The penalties are pretty harsh, but compared to the old vampire line the flame damage penalties are actually far less. That being said I'd take the extra flame damage back if it meant getting rid of that non-vampire cost increase in a heartbeat. Also kinda wish the health regen was more like 0-30-60-90 instead of 10-30-60-100.
ZaroktheImmortal wrote: »They made it so non vampire abilities cost more to make us rely more on vampire abilities then couldn't even make a good ability line except for one ability that they ended up nerfing so badly that pretty much no one uses it any more.
ZaroktheImmortal wrote: »They made it so non vampire abilities cost more to make us rely more on vampire abilities then couldn't even make a good ability line except for one ability that they ended up nerfing so badly that pretty much no one uses it any more.
Pretty much this. I deal less damage with Arterial Burst even when at low health and combined with Blood Frenzy than I do with Flame Whip and Blood Frenzy. Not sure what the case is with other classes and spammables but the vampire stuff is looking rather bleak at the moment...
The penalties are pretty harsh, but compared to the old vampire line the flame damage penalties are actually far less. That being said I'd take the extra flame damage back if it meant getting rid of that non-vampire cost increase in a heartbeat. Also kinda wish the health regen was more like 0-30-60-90 instead of 10-30-60-100.
old bonus
Still 25% more damage from fire
Health regenerates 75% slower
Vampire abilities cost 21% less
new bonus
-100% health recovery
Flame damage taken +20%
Regular ability cost +12%
Vampire ability cost -24%
seriously i would rather take 5% more fire damage, then 12% cost increase for all other skill line. also the -100% health recovery kinda hurt..
ZaroktheImmortal wrote: »They made it so non vampire abilities cost more to make us rely more on vampire abilities then couldn't even make a good ability line except for one ability that they ended up nerfing so badly that pretty much no one uses it any more.
Pretty much this. I deal less damage with Arterial Burst even when at low health and combined with Blood Frenzy than I do with Flame Whip and Blood Frenzy. Not sure what the case is with other classes and spammables but the vampire stuff is looking rather bleak at the moment...
Necro it's sort of neck and neck (no pun). The thing about that though is Arterial Burst doesn't apply status effects where as Ricochet Skull does and you can be ranged. With the resource costs added to the mix, it's just not worth it. Mist Form was the only good thing that came out of the line and that's putting it lightly.
The penalties are pretty harsh, but compared to the old vampire line the flame damage penalties are actually far less. That being said I'd take the extra flame damage back if it meant getting rid of that non-vampire cost increase in a heartbeat. Also kinda wish the health regen was more like 0-30-60-90 instead of 10-30-60-100.
old bonus
Still 25% more damage from fire
Health regenerates 75% slower
Vampire abilities cost 21% less
new bonus
-100% health recovery
Flame damage taken +20%
Regular ability cost +12%
Vampire ability cost -24%
seriously i would rather take 5% more fire damage, then 12% cost increase for all other skill line. also the -100% health recovery kinda hurt..
Unpopular opinion here. Yeah... Awesome, but maybe we will compare pros to?Unnatural movement, better undeath, strike from shadows, better dark stalker available from stage 1 (USED TO BE 4!), powerful ultimate, better mist form, now you can use all vampire skills without worrying about stage etc. etc. Being vampire gives a lot of power now, but it requires some dedication and building around it, ITS NO LONGER MANDATORY TO BECOME VAMPIRE, NOW ITS A CHOICE WITH PROS AND CONS! GOOD!
The penalties are pretty harsh, but compared to the old vampire line the flame damage penalties are actually far less. That being said I'd take the extra flame damage back if it meant getting rid of that non-vampire cost increase in a heartbeat. Also kinda wish the health regen was more like 0-30-60-90 instead of 10-30-60-100.
old bonus
Still 25% more damage from fire
Health regenerates 75% slower
Vampire abilities cost 21% less
new bonus
-100% health recovery
Flame damage taken +20%
Regular ability cost +12%
Vampire ability cost -24%
seriously i would rather take 5% more fire damage, then 12% cost increase for all other skill line. also the -100% health recovery kinda hurt..
Unpopular opinion here. Yeah... Awesome, but maybe we will compare pros to?Unnatural movement, better undeath, strike from shadows, better dark stalker available from stage 1 (USED TO BE 4!), powerful ultimate, better mist form, now you can use all vampire skills without worrying about stage etc. etc. Being vampire gives a lot of power now, but it requires some dedication and building around it, ITS NO LONGER MANDATORY TO BECOME VAMPIRE, NOW ITS A CHOICE WITH PROS AND CONS! GOOD!
ZaroktheImmortal wrote: »The penalties are pretty harsh, but compared to the old vampire line the flame damage penalties are actually far less. That being said I'd take the extra flame damage back if it meant getting rid of that non-vampire cost increase in a heartbeat. Also kinda wish the health regen was more like 0-30-60-90 instead of 10-30-60-100.
old bonus
Still 25% more damage from fire
Health regenerates 75% slower
Vampire abilities cost 21% less
new bonus
-100% health recovery
Flame damage taken +20%
Regular ability cost +12%
Vampire ability cost -24%
seriously i would rather take 5% more fire damage, then 12% cost increase for all other skill line. also the -100% health recovery kinda hurt..
Unpopular opinion here. Yeah... Awesome, but maybe we will compare pros to?Unnatural movement, better undeath, strike from shadows, better dark stalker available from stage 1 (USED TO BE 4!), powerful ultimate, better mist form, now you can use all vampire skills without worrying about stage etc. etc. Being vampire gives a lot of power now, but it requires some dedication and building around it, ITS NO LONGER MANDATORY TO BECOME VAMPIRE, NOW ITS A CHOICE WITH PROS AND CONS! GOOD!
The passives aren't that great, seriously. Undeath is pretty much what we had before. Dark stalker is meh okay if you want to do stealth but you can get the same effect from other things in game. Being able to run and turn invisible is pretty much only good for avoiding enemies if you want to get through an area quicker and the damage boost from coming out of invisibility well...there are far too many downsides. It's not just a choice with pros and cons before it was a choice with pros and cons. Now it's a terrible choice with very few pros and lots of cons.
ZaroktheImmortal wrote: »The penalties are pretty harsh, but compared to the old vampire line the flame damage penalties are actually far less. That being said I'd take the extra flame damage back if it meant getting rid of that non-vampire cost increase in a heartbeat. Also kinda wish the health regen was more like 0-30-60-90 instead of 10-30-60-100.
old bonus
Still 25% more damage from fire
Health regenerates 75% slower
Vampire abilities cost 21% less
new bonus
-100% health recovery
Flame damage taken +20%
Regular ability cost +12%
Vampire ability cost -24%
seriously i would rather take 5% more fire damage, then 12% cost increase for all other skill line. also the -100% health recovery kinda hurt..
Unpopular opinion here. Yeah... Awesome, but maybe we will compare pros to?Unnatural movement, better undeath, strike from shadows, better dark stalker available from stage 1 (USED TO BE 4!), powerful ultimate, better mist form, now you can use all vampire skills without worrying about stage etc. etc. Being vampire gives a lot of power now, but it requires some dedication and building around it, ITS NO LONGER MANDATORY TO BECOME VAMPIRE, NOW ITS A CHOICE WITH PROS AND CONS! GOOD!
The passives aren't that great, seriously. Undeath is pretty much what we had before. Dark stalker is meh okay if you want to do stealth but you can get the same effect from other things in game. Being able to run and turn invisible is pretty much only good for avoiding enemies if you want to get through an area quicker and the damage boost from coming out of invisibility well...there are far too many downsides. It's not just a choice with pros and cons before it was a choice with pros and cons. Now it's a terrible choice with very few pros and lots of cons.
You sure? Then lets compare them.
Old passives.
Savage feeding. After feeding target is off-balance and stuned for 4s.
Supernatural revcovery. Stage 2 required. 10 % more stam and magicka recovery - the only reason why PvErs used to change into vampires.
Blood ritual. No changes.
Undeath. Stage 3 required. When below 50% the lower your health is the more damage mitigation you get up to 33%.
Unnatural resistance. Reduced health recovery penalty (max. to 50%)
Dark Stalker. Stage 4 required. Ignore movement speed penalty in sneak. 50% faster into sneak at night.
New passives.
Dark stalker. No requirement, just be vampire. Ignore movement speed penalty in sneak. 50% faster into sneak ALL THE TIME - its better version of 5pc set bonus
Strike from shadows. Stage 2 required. After leaving sneak, invisibility or mist form you get 300 spell/weapon damage for 6s - almost like 5pc julianos/hundings rage sets bonus
Blood ritual. No changes.
Undeath. Stage 3 required. Reduces damage taken up to 30% based on missing health. Now scales from 100% hp! 2x time better than the old one!. Its another 5 pc set bonus equivalent!
Unnatural movement. Stage 4 required. 50% sprint cost reduction. Invisibility after 3s of sprint - in PvE nothing special just an utility, but in PvP... oh man!
So you are trying to tell me that 3-4 5pc set bonuses are worse than it used to be?Facts are saying something completly different. Even for PvE vampire can be amazing, how?
Just an example.
Stay at stage 2 and use seducer or alteration mastery to negate cost increase. For the loss of spell damage from using sustain set, you will recieve strike from shadows passive (300 spell damage - almost like julianos) another 660 spell damage (of GCD) to create burst windows (so in general you can get 960!!!! spell damage from being vampire, more than any set can give - you can sacrifice some recovery to get this).
Do vampires need tweaks?! Of course they do! Do vamp passives need buffs? Definetly not!. Blood for blood changes was really bad. Instead of drain, it would be nice to get gap closer&aoe on vampires. But new vamp passives are really powerful when compared to old ones, thats a fact. Thats why there is that cost increase. If you want everyone to run vampires please be my guest...
ZaroktheImmortal wrote: »ZaroktheImmortal wrote: »The penalties are pretty harsh, but compared to the old vampire line the flame damage penalties are actually far less. That being said I'd take the extra flame damage back if it meant getting rid of that non-vampire cost increase in a heartbeat. Also kinda wish the health regen was more like 0-30-60-90 instead of 10-30-60-100.
old bonus
Still 25% more damage from fire
Health regenerates 75% slower
Vampire abilities cost 21% less
new bonus
-100% health recovery
Flame damage taken +20%
Regular ability cost +12%
Vampire ability cost -24%
seriously i would rather take 5% more fire damage, then 12% cost increase for all other skill line. also the -100% health recovery kinda hurt..
Unpopular opinion here. Yeah... Awesome, but maybe we will compare pros to?Unnatural movement, better undeath, strike from shadows, better dark stalker available from stage 1 (USED TO BE 4!), powerful ultimate, better mist form, now you can use all vampire skills without worrying about stage etc. etc. Being vampire gives a lot of power now, but it requires some dedication and building around it, ITS NO LONGER MANDATORY TO BECOME VAMPIRE, NOW ITS A CHOICE WITH PROS AND CONS! GOOD!
The passives aren't that great, seriously. Undeath is pretty much what we had before. Dark stalker is meh okay if you want to do stealth but you can get the same effect from other things in game. Being able to run and turn invisible is pretty much only good for avoiding enemies if you want to get through an area quicker and the damage boost from coming out of invisibility well...there are far too many downsides. It's not just a choice with pros and cons before it was a choice with pros and cons. Now it's a terrible choice with very few pros and lots of cons.
You sure? Then lets compare them.
Old passives.
Savage feeding. After feeding target is off-balance and stuned for 4s.
Supernatural revcovery. Stage 2 required. 10 % more stam and magicka recovery - the only reason why PvErs used to change into vampires.
Blood ritual. No changes.
Undeath. Stage 3 required. When below 50% the lower your health is the more damage mitigation you get up to 33%.
Unnatural resistance. Reduced health recovery penalty (max. to 50%)
Dark Stalker. Stage 4 required. Ignore movement speed penalty in sneak. 50% faster into sneak at night.
New passives.
Dark stalker. No requirement, just be vampire. Ignore movement speed penalty in sneak. 50% faster into sneak ALL THE TIME - its better version of 5pc set bonus
Strike from shadows. Stage 2 required. After leaving sneak, invisibility or mist form you get 300 spell/weapon damage for 6s - almost like 5pc julianos/hundings rage sets bonus
Blood ritual. No changes.
Undeath. Stage 3 required. Reduces damage taken up to 30% based on missing health. Now scales from 100% hp! 2x time better than the old one!. Its another 5 pc set bonus equivalent!
Unnatural movement. Stage 4 required. 50% sprint cost reduction. Invisibility after 3s of sprint - in PvE nothing special just an utility, but in PvP... oh man!
So you are trying to tell me that 3-4 5pc set bonuses are worse than it used to be?Facts are saying something completly different. Even for PvE vampire can be amazing, how?
Just an example.
Stay at stage 2 and use seducer or alteration mastery to negate cost increase. For the loss of spell damage from using sustain set, you will recieve strike from shadows passive (300 spell damage - almost like julianos) another 660 spell damage (of GCD) to create burst windows (so in general you can get 960!!!! spell damage from being vampire, more than any set can give - you can sacrifice some recovery to get this).
Do vampires need tweaks?! Of course they do! Do vamp passives need buffs? Definetly not!. Blood for blood changes was really bad. Instead of drain, it would be nice to get gap closer&aoe on vampires. But new vamp passives are really powerful when compared to old ones, thats a fact. Thats why there is that cost increase. If you want everyone to run vampires please be my guest...
Dark stalker. - this does very little unless you do a lot of stealth
Strike from shadow - still not that great a perk and not worth the drawbacks
Undeath - Again still not worth the drawbacks especially as you lose health regeneration and abilities cost more and all the abilities are pretty much useless
And yes you can use gearing to lower cost of abilities...or you could do something far better with gearing without vampirism.
It's not about everyone running vampires it's about the fact that vampires are so bad there's no logical reason to play one now. And no, vampires are not more powerful they're far worse than they've ever been. [snip] They're so terrible there's really no reason to play one any more.
ZaroktheImmortal wrote: »ZaroktheImmortal wrote: »The penalties are pretty harsh, but compared to the old vampire line the flame damage penalties are actually far less. That being said I'd take the extra flame damage back if it meant getting rid of that non-vampire cost increase in a heartbeat. Also kinda wish the health regen was more like 0-30-60-90 instead of 10-30-60-100.
old bonus
Still 25% more damage from fire
Health regenerates 75% slower
Vampire abilities cost 21% less
new bonus
-100% health recovery
Flame damage taken +20%
Regular ability cost +12%
Vampire ability cost -24%
seriously i would rather take 5% more fire damage, then 12% cost increase for all other skill line. also the -100% health recovery kinda hurt..
Unpopular opinion here. Yeah... Awesome, but maybe we will compare pros to?Unnatural movement, better undeath, strike from shadows, better dark stalker available from stage 1 (USED TO BE 4!), powerful ultimate, better mist form, now you can use all vampire skills without worrying about stage etc. etc. Being vampire gives a lot of power now, but it requires some dedication and building around it, ITS NO LONGER MANDATORY TO BECOME VAMPIRE, NOW ITS A CHOICE WITH PROS AND CONS! GOOD!
The passives aren't that great, seriously. Undeath is pretty much what we had before. Dark stalker is meh okay if you want to do stealth but you can get the same effect from other things in game. Being able to run and turn invisible is pretty much only good for avoiding enemies if you want to get through an area quicker and the damage boost from coming out of invisibility well...there are far too many downsides. It's not just a choice with pros and cons before it was a choice with pros and cons. Now it's a terrible choice with very few pros and lots of cons.
You sure? Then lets compare them.
Old passives.
Savage feeding. After feeding target is off-balance and stuned for 4s.
Supernatural revcovery. Stage 2 required. 10 % more stam and magicka recovery - the only reason why PvErs used to change into vampires.
Blood ritual. No changes.
Undeath. Stage 3 required. When below 50% the lower your health is the more damage mitigation you get up to 33%.
Unnatural resistance. Reduced health recovery penalty (max. to 50%)
Dark Stalker. Stage 4 required. Ignore movement speed penalty in sneak. 50% faster into sneak at night.
New passives.
Dark stalker. No requirement, just be vampire. Ignore movement speed penalty in sneak. 50% faster into sneak ALL THE TIME - its better version of 5pc set bonus
Strike from shadows. Stage 2 required. After leaving sneak, invisibility or mist form you get 300 spell/weapon damage for 6s - almost like 5pc julianos/hundings rage sets bonus
Blood ritual. No changes.
Undeath. Stage 3 required. Reduces damage taken up to 30% based on missing health. Now scales from 100% hp! 2x time better than the old one!. Its another 5 pc set bonus equivalent!
Unnatural movement. Stage 4 required. 50% sprint cost reduction. Invisibility after 3s of sprint - in PvE nothing special just an utility, but in PvP... oh man!
So you are trying to tell me that 3-4 5pc set bonuses are worse than it used to be?Facts are saying something completly different. Even for PvE vampire can be amazing, how?
Just an example.
Stay at stage 2 and use seducer or alteration mastery to negate cost increase. For the loss of spell damage from using sustain set, you will recieve strike from shadows passive (300 spell damage - almost like julianos) another 660 spell damage (of GCD) to create burst windows (so in general you can get 960!!!! spell damage from being vampire, more than any set can give - you can sacrifice some recovery to get this).
Do vampires need tweaks?! Of course they do! Do vamp passives need buffs? Definetly not!. Blood for blood changes was really bad. Instead of drain, it would be nice to get gap closer&aoe on vampires. But new vamp passives are really powerful when compared to old ones, thats a fact. Thats why there is that cost increase. If you want everyone to run vampires please be my guest...
Dark stalker. - this does very little unless you do a lot of stealth
Strike from shadow - still not that great a perk and not worth the drawbacks
Undeath - Again still not worth the drawbacks especially as you lose health regeneration and abilities cost more and all the abilities are pretty much useless
And yes you can use gearing to lower cost of abilities...or you could do something far better with gearing without vampirism.
It's not about everyone running vampires it's about the fact that vampires are so bad there's no logical reason to play one now. And no, vampires are not more powerful they're far worse than they've ever been. [snip] They're so terrible there's really no reason to play one any more.
You do a lot of stealth in Cyrodiil/IC. 300 spell/weapon damage is great buff very similar to NMA as the cost increase at stage 2 is only 5%. Undeath - Constant minor up to major protection that stacks with every other source of protection is bad? LolHealth regen? Somehow I can't see health regen as a must have for endgame PvE or even PvP, most players run with 300-400 hp recovery either way so don't tell me its a big deal. Numbers my friend, numbers is what matters, not blank statements "VAMPIRES ARE DEAD" - TBF they are undead and kicking, just not the way they used to.
EDIT:
...and about gearing. Yes you can use other stuff but in the end what matters the most is stats density, and there is no set that can give you so much benefits.
Vampires shouldn't be mandatory like they used to be. Now if you want to be a vampire you do it intentionally for certain benefits while sacrificing something else, less important for you. If vampire doesnt fit your needs, don't become one.
ZaroktheImmortal wrote: »ZaroktheImmortal wrote: »ZaroktheImmortal wrote: »The penalties are pretty harsh, but compared to the old vampire line the flame damage penalties are actually far less. That being said I'd take the extra flame damage back if it meant getting rid of that non-vampire cost increase in a heartbeat. Also kinda wish the health regen was more like 0-30-60-90 instead of 10-30-60-100.
old bonus
Still 25% more damage from fire
Health regenerates 75% slower
Vampire abilities cost 21% less
new bonus
-100% health recovery
Flame damage taken +20%
Regular ability cost +12%
Vampire ability cost -24%
seriously i would rather take 5% more fire damage, then 12% cost increase for all other skill line. also the -100% health recovery kinda hurt..
Unpopular opinion here. Yeah... Awesome, but maybe we will compare pros to?Unnatural movement, better undeath, strike from shadows, better dark stalker available from stage 1 (USED TO BE 4!), powerful ultimate, better mist form, now you can use all vampire skills without worrying about stage etc. etc. Being vampire gives a lot of power now, but it requires some dedication and building around it, ITS NO LONGER MANDATORY TO BECOME VAMPIRE, NOW ITS A CHOICE WITH PROS AND CONS! GOOD!
The passives aren't that great, seriously. Undeath is pretty much what we had before. Dark stalker is meh okay if you want to do stealth but you can get the same effect from other things in game. Being able to run and turn invisible is pretty much only good for avoiding enemies if you want to get through an area quicker and the damage boost from coming out of invisibility well...there are far too many downsides. It's not just a choice with pros and cons before it was a choice with pros and cons. Now it's a terrible choice with very few pros and lots of cons.
You sure? Then lets compare them.
Old passives.
Savage feeding. After feeding target is off-balance and stuned for 4s.
Supernatural revcovery. Stage 2 required. 10 % more stam and magicka recovery - the only reason why PvErs used to change into vampires.
Blood ritual. No changes.
Undeath. Stage 3 required. When below 50% the lower your health is the more damage mitigation you get up to 33%.
Unnatural resistance. Reduced health recovery penalty (max. to 50%)
Dark Stalker. Stage 4 required. Ignore movement speed penalty in sneak. 50% faster into sneak at night.
New passives.
Dark stalker. No requirement, just be vampire. Ignore movement speed penalty in sneak. 50% faster into sneak ALL THE TIME - its better version of 5pc set bonus
Strike from shadows. Stage 2 required. After leaving sneak, invisibility or mist form you get 300 spell/weapon damage for 6s - almost like 5pc julianos/hundings rage sets bonus
Blood ritual. No changes.
Undeath. Stage 3 required. Reduces damage taken up to 30% based on missing health. Now scales from 100% hp! 2x time better than the old one!. Its another 5 pc set bonus equivalent!
Unnatural movement. Stage 4 required. 50% sprint cost reduction. Invisibility after 3s of sprint - in PvE nothing special just an utility, but in PvP... oh man!
So you are trying to tell me that 3-4 5pc set bonuses are worse than it used to be?Facts are saying something completly different. Even for PvE vampire can be amazing, how?
Just an example.
Stay at stage 2 and use seducer or alteration mastery to negate cost increase. For the loss of spell damage from using sustain set, you will recieve strike from shadows passive (300 spell damage - almost like julianos) another 660 spell damage (of GCD) to create burst windows (so in general you can get 960!!!! spell damage from being vampire, more than any set can give - you can sacrifice some recovery to get this).
Do vampires need tweaks?! Of course they do! Do vamp passives need buffs? Definetly not!. Blood for blood changes was really bad. Instead of drain, it would be nice to get gap closer&aoe on vampires. But new vamp passives are really powerful when compared to old ones, thats a fact. Thats why there is that cost increase. If you want everyone to run vampires please be my guest...
Dark stalker. - this does very little unless you do a lot of stealth
Strike from shadow - still not that great a perk and not worth the drawbacks
Undeath - Again still not worth the drawbacks especially as you lose health regeneration and abilities cost more and all the abilities are pretty much useless
And yes you can use gearing to lower cost of abilities...or you could do something far better with gearing without vampirism.
It's not about everyone running vampires it's about the fact that vampires are so bad there's no logical reason to play one now. And no, vampires are not more powerful they're far worse than they've ever been. [snip] They're so terrible there's really no reason to play one any more.
You do a lot of stealth in Cyrodiil/IC. 300 spell/weapon damage is great buff very similar to NMA as the cost increase at stage 2 is only 5%. Undeath - Constant minor up to major protection that stacks with every other source of protection is bad? LolHealth regen? Somehow I can't see health regen as a must have for endgame PvE or even PvP, most players run with 300-400 hp recovery either way so don't tell me its a big deal. Numbers my friend, numbers is what matters, not blank statements "VAMPIRES ARE DEAD" - TBF they are undead and kicking, just not the way they used to.
EDIT:
...and about gearing. Yes you can use other stuff but in the end what matters the most is stats density, and there is no set that can give you so much benefits.
Vampires shouldn't be mandatory like they used to be. Now if you want to be a vampire you do it intentionally for certain benefits while sacrificing something else, less important for you. If vampire doesnt fit your needs, don't become one.
"You do a lot of stealth in Cyrodiil/IC." I don't know where you've been in cyrodil but no you don't unless you're a ganker and in a fight that won't help you much also lacks any help in pvp.
" 5%. Undeath - Constant minor up to major protection that stacks with every other source of protection is bad? " not worth the costs.
"Health regen? Somehow I can't see health regen as a must have for endgame PvE or even PvP, most players run with 300-400 hp recovery either way so don't tell me its a big deal. Numbers my friend, numbers is what matters, not blank statements "VAMPIRES ARE DEAD" - TBF they are undead and kicking, just not the way they used to"
Yes because somehow a few stealth passives make you UBER POWER VAMPIRE despite having a *** skill line and non vamp abilities costing more little to none health regeneration and more fire damage so in PVP the very thing you mentioned people can use that against you in fact I'm pretty sure there is a passive for people to do more damage against undead again not helpful for vampire players. [snip]
I think they should make some of the passives scale with stage. Unnatural movement for example could be happening on lower stages too but with a longer delay. After 6/5/4/3 seconds of sprinting you turn invisible or something.
Blood for Blood also shouldn't negate healing from others completely but reduce incoming healing by a certain amount for the duration. It's just silly to make a spammable that uses health as a resource and then when people are actually using it, they gut it completely so nobody uses it again. Why make it cost health in the first place if you didn't want people to have their healers heal through it?
ZaroktheImmortal wrote: »ZaroktheImmortal wrote: »They made it so non vampire abilities cost more to make us rely more on vampire abilities then couldn't even make a good ability line except for one ability that they ended up nerfing so badly that pretty much no one uses it any more.
Pretty much this. I deal less damage with Arterial Burst even when at low health and combined with Blood Frenzy than I do with Flame Whip and Blood Frenzy. Not sure what the case is with other classes and spammables but the vampire stuff is looking rather bleak at the moment...
Necro it's sort of neck and neck (no pun). The thing about that though is Arterial Burst doesn't apply status effects where as Ricochet Skull does and you can be ranged. With the resource costs added to the mix, it's just not worth it. Mist Form was the only good thing that came out of the line and that's putting it lightly.
I mean...we had mist form before. The only benefit it got from the changes was getting a toggle.