I really wish they gave us a gap closer
barney2525 wrote: »I really wish they gave us a gap closer
Why would they need a gap closer? There are class and weapon skills that have gap closers.
Flashing across long distances to slap a bite on a target is not standard vampire lore. They get close with seduction, or close from hiding in the shadows.
IMHO
I think that skill line needs some tweaks here and there to make it viable and fun choice for magicka and stamina damage dealers at least.
Here is a list of what should be changed/added IMO:Something or maybe everything may seem imbalanced, but its just ideas.
- Blood for Blood scales from highest offensive stat, and get more crit chance for every 10% of missing target health for bonus execute damage in melee range; also increases healing received from vampiric abilities and passives by 10%, reduces healing from other sources by 75% for 5 seconds after cast.
- Arterial burst is 28 meters ranged, procs burning and chilled status effects (blood boil and blood freeze) with 10% chance at full target health plus 10% chance for every 10% of target's HP missing.
- Sated Fury gives you a shield for 33% of the total health cost you spent while it was toggled on (but 60% of max HP is the cap for micromanagement for burst/save phases). Duration is 8 seconds.
- Simmering Frenzy reduces damage taken by 10% when toggled on in addition to existing effects.
- Drain Vigor becomes a single target tether with 22 meter range, scales with stamina, heals for 75% of the damage done and increases stam regen by 100. Duration is 10 seconds. You can press the button again to rush in a swarm of bats to the target dealing some damage and healing yourself, but tether duration is reduced by 2 seconds.
- Exhilarating Drain becomes a single target DoT with 28 meter range, scales with magicka, heals for 75% of the damage done and affects target with minor lifesteal. Duration is 10 seconds.
- Hypnosis and Stupefy get a new effect: ability damages all affected targets when stun ends (or target breaks free) and heals you for 30%/100% of the damage dealt respectively.
- Blood Mist and Elusive Mist give you minor expedition when toggled and for 3 seconds after leaving mist form.
- Swarming Scion affects all targets damaged by the bat swarm with minor lifesteal.
- Perfect Scion give you minor intellect and endurance when slotted.
- Feed heals you and reduces HP regen penalty by 10% for 1 hour. Stacks up to 2 times.
Vayln_Ninetails wrote: »barney2525 wrote: »I really wish they gave us a gap closer
Why would they need a gap closer? There are class and weapon skills that have gap closers.
Flashing across long distances to slap a bite on a target is not standard vampire lore. They get close with seduction, or close from hiding in the shadows.
IMHO
Uhhhh.
Because THE most common ability NPC vampires have is a gap closer? That bat swarm one? Or the teleport-through-shadows one? Teleportation is seemingly quite common in vampire lore when it comes to ES and the NPCs we fight. Saying that teleportation isn't a common part of vampire lore in ES is objectively quite wrong I'm afraid.
Also the old....vampire had a gap closer?
And why do they need a gap closer? Very easy answer. It'd help out necromancers a lot since they are the only class without a gap closer and have no real way to close the gap with enemies. And werewolves have a gap closer. It'd be a nice alternative for other classes and could offer some unique functionality based upon how they have it work.
And they need a gap closer because: the skill line is melee focused and idk having a skill line that is pure melee without a gap closer within the kit seems very weird? Imagine if werewolves didn't have a pounce. Wouldn't that feel weird?
Useless for any kind of META, sure.cheesefome wrote: »Vamp is absolutely useless atm. The cost of abilities alone is a very good reason to not go vapirism.
I think that skill line needs some tweaks here and there to make it viable and fun choice for magicka and stamina damage dealers at least.
Here is a list of what should be changed/added IMO:Something or maybe everything may seem imbalanced, but its just ideas.
- Blood for Blood scales from highest offensive stat, and get more crit chance for every 10% of missing target health for bonus execute damage in melee range; also increases healing received from vampiric abilities and passives by 10%, reduces healing from other sources by 75% for 5 seconds after cast.
- Arterial burst is 28 meters ranged, procs burning and chilled status effects (blood boil and blood freeze) with 10% chance at full target health plus 10% chance for every 10% of target's HP missing.
- Sated Fury gives you a shield for 33% of the total health cost you spent while it was toggled on (but 60% of max HP is the cap for micromanagement for burst/save phases). Duration is 8 seconds.
- Simmering Frenzy reduces damage taken by 10% when toggled on in addition to existing effects.
- Drain Vigor becomes a single target tether with 22 meter range, scales with stamina, heals for 75% of the damage done and increases stam regen by 100. Duration is 10 seconds. You can press the button again to rush in a swarm of bats to the target dealing some damage and healing yourself, but tether duration is reduced by 2 seconds.
- Exhilarating Drain becomes a single target DoT with 28 meter range, scales with magicka, heals for 75% of the damage done and affects target with minor lifesteal. Duration is 10 seconds.
- Hypnosis and Stupefy get a new effect: ability damages all affected targets when stun ends (or target breaks free) and heals you for 30%/100% of the damage dealt respectively.
- Blood Mist and Elusive Mist give you minor expedition when toggled and for 3 seconds after leaving mist form.
- Swarming Scion affects all targets damaged by the bat swarm with minor lifesteal.
- Perfect Scion give you minor intellect and endurance when slotted.
- Feed heals you and reduces HP regen penalty by 10% for 1 hour. Stacks up to 2 times.