It would add to the gameplay as much as BE, and what BE adds is "do not fight sorc who is able to press BE at least twice in a row". Unless you happen to be sorc too.
Elusive mist?? that ability seems useless!:/ all i have to do when someone uses it is follow them while continuesly pressing my impale button. they will eventually run out of magic, and i still get my kill.
i feel bad for you:(
It would add to the gameplay as much as BE, and what BE adds is "do not fight sorc who is able to press BE at least twice in a row". Unless you happen to be sorc too.
@JamilaRaj Well personally I've never had all that much trouble with BE. I consider it 'part of the game' and so if someone uses it to get away - well I don't cry over spilt milk. I count it as a win (because if he hadn't used it I would've won) and move along.
It would add to the gameplay as much as BE, and what BE adds is "do not fight sorc who is able to press BE at least twice in a row". Unless you happen to be sorc too.
@JamilaRaj Well personally I've never had all that much trouble with BE. I consider it 'part of the game' and so if someone uses it to get away - well I don't cry over spilt milk. I count it as a win (because if he hadn't used it I would've won) and move along.
It's not getting away what am I concerned about, but getting away and back again, resetting combat and effectively cherry pick wins and discard loses, at least when facing other classes.
And there are actually people abusing this ad nauseam, even though they would typically babble about situational awareness instead of resetting combat.
IMO, what vampires need is an actual reason to feed. Make the fire weakness scale with your vampirism stage. Then it would be an actual choice. Also make each stage last longer.
It would add to the gameplay as much as BE, and what BE adds is "do not fight sorc who is able to press BE at least twice in a row". Unless you happen to be sorc too.
@JamilaRaj Well personally I've never had all that much trouble with BE. I consider it 'part of the game' and so if someone uses it to get away - well I don't cry over spilt milk. I count it as a win (because if he hadn't used it I would've won) and move along.
It's not getting away what am I concerned about, but getting away and back again, resetting combat and effectively cherry pick wins and discard loses, at least when facing other classes.
And there are actually people abusing this ad nauseam, even though they would typically babble about situational awareness instead of resetting combat.
As I said: that was my personal take on it. If you're looking for my objective response you should look to the paragraph after the one you quoted, which goes along the lines of "it seems to be intentional, it seems to fulfill its purpose efficiently, and so it seems that BE is working correctly".
Again - personally: I agree that they may be cherry picking their wins, but from a different view I have seen these guys lose in 1v1s even after escaping. It's not a matter of "a skill that allows you to escape makes you indestructible". As you say, if you engage someone in a 1v1 and they BE away and then return, "resetting combat", well my question is if you won once against the guy why not twice? If he runs away again and comes back a third time and loses again, well does it even matter if the 4th time he comes back to you, he kills you? You demonstrated your superiority once, twice, heck three times. Who cares about the craven sod who thinks he's good.
Lastly: we are going of on a tangent. I am not here to discuss BE, I am here to discuss Elusive mist. The two share similarities and parallels, but it would be a mistake to say we shouldn't buff Elusive mist because BE is game-breaking. Elusive mist can be rooted, and if you are snared before going into elusive mist you will be snared while moving. There is a fundamental difference between the two skills and that is that BE teleports the player, and Elusive mist only increases their movement speed. Becausee it only effects the players movement speed you can still stop the player from escaping through roots and snares.
This is a damn near perfect balance. Well done.phreatophile wrote: »The implementation of Vampires in this game is severly lacking.
They need to be not just more fun but a lot more interesting.
Appearance, advantages, and disadvantages should scale based on stage and stages ought to last far longer. The health regen debuff should switch to a buff when in the dark.
The nerfs that we've had so far (are we up to 4 nerfs yet or is it 5?) were all misguided in that the problem: constant batswarm spam, would have been better dealt with by addressing broken Ultimate gain synergies.
Regarding the stages, If I could design it:
Stage 1 lasts 2 hours. Appearance is fully mortal(think Verandis Ravenwatch when you first meet him, he had a tan and normal eyes, or Heloise Menoit who is unrecognizable as a vampire when you meet her). Fire debuff 25%. All regens normal.
Stage 2 lasts 3 hours. Appearance deteriorates. Fire debuff 35%. All regens buff/debuff by 20% in darkness/daylight.
Stage 3 lasts 4 hours. Appearance further deteriorates. Fire debuff 45%. All regens buff/debuff by 30% in darkness/daylight. 'Straightlaced' questgivers/merchants shun you.
Stage 4 lasts. Appearance is fully undead. Fire debuff 55%. All regens buff/debuff by 40% in darkness / daylight. Everybody who isn't undead themselves, won't trade with you. Fighter's Guild and Guards attack you on sight.
Remove cost reduction of vampire abilities entirely or at least from Swarm Ult.
The whole thing takes 9 hours (1.5 ingame days) which makes sense for feeding.
This would make vampires far mor interesting to play.
You want to look mortal and play mortal, eat somebody.
A vampire wouldn't be much of a threat in daylight, but a terror in the dark.
The effect that cost reduction had is better handled with higher regens since these are soft/hard capped and cost reduction is not. (harder to abuse)
There are real problems that come with stage 4, and real advantages in certain circumstances.