Vampire
Mist Form: This ability and its morphs are no longer a toggled ability that reduce your damage taken from players or grant crowd control immunity while active. Instead, they now teleport you to the position of your cursor, up to a maximum of 15 meters away, and reduce your damage taken from the next 3 projectiles by 100% while teleporting. Casting any of these abilities will increase the cost of the ability by 33% for 4 seconds. The base cost is now 4050 per cast, which reduces to 3780 at rank IV of the base ability.Developer Comment:
- Elusive Mist (morph): This morph now grants Major Expedition and Major Evasion for 4 seconds after reappearing, rather than just Major Expedition.
- Blood Mist (morph):
This morph now causes you to deal damage around you and heal for the damage caused once every 2 seconds over 20 seconds after activating the ability, rather than once every second while active.
Increased the damage per tick by approximately 9%.This skill has been a wild ride for the past 8 years and while we tried to preserve the original skill as much as we could with the rework, we've run into far too many issues with how the skill was used and how it operated, and its current iteration doesn’t have enough use between all gameplay types. While it was a widely used skill and could be a lot of fun to play with, it was creating many unhealthy gameplay implications in both PvE and PvP and was being used in ways that didn't feel very Vampiric in nature. We've decided to go back to the drawing board to hit on what the original skill was trying to evoke in terms of feel and use. To try and retain the element of slipping into mist and evading attacks, we've shifted the skill into more of a movement-oriented ability, rather than a pure utility and defensive one, causing you to slip into mist temporarily to evade projectiles and make a hasty retreat or engage. The morphs still focus on the same options as well, where Elusive Mist doubles down on the slippery nature of the skill with bonuses and mitigation, while Blood Mist continues to reward those blood thirsty play styles with life steal. Also be wary of those pesky Fighters Guild attackers! They know how to get around all of these nasty new tricks.
Captain_OP wrote: »Vampire
Mist Form: This ability and its morphs are no longer a toggled ability that reduce your damage taken from players or grant crowd control immunity while active. Instead, they now teleport you to the position of your cursor, up to a maximum of 15 meters away, and reduce your damage taken from the next 3 projectiles by 100% while teleporting. Casting any of these abilities will increase the cost of the ability by 33% for 4 seconds. The base cost is now 4050 per cast, which reduces to 3780 at rank IV of the base ability.Developer Comment:
- Elusive Mist (morph): This morph now grants Major Expedition and Major Evasion for 4 seconds after reappearing, rather than just Major Expedition.
- Blood Mist (morph):
This morph now causes you to deal damage around you and heal for the damage caused once every 2 seconds over 20 seconds after activating the ability, rather than once every second while active.
Increased the damage per tick by approximately 9%.This skill has been a wild ride for the past 8 years and while we tried to preserve the original skill as much as we could with the rework, we've run into far too many issues with how the skill was used and how it operated, and its current iteration doesn’t have enough use between all gameplay types. While it was a widely used skill and could be a lot of fun to play with, it was creating many unhealthy gameplay implications in both PvE and PvP and was being used in ways that didn't feel very Vampiric in nature. We've decided to go back to the drawing board to hit on what the original skill was trying to evoke in terms of feel and use. To try and retain the element of slipping into mist and evading attacks, we've shifted the skill into more of a movement-oriented ability, rather than a pure utility and defensive one, causing you to slip into mist temporarily to evade projectiles and make a hasty retreat or engage. The morphs still focus on the same options as well, where Elusive Mist doubles down on the slippery nature of the skill with bonuses and mitigation, while Blood Mist continues to reward those blood thirsty play styles with life steal. Also be wary of those pesky Fighters Guild attackers! They know how to get around all of these nasty new tricks.
That sounds great, better then my idea. They keeped a damage reduction morph and dps morph, but removed the mechanic that could always break pve balancing. I think this will be refreshing for many builds and i hope the animations will feel vampiric aswell. I am looking forward to see this
Greek_Hellspawn wrote: »Imo the only changes vampire needs is to either reduce or completely remove the ability increase penalty, and make drain an actually useful ability, like a dot or a gap closer.
increase drain to 10 seconds, make it a tether.
suddenly way better.
improve the vampire sets along with reduce the non-vampire ability cost scaling and vampire will be in a good spot without being broken.
then its just making werewolves more viable
Akasha_Mei wrote: »@WraithShadow13
" Why does the vampire have ZERO health regen? In what world does that make sense? Wouldn't it make more sense if vampires had a mechanic more in line with the ring of the pale order? You get insane healing but you're dead, so others can't heal you, just the blood."
That's the GREAT MOST MISTAKE of the game. Everybody knows vampires drinks blood, AS WELL AS, VAMPIRE'S FAST REGENERATION OF WOUNDS.
No words to describe such unfitting figure they made of it in the game.
The thing vampire needs the most is a nerf to Undeath passive, its way way too strong.