Emma_Overload wrote: »
Thevampirenight wrote: »Emma_Overload wrote: »
I believe its the new passives and to balance them out.
When you leave Sneak, invisibility, or Mist Form you Spell Damage is increased by x for 6 seconds.
then there is this one.
While you are at Vampire Stage 4
Reduces the cost of Sprint by 50%.
If you continuously Sprint for 3 seconds you automatically become invisible.
Then of course there is the undeath passive.
Basically three good passives one great for spell casters one great for tanking and one great for ganking or gettting away.
Allows you to feed on an unsuspecting target, killing them increasing your Vampire Stage. Higher Stages make you a strong Vampire at the cost of your humanity. Stages decrease over long periods of time.
Stage 1/2/3/4
Health Recovery: -10%/-40%/-70%/-100%
Flame Damage Taken: +5%/+10%/+15%/+20%
Regular Ability Costs: +5%/+10%/+15%/+20%
Vampire Ability Costs: -10%/-20%/-30%/-40%
These numbers will be likely be changed up by the greymoor pts build but they could be the same as well.
By the looks of it they want vampires to have enough draw backs so everyone doesn't become them for their passives and abilties.
So these were taken from an older version of the greymoor build it was one they allowed players to access to but it was not the recent one from what I'm understanding so these numbers are likely not final. Or even would be the actual numbers.
So we will have to wait and see.
Ok, disclaimer, zos told the testers that they should grey out numbers because they were not balanced, but someone, do not know who it is, didn't and so, here we are with the 20 % cost.
But it's extremely unlikely it will go through like that.
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Im generally ok with everything that is being done. But the cost increase is insane. Vampires are in lore masters of magic and combat. The Health regen debuff, removal of resource increase, and health regen debuffs are way more than enough downside to taking vampirism.
The way it is now with the cost increase flies in the face of what ZoS mission statement of trying to increase the variation of builds and build diversity. This will force -everyone- to use ONLY the vampire skills. It will destroy magicka toons across the board.
Our abilities already cost more than Stamina abilities
Our abilities are already weaker by default than stamina abilities
Regen is MUCH more important for magicka builds
This will also shoehorn magicka classes, who by nature are more ranged than stamina, to fight in close quarter combat. How on earth am I supposed to play a vampire magsorc? A loss of 10 percent of my resource recovery, an increase of 20 percent cost for all my abiltiies ( this includes ultimates too ) and a loss of 78 percent of my damage from my light attacks will not only cripple my mag sorc, it will cripple my mag dk, AND my magblade as well. This absolutely destroys any build diversity when it comes to vampire toons.
I can deal with the light attack changes if they follow @code65536 's suggestions, I can deal with the loss of the 10 percent regen, but this cost increase to my abilities....as a vamp player since day 1 because I LOVE vampires in general, will be the straw that breaks the camels back. The nail in the coffin. The last straw.
If the cost increase of normal abilities goes through, I will see no choice but to simply play 1 toon, because all my toons will be using the same ultis, and the same skills 50 percent of the time.
@ZOS_GinaBruno , The mission statement is " play how you want ", but this, this is not that. You simply cannot be viable with an increase of 20 percent to all your active abilities. Neither in pvp, or pve. If this goes through itll be " play how you want, unless youre a vampire, then you HAVE to use these skills " .
ALSO, the removal of the ability to use skins is COMPLETELY unacceptable. I spent a LOT of money of the years trying to get certain skins, and for them to just say, oh well , now..... thats beyond reprehensible.
That is in no way balanced. Werewolf does not have half of the negatives vampires will get. See Above post.
I'm sure the numbers will change but I still don't like the idea of increasing the cost of non vamp abilities. It would be nice to finally have a good cc on magcro and magden but not if the cost increase stays anywhere near 20%
If the cost increase of normal abilities goes through, I will see no choice but to simply play 1 toon, because all my toons will be using the same ultis, and the same skills 50 percent of the time.
The resource increase was always why people took vampirism when they had no interest in being vampires. Sad as I am to lose it, fine, take it, but the increase in skill cost? At that percentage there would have to be a massive pay back to the combat capabilities of the character to offset that and a melee attack more suited to roleplayers is not it.
I love the invisibility sprint and the mist form, but unless I can use mist form as a type of lesser invisibility, I don’t see why I’d ever be let into a trial group if I’m found to be a vampire.
20% is just too much.
Edit: in agreement with another poster, why is it even there? The health and fire damage aren’t enough? Raise those!
The resource increase was always why people took vampirism when they had no interest in being vampires. Sad as I am to lose it, fine, take it, but the increase in skill cost? At that percentage there would have to be a massive pay back to the combat capabilities of the character to offset that and a melee attack more suited to roleplayers is not it.
I love the invisibility sprint and the mist form, but unless I can use mist form as a type of lesser invisibility, I don’t see why I’d ever be let into a trial group if I’m found to be a vampire.
20% is just too much.
Edit: in agreement with another poster, why is it even there? The health and fire damage aren’t enough? Raise those!
ne.ga.kurai_ESO wrote: »If it's anything more than 1%/2%/3%/4% or 2%/4%/6%/8% they are out of their *** minds. Sustain already makes this game not fun in noCP.
From uncensored screenshots from the playtest of Greymoor some content creators got to do recently. They only had limited time playing there, so we don't know everything yet, but we know the new sets, the vamp abilities and passives, how antiquities work, what the overland map looks like, some incomplete details of the trial bosses and the new PvP siege weapon is called a "Magicka lance" which I assume is the one shown in the original ESO trailer "The Siege" that destroyed the walls, the one the elf was strapped onto. It will probably look a bit different but that's something you could call "the magicka lance". That's just my speculation though.
Some other speculation, admittedly with screenshots to back it up, are Werewolf buffs, that HackTheMinotaur revealed, although as I understand it, he was not part of the group that got to test Greymoor...
According to him, pounce has a second component that adds an execute dot bleed when cast again, major brutality is always on while the healhowl is slotted, the healhowl heals way more now and scales with max health and when it's used at full health it restores stamina instead, the fear howl gives major savagery when slotted, the attackhowl deals bonus damage all the time when attacking an enemy in front of you instead of only when the enemy is feared.
Bradyfjord wrote: »Perhaps crafted sets like Magnus and Seducers will help some builds?