NightbladeMechanics wrote: »TheDoomsdayMonster wrote: »@NightbladeMechanics
Are you the rep for Vampirism? If so, I have a concern that I think should be brought to the Dev teams attention...
The concern is the combat effectiveness of Accelerating/Invigorating Drain during PvP...
In the last year, these abilities have seen significant nerfs; they are now dodgable and their stuns no longer go through block...
Given the risk involved in using these abilities (12m range, vulnerability to being bashed, 3 seconds of doing nothing else other than channeling the ability) should these nerfs exist?
Sure, you can activate the ability and immediately cancel out of it (and get the benefit of the 3 second Hard Stun), but doing that:
1) completely negates the damage its supposed to do...
2) negates the healing you're supposed to get...
3) as pertains Invigorating Drain, you miss out on the entire purpose of the morph which is to generate Ultimate (I currently slot Accelerating Drain over Invigorating largely because of this; at least if you cancel out of Accelerating, you still get the Minor Expedition buff)...
Given the above, is it possible that these nerfs can be undone? Or at the very least, can these abilities be buffed somehow to make up for the combat effectiveness that they have lost?
Noted. One of the main pain points for vamp so far has been lack of compelling active abilities. Lots of folks want buffs for drain and baleful mist and more active abilities to use. I do not see these being a high priority for zos in the near future, but they're on the list.
I Feel that the 25% extra flame damage that the Vampires take is a bit excessive, and irrational.
25% is so much damage, plus the low health recovery.
I feel that Vampirism should be looked at, and the 25% flame damage should be 10-15% at most.
25% is just not fair. Seeing as how flame staffs already deal direct damage, and light and heavy attacks scale so much better of Max Magicka, vampires take way to much damage during this Summerset patch.
TheDoomsdayMonster wrote: »@NightbladeMechanics
One more thing, there is a Bug present as pertains to Devouring Swarm that I have been periodically bringing to the Devs attention since March 1st that needs to be resolved; the details are located here:
https://forums.elderscrollsonline.com/en/discussion/398561/bug-with-devouring-swarm-tooltip-champion-point-interaction-ps4#latest
I Feel that the 25% extra flame damage that the Vampires take is a bit excessive, and irrational.
25% is so much damage, plus the low health recovery.
I feel that Vampirism should be looked at, and the 25% flame damage should be 10-15% at most.
25% is just not fair. Seeing as how flame staffs already deal direct damage, and light and heavy attacks scale so much better of Max Magicka, vampires take way to much damage during this Summerset patch.
1) Not enough vampirism skills.
Vampires have various abilities in TES
TES Legends have a few blood magic spell cards:
Corpse Curse - which shackles opponents and so in ESO could be a snare or CC
Gargoyle - Summon a gargoyle
2) Release the vampire lord polymorph! Whether its a polymorph, a transformation like werewolf or a skin from a dungeon, give it to us please!
Thanks for listening to us either way
AlphaWolfBeast wrote: »1. Add Vampire lord form a horrifying bat beast form as a vampire ultimate.
2. Add a regular human skin in the crown store that will hide vampirism.
XZS2JHub17_ESO wrote: »1. Needs more active skills.
2. Active and some passive skills need a change.
The payoff for 75% health recovery reduction and 25% more flame damage is not good. You get dark stalker and.. 10% stam and magicka recovery.. ok..? I'm literally only a vampire becuase of dark stalker. I dont think the current pay off is worth it. The skills are rather useless, with the exception of mist form for tanks.
LukosCreyden wrote: »My thoughts on vampirism:
1) The appearance change is a tad too much. Stage 1 looks fine, but it gets a bit too crazy on stage 4. Tattoos and markings do not work correctly on a vampire.
2) Vampirism should be more role-defining. For example, when one plays a werewolf, they have specifically built their character around being a werewolf. For vampires, the choice is usually made to become one for the passives or for mist.
"This is my magDK build. I am a vampire for extra magicka regen and mist." - This is not how it should be.
"This is my Vampire build. I am a magDK because..." - This is how it SHOULD be.
3) Vampire Lord transformation - this is something that I feel should be visited into. It'd give magicka players their own "version" of werewolf, whilst also allowing people to build specifically for it, just like werewolf players do. As it stands, the current skill selection for vampires are far too limited and quite mediocre.
Overall, vampire feels like a necessity rather than a choice, like when werewolf offered a stamina regen buff, even without it being slotted. Vampirism should be something picked up by choice and built around.
Flame_of_Hades wrote: »
lets take a look at WW in pvp. Because people are forced too/can build around WW, its horrifying to fight. even when a total noob turns into a WW its one of those moments of "run!!!" or "drop everything, he needs to die, NOW, or we are all dead."