Vampire
Blood Frenzy:
This ability and its morphs now grant a stack of up to 30 Weapon and Spell Damage rather than 600 upfront, up to a maximum of 10 stacks.
Decreased the tick frequency to 2 seconds, down from 1 (haha inverse math!) so the ability drains Health slower.
The health cost now increases by 250 Health per stack, rather than 20% of the cost of the skill with no cap.
Reduced the initial cost to 700, down from 1980.
Simmering Frenzy (morph): This morph now increases the Weapon and Spell Damage granted to a maximum of 40 per stack, rather than adding 66 Weapon and Spell Damage each second the ability is toggled on with no cap.
Sated Frenzy (morph): This morph now also reduces the ramping cost of the ability to 200 per stack, down from 250.
Maybe a stupid way to remove fire staff DK gank build?
They nuked this skill for the rest of PvP applications. 10 stacks with 2 sec each, so 20 sec, to reach 60% of previous first second WD bonus? All this time losing health and no cross-heals?
I guess it's now a PvE-only tool, and weak one at that.
To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
“I'm not upset that you lied to me, I'm upset that from now on I can't believe you.”
― Friedrich Nietzsche
To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
Not in this game. They've always historically preferred a nice, flat, homogenized playing field. They've never been big fans of the end game community in general.
Maybe a stupid way to remove fire staff DK gank build?
They nuked this skill for the rest of PvP applications. 10 stacks with 2 sec each, so 20 sec, to reach 60% of previous first second WD bonus? All this time losing health and no cross-heals?
I guess it's now a PvE-only tool, and weak one at that.
unholy_nox wrote: »To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
Not in this game. They've always historically preferred a nice, flat, homogenized playing field. They've never been big fans of the end game community in general.
That's true , endgame community gives less income. It's way easier to please casual players.
Pleased casual player most likely will spend more money on game.
unholy_nox wrote: »To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
Not in this game. They've always historically preferred a nice, flat, homogenized playing field. They've never been big fans of the end game community in general.
That's true , endgame community gives less income. It's way easier to please casual players.
Pleased casual player most likely will spend more money on game.
unholy_nox wrote: »To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
Not in this game. They've always historically preferred a nice, flat, homogenized playing field. They've never been big fans of the end game community in general.
That's true , endgame community gives less income. It's way easier to please casual players.
Pleased casual player most likely will spend more money on game.
Almost all of us have ESO+ because the craft bag is too juicy to pass up, we buy crown crates, we buy the houses, we buy the mounts and the costumes. We spend just as much as anyone else, but we also find and bring to light the majority of the bugs because we're experimenting intensely with every set and skill to find the best dmg output and playing every single aspect of this game in all content, and we hold them to a level of accountability that the rest of the community might otherwise miss. I'll be the first to admit we're a pain in the tush for them and probably make a lot more work for them than they'd like. We demand a little more for our money.
You mistaken Molag Bal with Clavicus Vile , Molag Bal has always rewarded who's willingly and faithfully fulfilled his biddings. Vampire in lore always considered way superior to mortals(magically and physical) and the only weakness they had was Sunlight.Toying with mortals by through gifted rewards is more Clavicus Vile thing and always was.unholy_nox wrote: »To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
Not in this game. They've always historically preferred a nice, flat, homogenized playing field. They've never been big fans of the end game community in general.
That's true , endgame community gives less income. It's way easier to please casual players.
Pleased casual player most likely will spend more money on game.
It is possible to not be a casual and also value wanting lore to be consistent in the universe. Molag Bal "often deceives those he deals with, and has no trouble waiting exceedingly long periods of time for his plans to come to fruition," so you deal with Molag's power by being a vampire, enjoy the increased damage for some time, and it comes back to bite you.
To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
I don't know how the math shakes out, but as a not-fan of the current Vampire I agree with the stated reasons.
(Not defending any particular mathematical change or otherwise)
It is very difficult to use the skill in PvE situations because of the health drain, and it is also borderline (or obviously) overpowered in certain PvP or specialized group situations.
Obviously bringing down the one performant skill and not bringing UP the rest of them results in a net nerf.
The rest of vampire still needs a re-do.
Finedaible wrote: »To me the bad part wasn’t the nerf, but the Dev comment.
“This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.”
Is skilled gameplay and understanding combat encounters not supposed to be rewarded? And the Bahsei nerf was also upsetting to see.
I don't even care about the change honestly, but that comment was mildly disturbing. If there's one thing combat in this game is sorely lacking is avenues for player creativity and identity, but they just keep cutting out anything that deviates from the norm. This is why all the classes feel the same and use all the same sets. They are so focused on spreadsheet balance that they can't think of anything else.