they aren't that bad:
- Lower Health Recovery. (Max 100% less)
News flash, this was one of the original downsides of being a vampire! While the changes made it worse, you can still mitigate this by using healing skills. Honestly not the worse downside considering that fact.- Extra Flame Damage Taken. (Max 20% extra)
I honestly forgot about this. Here's the thing, you barely notice if you're stage 3 or higher, which for my vampire I am, because we take 30% less damage, based on our missing health, because of one of our passives. Not only that, but most fire you encounter in PvE are AoE effects, which you shouldn't be standing in the first place. As for PvP? IDK I don't PvP much.- Increased Ability Cost. (Max +12% extra)
Okay yeah, this one kinda sucks. That said, it's similar to New Moon Acolyte in terms of downside. That said, this is not as bad when you consider the fact it doesn't apply to vampire skills at all, and vampire skill costs are reduced up to 24%. Considering that 4 out of 6 of these skills an't bad, that's actually pretty good.
Now as for the recent Blood for Blood nerfs, well they aren't that bad. Honestly, the recent change hurts healers more than vampires honestly. The truth is vampires who know what they're doing usually overheal in the first place, kinda reducing the use of a healer to a vampire. In fact, in most DLC dungeons healers are almost completely optional considering the fact of all the instant death mechs found in just about all of them. Ultimately, the change will go almost completely unseen by any vampire worth their salt.
So yeah, the vampire skill line is still worth it in my opinion. It's only a matter of how much risk do you want out of your gameplay and your level of expertise in the game. It is a powerful skill line, but if you only want it for one or two passives or abilities, then you're not playing vampire right honestly. It's a unique experience for players to invest time into, and give them an opportunity to enjoy. You don't become a vampire to round out your build, you become a vampire to make a vampire build.
Also to address a common complaint I see: The Supernatural Recovery Passive was overrated and kinda weak. It was a good passive, but it's lost doesn't actually change much for any role. If you "had to have it" for your sustain, then honestly I don't feel for your loss.
I remain a Vampire for the following reasons:And last but certainly not least, RP.
- Unnatural Movement + Concealed Weapon = Stealthy-Speedy.
That coupled with Cowards, and I don't even need to mount anymore.
(Now if only ZOS would fix their terrain so that I'm not flying over a small dip in the road or catapulting over a small incline and being forced out of stealth...)- Dark Stalker + Concealed Weapon = 'scuse me while I slip right past you, kthxbai
- Undeath for Tank and Healer roles (Less damage is always a good thing)
- AoE Stun - Great for Tanking
There is nothing advantageous about being a Mortal.
You grow old, you get sick, you die against your will.
Vampirism at it's very least provides immortality and sufficient potential staying power to survive far longer than the poor mortal fools who are my food.
VioletDracolich wrote: »The vampire skill line is the ultimate test of risk management in the game. People who are too busy looking at the seemingly overwhelming downsides won't be able to see the fact that the skill line basically gives you at minimum 960 spell/weapon damage! That's huge! It's basically a skill line version of New Moon Acolyte, which just about everyone thinks is really good, even after the recent nerfs. In fact, most of the downsides of being a vampire are not as bad as everyone makes them out to be.
You don't become a vampire to round out your build, you become a vampire to make a vampire build.
SilverBride wrote: »
I was just following your thoughts on rapids
The fact is, most people in this game have zero interest in roleplaying. Most people who play RPGs do not and never have imagined they are the character they are playing. You can enjoy playing in a game in a fantasy setting without trying to believe you are actually in that fantasy.
I won't speak for everyone because people do different things but when I play RPGs, I "roleplay" as the character. My characters each have their own background and personality and morals. I'm not playing myself in a fantasy setting, I'm making decisions and playing from the perspective of the character. This is something I greatly enjoy in most games and it greatly increases replayability for me (I have 6 Commander Shepards, at least 7 wardens from DA:O, and 6 Inquisitors for example; most haven't made it past the in-my-brain stage because I play a lot of ESO instead but they're still there).
This is very well said. I think people are mainly upset because vampire builds are not viable for pushing end-game PVE content. Honestly, I suspect that's working as intended.
The fact is, most people in this game have zero interest in roleplaying. Most people who play RPGs do not and never have imagined they are the character they are playing. You can enjoy playing in a game in a fantasy setting without trying to believe you are actually in that fantasy.
I won't speak for everyone because people do different things but when I play RPGs, I "roleplay" as the character. My characters each have their own background and personality and morals. I'm not playing myself in a fantasy setting, I'm making decisions and playing from the perspective of the character. This is something I greatly enjoy in most games and it greatly increases replayability for me (I have 6 Commander Shepards, at least 7 wardens from DA:O, and 6 Inquisitors for example; most haven't made it past the in-my-brain stage because I play a lot of ESO instead but they're still there).
And so that justifies taking away useful skill form EVERYONE so that a MINORITY has a better roleplay experience? If you are ok with that...how about we re-vamp the necro skill line so it only has permanent pets as skills so people can roleplay being a necromancer commanding a hoard of undead? Who cares about the people who were playing a necro because of the actual utility spells they bring to the game. Lets make it so templars only have healing spells so people can roleplay being a holy paladin.