Thevampirenight wrote: »xblackroxe wrote: »I don't get it why wouldn't you want to be stage 4 in the first place? Now you only have cost reduction which alone makes it 100% worthwhile to be in last stage. Honestly the "downsides" of vampire aren't really there. In pvp you heal yourself in pve you have a healer nobody cares about health regen. And the flame damage is not that bad as people think it its. Just put some more points into ele defender and you're good to go. The only real downside for vamps were camo hunter, dawnbreaker of smiting which got both nerfed in damage to vampires.Yolokin_Swagonborn wrote: »I think the RP'ers like it and they are a very loud bunch. So if we take it away from them now they will cry or something. It's great for RP, but for someone that uses bat swarm or mist as PvP skills, you will almost always be in stage 4. Just leave every stage as 6 hours and be done with it.
Frequent use of abilities can increase that 50% so 3 hours at least but 30min per use is silly.
Most pvpers stay at stage four, anyways, they get the most benfits from it.
Now with the dark brotherhood you will see more vampires. Or people switching from werewolf to vampire.
Mainly because of builds, and I guess more switching to vampire so they can dodge meteors and other undodgeable stuffs better.
I do think Dark Stalker Undeath should have been made a stage two thing, but undeath being better at stage four.
Vampires need their fangs!
I do think there will be more vampires then werewolves, werewolves more a stamina thing and I do think the pack leader change might bring more werewolves just for the pets they get, and more werewolf pvp maybe.
But I can see a lot more pvpers going vampire. Mainly for regen, mist and bats.
Also they show the health regen debuff now but I assume its the same its always been. So they really did not nerf vampire just changed what works in certain stages. So basically in order to have dark stalker work you must be stage four.
xblackroxe wrote: »Thevampirenight wrote: »xblackroxe wrote: »I don't get it why wouldn't you want to be stage 4 in the first place? Now you only have cost reduction which alone makes it 100% worthwhile to be in last stage. Honestly the "downsides" of vampire aren't really there. In pvp you heal yourself in pve you have a healer nobody cares about health regen. And the flame damage is not that bad as people think it its. Just put some more points into ele defender and you're good to go. The only real downside for vamps were camo hunter, dawnbreaker of smiting which got both nerfed in damage to vampires.Yolokin_Swagonborn wrote: »I think the RP'ers like it and they are a very loud bunch. So if we take it away from them now they will cry or something. It's great for RP, but for someone that uses bat swarm or mist as PvP skills, you will almost always be in stage 4. Just leave every stage as 6 hours and be done with it.
Frequent use of abilities can increase that 50% so 3 hours at least but 30min per use is silly.
Most pvpers stay at stage four, anyways, they get the most benfits from it.
Now with the dark brotherhood you will see more vampires. Or people switching from werewolf to vampire.
Mainly because of builds, and I guess more switching to vampire so they can dodge meteors and other undodgeable stuffs better.
I do think Dark Stalker Undeath should have been made a stage two thing, but undeath being better at stage four.
Vampires need their fangs!
I do think there will be more vampires then werewolves, werewolves more a stamina thing and I do think the pack leader change might bring more werewolves just for the pets they get, and more werewolf pvp maybe.
But I can see a lot more pvpers going vampire. Mainly for regen, mist and bats.
Also they show the health regen debuff now but I assume its the same its always been. So they really did not nerf vampire just changed what works in certain stages. So basically in order to have dark stalker work you must be stage four.
I honestly have to say I was surprised when I got to the skill changes. Never would have thought they'd get it that right. I really don't understand why people qq so much about the changes sorcs got their strongly needed nerf and I think it was the exact right decision as shieldstacking should not be possible, the only thing missing is cloak still needs a nerf (coming from a NB thats not using it anymore) its hust to strong.
But overall they did so much right.
Mistform is really good now its basically a shuffle with build in speed buff ( dont think the damage morph is worth it). Also I really like that now you can also profit from vamp in pve as you dont need abilities for regen anymore.
Eh, that's why you're supposed to have team members.Ethromelb14_ESO wrote: »How the hell does a vampire feed once they reach stage 4 during a dungeon, again?
dtm_samuraib16_ESO wrote: »Eh, that's why you're supposed to have team members.Ethromelb14_ESO wrote: »How the hell does a vampire feed once they reach stage 4 during a dungeon, again?
They are LUNCHPACKS...
In all seriousness though: the difference between being fed or not fed is exaggerated.
Ok, you get a few bonuses, but, are they that life depending?
Why wouldn't you ba stage 4 after the patch? They didn't change anything on the negative effects. And Mistform is strong, its the only ability besides blocking now that counters meteor. Also its basically a magicka shuffle with a plus (either damage or movement speed) Bats is one of the best aoe ultis for pvp and drain essence is a decent enough cc that its worth using at least as a dk.MornaBaine wrote: »The only thing I'm upset about is losing my sneak speed unless in Stage 4, which I will pretty much NEVER be in once this goes live. And I'm pretty darned upset about it. I am fine otherwise for the tradeoffs caused by the various Stages. Of course this change does nothing for the fact that vamp skills aren't worth slotting anyway nor for the fact that, IMO, the skill line remains unfinished.
The negative effects you have on vampire didn't get changed. You now also have 75% healthregen reduction, 25% more fire damage. Also the fg damage against vamp got nerfed so it will be a very good place for vampires after that patch.pjwb16_ESO wrote: »I read the patch notes, tho im quite unsure what i should think about the vamoire changes, they do have positive aspects like th new mist form and perma reg etc and no dawnbreaker but still its more damage youll take and invis bats still suck cause they wont make you invis 90% of the time and 25% more fore damage is really i dont know it feels kinda hard
people like you is the reason zos is so scared to make changes, will you PLEASE read the patch notes again? HOW ARE THEY SCREWING OVER VAMPIRES? they literally nerfed everything that countered them, please explain
Well see you just say again the abilities are worthless even though I just proved you wrong.MornaBaine wrote: »people like you is the reason zos is so scared to make changes, will you PLEASE read the patch notes again? HOW ARE THEY SCREWING OVER VAMPIRES? they literally nerfed everything that countered them, please explain
You're taking a specifically PvP view of the situation. And what is done to other skills does not really apply when discussing specifically vampire skills. The fact that they can't be one-shotted in Cyrodiil now does nothing to change the fact that vamp skills remain worthless and that we were just robbed of the one thing that sets vampires apart, namely our sneak speed, unless we're in Stage 4, which virtually everyone aside from PvPers who absolutely don't care what their characters look like really hates.
xblackroxe wrote: »The negative effects you have on vampire didn't get changed. You now also have 75% healthregen reduction, 25% more fire damage. Also the fg damage against vamp got nerfed so it will be a very good place for vampires after that patch.pjwb16_ESO wrote: »I read the patch notes, tho im quite unsure what i should think about the vamoire changes, they do have positive aspects like th new mist form and perma reg etc and no dawnbreaker but still its more damage youll take and invis bats still suck cause they wont make you invis 90% of the time and 25% more fore damage is really i dont know it feels kinda hard
Ethromelb14_ESO wrote: »Silver_Strider wrote: »Considering that they nerfed the only hard counters to Vampires, the Fighter's Guild Skill line, I don't particularly see a problem.
You're strictly thinking about it from an obvious PvP point of view. What about the PvE where 85% of the game is fire-based? How does NOT feeding, make sense, for a vampire to gain access to all their passives? Explain that.
pjwb16_ESO wrote: »xblackroxe wrote: »The negative effects you have on vampire didn't get changed. You now also have 75% healthregen reduction, 25% more fire damage. Also the fg damage against vamp got nerfed so it will be a very good place for vampires after that patch.pjwb16_ESO wrote: »I read the patch notes, tho im quite unsure what i should think about the vamoire changes, they do have positive aspects like th new mist form and perma reg etc and no dawnbreaker but still its more damage youll take and invis bats still suck cause they wont make you invis 90% of the time and 25% more fore damage is really i dont know it feels kinda hard
still the invis batsthey were my n1 reasn for vamp and now they dont make me invis anymore
Thevampirenight wrote: »You feed by sneaking, now with blade of woe, you have to feed more at range now.
So basically sneak and use x to feed.
notimetocare wrote: »But here, lets be more detailed:
Vampire
Dark Stalker: This passive ability now only functions when you are in Vampire Stage 4.Part of a change to the system, stage 4 is for fighting, stage 1 is for RPers. It has always been that way, it is just now enforced that way.
Drain Essence: This ability and its morphs now tick 3 times over their channel durations, down from 4, but their damage per tick has been increased and they now restore 20% of your missing health per tick to compensate.Same damage, less hits, more healing. This is bad?
Mist Form:
This ability and its morphs now remove previously applied snares and immobilizations, in addition to making you immune to any new ones while active.A buff that costs a bit more? Oh the horror
Increased the cost of this ability and its morphs by approximately 5%.
Updated the tooltip for this ability and its morphs to indicate it has always disabled your Magicka Recovery while active.
Poison Mist (Mist Form morph):
Renamed this morph to Baleful Mist.
In addition to the changes made to the base ability, this morph now ticks and deals damage every second instead of every 1.5 seconds, causing it to deal damage 1 additional time over its duration.Changed for CP balancing. More magic users are vamp than stam, especially among those using mist.
This morph now deals Magic Damage instead of Poison Damage.
Supernatural Recovery: This passive ability no longer requires a Vampire ability to be slotted, and now only functions when you are in Vampire Stage 2 or higher. Part of a change to the system, stage 4 is for fighting, stage 1 is for RPers. It has always been that way, it is just now enforced that way. Not to mention this is a buff because you no longer need a skill sloted, good for peopel that only used Bats or wanted their two skills on 1 bar.
Undeath: This passive ability now only functions when you are in Vampire Stage 3 or higher.Part of a change to the system, stage 4 is for fighting, stage 1 is for RPers. It has always been that way, it is just now enforced that way.
Vampirism:
Increased the timer to advance each Vampire Stage to 6 hours from 30 minutes, but casting any Vampire ability will advance this timer by 30 minutes. Feeding as a Vampire will continue to lower your Vampire Stage by 1.The whole system is a change that allows RPers to have their stage 1 while making players that want Stage 4 to not lose anything.
Vampire Stage benefits and penalties are now as follows:
Stage 1: 0% Flame Damage taken, 0% Vampire Ability cost reduction, 0% Health Recovery reduction
Stage 2: 15% Flame Damage taken, 7% Vampire Ability cost reduction, 25% Health Recovery reduction
Stage 3: 20% Flame Damage taken, 14% Vampire Ability cost reduction, 50% Health Recovery reduction
Stage 4: 25% Flame Damage taken, 21% Vampire Ability cost reduction, 75% Health Recovery reduction
Well actually stamina users use elusive mist a lot, as an alternative for blocking when out of stamina.
notimetocare wrote: »Part of a change to the system, stage 4 is for fighting, stage 1 is for RPers. It has always been that way, it is just now enforced that way.
If you cannot see the benefits of mist now being a sort of magicka version of retreating maneuvers with a 75% decrease to ALL incoming damage then you shouldn't play as vamp.
Are you trying to be a tank with vamp and maintain you health regen or something?
notimetocare wrote: »Ethromelb14_ESO wrote: »notimetocare wrote: »Ethromelb14_ESO wrote: »In the new patch notes is some real juxtaposition stupidity. Vamps can't gain access to all their true potential unless they STARVE themselves. That's ridiculous! Reverting to stage 1 is negated swiftly by the 36 times use of vampire abilities. So a 6 hour pseudo-transformation can be made moot with a potentially under two hour use of the very powers we're suppose to be able to use freely and innately.
How the hell does a vampire feed once they reach stage 4 during a dungeon, again?
Mist form is an already expensive ability, made even more expensive with the inclusion of non-snaring effects, which is something that should have been the case in the first place - since MIST CAN'T BE CAUGHT! WTH are they thinking? They just screwed my main character over for a stupid system design that makes no sense no matter how it's explained.
Yet werewolves are getting EFFING COMPANIONS, and an INCREASED TRANSFORMATION DURATION. WTF???
You are not very game design oriented are you? Vampires got buffed, WW Pack Leader got a major nerf with the stupid pets.
Please quote where you saw a nerfing of WWs. The lose of vampire passives is a major nerf when forced to be stage 4 and deal with 25% fire weakness and a minus 75% health recovery. Vampires are suppose to heal quickly. Where did you see the buff for being at stage 1 vampirism? Exactly, it doesn't exist. What is the point of stage 1 if not for players that DON'T want to use vampire abilities?
The trade off of duration increase on pack leader for weak pets is a nerf. As I stated, you dont understand game design. I could maintain WW for duration as high as 10 minutes with how Packleader was before (without eating corpses), now I only get crappy direwolves that die and dont rez for half the duration of WW.
Why would stage 1, that has no downsides, have buffs? Current stage 1 has buffs because you have all the negatives of vampire.
notimetocare wrote: »But here, lets be more detailed:
Vampire
Dark Stalker: This passive ability now only functions when you are in Vampire Stage 4.Anybody feeding to be at stage 1 is mostly likely not really intending to use the vampire abilities, but only want the supernatural recovery without the penalties.
Drain Essence: This ability and its morphs now tick 3 times over their channel durations, down from 4, but their damage per tick has been increased and they now restore 20% of your missing health per tick to compensate.This ability here is the only thing that is truly good. It should have included a passive for keeping a vampire fed during combat- not decrease the timer by 30 minutes towards stage 4
Mist Form:
This ability and its morphs now remove previously applied snares and immobilizations, in addition to making you immune to any new ones while active.Where was the logic in having mist be snared in the first place? It's cost was already over 4000 magicka. Now that it functions the way it should, they want to make it more expensive by 5%? That's like giving you a car without the steering wheel, and then when I finally include it, I raise the price like it's a special feature. If that's fair to you, something is wrong.
Increased the cost of this ability and its morphs by approximately 5%.
Updated the tooltip for this ability and its morphs to indicate it has always disabled your Magicka Recovery while active.
Poison Mist (Mist Form morph):
Renamed this morph to Baleful Mist.
In addition to the changes made to the base ability, this morph now ticks and deals damage every second instead of every 1.5 seconds, causing it to deal damage 1 additional time over its duration.I always thought this ability was weak in the to begin with and it still is. Perhaps CP will make a difference. We'll see...
This morph now deals Magic Damage instead of Poison Damage.
Supernatural Recovery: This passive ability no longer requires a Vampire ability to be slotted, and now only functions when you are in Vampire Stage 2 or higher. This might seem cool to the majority, but how can it be when you've lost access to all the passives that make one supernatural?
Undeath: This passive ability now only functions when you are in Vampire Stage 3 or higher.Players are suppose to have the freedom to RP at any stage they so choose, not have to be at stage 1 where they're cut off from all the cool things. All this just to appease the whining werewolves about having to transform while vamps are constant. Now vampires also have to transform - just differently.
Vampirism:
Increased the timer to advance each Vampire Stage to 6 hours from 30 minutes, but casting any Vampire ability will advance this timer by 30 minutes. Feeding as a Vampire will continue to lower your Vampire Stage by 1.This whole system here is stupid. And I guess we're not suppose to notice that the transformation to stage 4 is symbolic of the mark of the beast (666). With this new system a player preferring stage 1, has to feed every 6 hours. It is not logical that a player wanting to do this would bother using any vampire abilities that are only going to decrease this duration of time. So to maintain a less horrific form requires blood, but a full-blown vampire at stage 4, has no need to feed at all? So the role playing factor was completely removed from an advanced stage vampire player. A player is screwed no matter what they choose. Whether they want to be stage 1, mid-way, or 4 is a pick your poison scenario.
At 1 we are penalized with not having access to a damn thing that is cool, and the active abilities when used up to twelve times quicken a player's increased weakness to fire. It's like ZoS was saying don't use your powers if you want to look human, but if I want to role play by feeding occasionally and then revert back to full power, you have to stupidly cast an ability 12 times for a total of 36 to reach stage 4. Why couldn't it be an instantaneous change to symbolize a control over the transformation? That's like a vampire having to feed first in order to bare their fangs. And why the lopsided values? At stage 1, you may as well not even be called a vampire. At stage 2 through 4, I guess vampires aren't as proficient at using their abilities as they are at burning like a gasoline drenched log? We couldn't get a 75% vampire ability cost reduction to match that 100% EF-over we get when totaling 25% fire damage with 75% health regen decrease? How is this authentic to lore when vampires are suppose to regenerate quickly? Right! That's too much to ask because vampires have no affinity for the dark arts/magic? Where are the perks at stage 4, like being able to see the enemy better at night? Or an increased running speed exclusive to vampires while werewolves have the superior strength? Where's the pet thrall that a vampire should be able to summon so he/she can feed once again while dungeon delving? Don't tell me it can't be done as their busy charging $50 dollars for the convenience of a come-to-you vendor and smuggler. The design looks like it was done by someone from a high all the time paradigm. I don't care how many people are fooled by this nonsense.
Vampire Stage benefits and penalties are now as follows:
Stage 1: 0% Flame Damage taken, 0% Vampire Ability cost reduction, 0% Health Recovery reduction
Stage 2: 15% Flame Damage taken, 7% Vampire Ability cost reduction, 25% Health Recovery reduction
Stage 3: 20% Flame Damage taken, 14% Vampire Ability cost reduction, 50% Health Recovery reduction
Stage 4: 25% Flame Damage taken, 21% Vampire Ability cost reduction, 75% Health Recovery reduction
Ethromelb14_ESO wrote: »Silver_Strider wrote: »Considering that they nerfed the only hard counters to Vampires, the Fighter's Guild Skill line, I don't particularly see a problem.
You're strictly thinking about it from an obvious PvP point of view. What about the PvE where 85% of the game is fire-based? How does NOT feeding, make sense, for a vampire to gain access to all their passives? Explain that.