xblackroxe wrote: »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.
Not to forget that the best vamp counters got nerfed/changed so it affects all people (namely camo hunter, dawnbreaker).
So please tell me again how *** vamp is. I can see nothing but buffs to vampire this patch
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.
Ethromelb14_ESO wrote: »Unless I have mistaken something, you can now have access to 3 vampire skills with almost no downsides (only downside is +20% smug from FG skills). All the other details just make gameplay more interesting.
Yes, it would seem that way, but do the math as to how many, and for how long you'll be able to use your abilities before reverting back to stage 4. How often as needing to feed during a dungeon posed a problem for many? 75% decrease to health recovery PLUS a 25% fire weakness is way too much, in a game the has fire enemies predominantly. That's all I'm saying. 36 uses of vampire powers before that 6 hour timer doesn't mean crap.
It's like in order to maintain that 6 hour timer, we have to NOT use the vampire powers. That doesn't make sense.
WalkingLegacy wrote: »OPs Twilight feelings hurt?
Looks like they're trying to make being a Vamp more meaningful to me.
And I don't care for Vamp or Were' personally.
xblackroxe wrote: »LoLed at that. Who runs out of ressources and anything but long (5-10+ min) 1vX fights? Please show me a stamina guy that uses mist.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.
Oh and btw what does that say anyway? Everyone in pvp that uses vamp should be stage 4 anyway so whats your point?
xblackroxe wrote: »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
I know but that has nothing to do with the changes they made to vamp now. Its a bug or at least should be I hope zos didn't do that intentionally.
Everything that will change is a buff. Kappa
Ethromelb14_ESO wrote: »Unless I have mistaken something, you can now have access to 3 vampire skills with almost no downsides (only downside is +20% smug from FG skills). All the other details just make gameplay more interesting.
Yes, it would seem that way, but do the math as to how many, and for how long you'll be able to use your abilities before reverting back to stage 4. How often as needing to feed during a dungeon posed a problem for many? 75% decrease to health recovery PLUS a 25% fire weakness is way too much, in a game the has fire enemies predominantly. That's all I'm saying. 36 uses of vampire powers before that 6 hour timer doesn't mean crap.
It's like in order to maintain that 6 hour timer, we have to NOT use the vampire powers. That doesn't make sense.
Then I guess it's a good thing you weren't here when it was 50%. And yes the Malog Bal fight was a *** as a vampire back then... you know... before they started nerfing content.
Silver_Strider wrote: »...
In all the previous Elder Scrolls games, Vampires got more powerful the less they feed so as far as ESO goes, it's just sticking to the Lore of ES Vampires laid out by its predecessors.
...
Silver_Strider wrote: »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.
Considering that you already take 25% extra fire damage on live regardless of your Vampire Stage vs the change that makes that only possible on stage 4 vampire, what exactly is the problem? You don't get any negate being a low level vampire and gain all the powers/weakness at max level Vampire.
In all the previous Elder Scrolls games, Vampires got more powerful the less they feed so as far as ESO goes, it's just sticking to the Lore of ES Vampires laid out by its predecessors.
I have a friend that can feed on just about any enemy NPCs in dungeons. He can even feed on the 2nd boss of WGT as well as the prisoners in the room after fighting Ibomez in ICP so it's not impossible to lower your Vampire Stages in dungeons so your argument there is almost totally moot.
Which Vampire abilities are you even using in Dungeons anyways? Drain is crap as a damage move or a CC move, Mist has very limited uses in dungeons as it offers you virtually nothing apart from a mitigation buffer which shouldn't be largely required as very few adds hit hard enough to justify mitigating 75% of their damage anyways and the enraged Flesh Atronarchs of vICP can still one shot you thru it regardless. Bats is probably the only worthwhile move and even then, there are other Ultimates you can use.
Nothing you have stated seems remotely justified as to why Vampires are screwed.
Silver_Strider wrote: »...
In all the previous Elder Scrolls games, Vampires got more powerful the less they feed so as far as ESO goes, it's just sticking to the Lore of ES Vampires laid out by its predecessors.
...
If my recollection is correct, Vampirism stages began at Oblivion and continued into Skyrim.
In Daggerfall and Morrowind there were not stages, but vampires received additional benefits based on their bloodline.
In Daggerfall, a vampire was required to feed every 24 hours to be allowed to use the Rest or Loiter commands.
In Morrowind, a vampire was not required to feed, but lost the ability to heal HP pool on resting (but could heal it via spells or feeding)
Oblivion started the stage progression adding strength, but also counter-balanced that by implementing things like sun damage and being detested by NPCs (which were constant effects in Daggerfall and Morrowind).
xblackroxe wrote: »LoLed at that. Who runs out of ressources and anything but long (5-10+ min) 1vX fights? Please show me a stamina guy that uses mist.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.
Oh and btw what does that say anyway? Everyone in pvp that uses vamp should be stage 4 anyway so whats your point?
Why do you even assume that I am talking about PvP, lol?
Ethromelb14_ESO wrote: »Silver_Strider wrote: »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.
Considering that you already take 25% extra fire damage on live regardless of your Vampire Stage vs the change that makes that only possible on stage 4 vampire, what exactly is the problem? You don't get any negate being a low level vampire and gain all the powers/weakness at max level Vampire.
In all the previous Elder Scrolls games, Vampires got more powerful the less they feed so as far as ESO goes, it's just sticking to the Lore of ES Vampires laid out by its predecessors.
I have a friend that can feed on just about any enemy NPCs in dungeons. He can even feed on the 2nd boss of WGT as well as the prisoners in the room after fighting Ibomez in ICP so it's not impossible to lower your Vampire Stages in dungeons so your argument there is almost totally moot.
Which Vampire abilities are you even using in Dungeons anyways? Drain is crap as a damage move or a CC move, Mist has very limited uses in dungeons as it offers you virtually nothing apart from a mitigation buffer which shouldn't be largely required as very few adds hit hard enough to justify mitigating 75% of their damage anyways and the enraged Flesh Atronarchs of vICP can still one shot you thru it regardless. Bats is probably the only worthwhile move and even then, there are other Ultimates you can use.
Nothing you have stated seems remotely justified as to why Vampires are screwed.
Dude, you just stated my points for me in your last paragraph. Vampires are a vanity experience - nothing more. None of their abilities are actual play friendly, functional or worth their cost.
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.
Gothlander wrote: »I'm glad Vampires got nerfed. I think its stupid that in order to be viable in pvp you have to be a vamp? Everyone is a vamp. Being a vamp should be cosmetic only or don't make it a must have.
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.
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???
scorpiodog 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???
There there, there there
Here's a hanky
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.
I have never seen any stamina build use mist. Never.