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Vampire 3.0

  • mmtaniac
    mmtaniac
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    They should change Undeath to armor or remove health regen debuff and change undeath to health regen the less hp you have the more you have.
  • Captain_OP
    Captain_OP
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    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.
    • 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%.
    Developer Comment:
    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 :)
    Edited by Captain_OP on January 31, 2023 12:17PM
  • Vevvev
    Vevvev
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    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.
    • 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%.
    Developer Comment:
    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 :)

    Animation hasn't changed at all, at least not yet, but the effects do linger afterwards.

    The lingering effects reminds me how I used to block cancel Mistform before Greymoor for the Major Expedition buff. Blood Mist actually looks a bit more useful as they took the AoE damage ring and made it linger to.

    I was thinking if they went down this route to have Bloodmist deal damage in a line and heal for the damage done, but I actually kinda like this more.
    Edited by Vevvev on January 31, 2023 7:04PM
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Thecompton73
    Thecompton73
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    dsalter 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

    I think you mean Vampire set, there is only 1 in the game that specifically effects Vamps.

  • Akasha_Mei
    Akasha_Mei
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    @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.
    Kind Regards,Akasha Mei
  • kriegwar13
    might wanna change the animation as well of eviscerate. staff or any weapon along side the "clawing" doesnt make any sense. it destroys the immersion.

    at least make it left hand claw instead.

    they might also fix the venomous claws of DK to left hand as well.
  • kriegwar13
    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.

    ----

    Lamae bal. Burnt to crisp turns out regenerated and murders the nomads. they invalidate their own lore lmao.
  • olsborg
    olsborg
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    The thing vampire needs the most is a nerf to Undeath passive, its way way too strong.

    PC EU
    PvP only
  • Perashim
    Perashim
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    I just want Blood Scion's appearance to be changed.

    Thing looks like a rubber daedric suit rather than a vampiric ascension.
    "...and storms shall sunder the skies, and war will tear the world apart, and the dead shall rule the lands."
  • Vevvev
    Vevvev
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    olsborg wrote: »
    The thing vampire needs the most is a nerf to Undeath passive, its way way too strong.

    If that happens they need to redo the entire vampire skill line. That passive is a necessity for the health consuming playstyle the skill line is designed around as the spammables are designed around getting the most out of them by being low HP, and there's an ability designed around siphoning your health which helps in controlling your HP.

    If Undeath gets nerfed there needs to be compensations somewhere else in the skill line or it's just as worthless as Werewolf. Only kind of nerf that'd make sense would be to make the damage reduction not apply to flame damage, but then we'd further double down the current dragonknight meta.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • GrimStyx
    GrimStyx
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    Make the vampire lord's set more play-oriented through his ultimate, and make the ultimate more easily accessible and much more powerful. Make it switchable and with the ability to regenerate ultimate points directly in this form, with the addition of their own features for each vampire skill, and improve the siphon link, or completely redo it, it is extremely weak and no one plays with it, perhaps zos is generally worth reviewing the entire vampire branch, but I liked the teleport option, it remains only to redo everything else
    Edited by GrimStyx on February 11, 2023 5:23AM
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