Seems like bye bye to having vampire for passives (recovery/mitigation), and bye bye for having vamp for ANYTHING but basically roleplaying as a vampire (because you surely can't do anything effectively with those 5 skills (gonna double bar them, or what do they really think)?
Add to that the "improvement for disabled people", meaning zero resource return for heavy attacks - Cyrodiil at least will be pretty void of vampires. I guess we will see occasional roleplayers attacking civilians around cities, to have the guards chase them etc.
I'm open for change all day long, but when it's like constant "turning things upside down", it gets really tiresome. I can't understand how ZOS thinks it's ok to constantly drastically change everything about the game. It's like them admitting they were wrong from start, and then when they buff/nerf same abilities again, it's like saying "we have no clue of what we are doing, but we will keep fiddling with these numbers until it gets right".
20% cost increase of non-vampire abilities? Holy h**l....
Seems like bye bye to having vampire for passives (recovery/mitigation), and bye bye for having vamp for ANYTHING but basically roleplaying as a vampire (because you surely can't do anything effectively with those 5 skills (gonna double bar them, or what do they really think)?
Add to that the "improvement for disabled people", meaning zero resource return for heavy attacks - Cyrodiil at least will be pretty void of vampires. I guess we will see occasional roleplayers attacking civilians around cities, to have the guards chase them etc.
I'm open for change all day long, but when it's like constant "turning things upside down", it gets really tiresome. I can't understand how ZOS thinks it's ok to constantly drastically change everything about the game. It's like them admitting they were wrong from start, and then when they buff/nerf same abilities again, it's like saying "we have no clue of what we are doing, but we will keep fiddling with these numbers until it gets right".
20% cost increase of non-vampire abilities? Holy h**l....
You don't think you are over reacting a little bit buddy? I mean, these are not even confirmed numbers and none of us have gotten to actually test how this works. People always panic when they look at the numbers on paper before seeing how things work in practice. You don't have to be stage four or three vampire, I bet a lot of builds will sit at lowers stages for a ability or two. Also where are you getting no sustain from you basic attacks from? It moved from heavy to light, its still there.
I bet vamp builds are going to be stronger for magicka players then you think, I already got a lot of ideas I want to try for my magicka toons.
Seems like bye bye to having vampire for passives (recovery/mitigation), and bye bye for having vamp for ANYTHING but basically roleplaying as a vampire (because you surely can't do anything effectively with those 5 skills (gonna double bar them, or what do they really think)?
Add to that the "improvement for disabled people", meaning zero resource return for heavy attacks - Cyrodiil at least will be pretty void of vampires. I guess we will see occasional roleplayers attacking civilians around cities, to have the guards chase them etc.
I'm open for change all day long, but when it's like constant "turning things upside down", it gets really tiresome. I can't understand how ZOS thinks it's ok to constantly drastically change everything about the game. It's like them admitting they were wrong from start, and then when they buff/nerf same abilities again, it's like saying "we have no clue of what we are doing, but we will keep fiddling with these numbers until it gets right".
20% cost increase of non-vampire abilities? Holy h**l....
You don't think you are over reacting a little bit buddy? I mean, these are not even confirmed numbers and none of us have gotten to actually test how this works. People always panic when they look at the numbers on paper before seeing how things work in practice. You don't have to be stage four or three vampire, I bet a lot of builds will sit at lowers stages for a ability or two. Also where are you getting no sustain from you basic attacks from? It moved from heavy to light, its still there.
I bet vamp builds are going to be stronger for magicka players then you think, I already got a lot of ideas I want to try for my magicka toons.
Why would anyone think they are overreacting?
I've been playing this game for long enough, to know that "this is not final", usually means it is final. More or less, with small exceptions. Maybe they won't go through with EXACTLY this, but let's say they remove Supernatural Recovery altogether, and "only" add 10% cost increase to non-vampire abilities?
How many out of a 100 players do you think will keep vampirism on their characters, if the only reason they got it was because of extra recovery, maybe partly for mitigation on low health? I'm all for more or less including a whole new "class" into the game, but this is something that's been in the game from like start, and so many even paid for this (back in the days "in game gold", and even more have paid crowns for it), and now many or frankly most will need to remove it?
It's like "Yeah, I got vampire on these toons for extra recovery, but now I got 20% (or lets's say 10%, just not to "overreact") cost increase instead - that's awesome for sustain!", right?
EDIT: BEST solution of all, would be if you needed to do some quest AS a vampire, to get this new updated skill line/passives, just like in Skyrim. IF this was the case, I would say "Bloody awesome! Great work ZOS!" (pun intended). I might want a "vampire lord" vampire or two, but when I've got vampire on a toon solely to support weak recovery, this is like a joke.
Seems like bye bye to having vampire for passives (recovery/mitigation), and bye bye for having vamp for ANYTHING but basically roleplaying as a vampire (because you surely can't do anything effectively with those 5 skills (gonna double bar them, or what do they really think)?
Add to that the "improvement for disabled people", meaning zero resource return for heavy attacks - Cyrodiil at least will be pretty void of vampires. I guess we will see occasional roleplayers attacking civilians around cities, to have the guards chase them etc.
I'm open for change all day long, but when it's like constant "turning things upside down", it gets really tiresome. I can't understand how ZOS thinks it's ok to constantly drastically change everything about the game. It's like them admitting they were wrong from start, and then when they buff/nerf same abilities again, it's like saying "we have no clue of what we are doing, but we will keep fiddling with these numbers until it gets right".
20% cost increase of non-vampire abilities? Holy h**l....
You don't think you are over reacting a little bit buddy? I mean, these are not even confirmed numbers and none of us have gotten to actually test how this works. People always panic when they look at the numbers on paper before seeing how things work in practice. You don't have to be stage four or three vampire, I bet a lot of builds will sit at lowers stages for a ability or two. Also where are you getting no sustain from you basic attacks from? It moved from heavy to light, its still there.
I bet vamp builds are going to be stronger for magicka players then you think, I already got a lot of ideas I want to try for my magicka toons.
Why would anyone think they are overreacting?
I've been playing this game for long enough, to know that "this is not final", usually means it is final. More or less, with small exceptions. Maybe they won't go through with EXACTLY this, but let's say they remove Supernatural Recovery altogether, and "only" add 10% cost increase to non-vampire abilities?
How many out of a 100 players do you think will keep vampirism on their characters, if the only reason they got it was because of extra recovery, maybe partly for mitigation on low health? I'm all for more or less including a whole new "class" into the game, but this is something that's been in the game from like start, and so many even paid for this (back in the days "in game gold", and even more have paid crowns for it), and now many or frankly most will need to remove it?
It's like "Yeah, I got vampire on these toons for extra recovery, but now I got 20% (or lets's say 10%, just not to "overreact") cost increase instead - that's awesome for sustain!", right?
EDIT: BEST solution of all, would be if you needed to do some quest AS a vampire, to get this new updated skill line/passives, just like in Skyrim. IF this was the case, I would say "Bloody awesome! Great work ZOS!" (pun intended). I might want a "vampire lord" vampire or two, but when I've got vampire on a toon solely to support weak recovery, this is like a joke.
Man, it sounds like you are just mad because you lost your 10% recovery, the new vampire stuff looks really strong to me, and it fixes a big problem with the skill line, that being, people only picking it up for the recovery. It's a whole skill line and if only one passive is what anyone wants then thats a bad skill line. Just wait dude, when you get crushed by a vampire in a few hits because they got all these stackable damage buffs running, you'll turn this bus you are on around then. With all that damage the increase to cost makes sense to me, 20% might be a bit much, but I won't know that until I get my hands on it to test it. I am honestly more worried about the weapon damage that one skill gives, cause it's going to make execute stam builds even more powerful.
I don't understand why players who took vampirism only for the regen buff, are now pretending to actually care about playing as vampires.
They're trying to make vampirism into a play style that you only take if you specifically build for it. And that's how it should be. They're shoehorning it more into the PvP side of things (no wonder when you see who's responsible for combat), though.
Apart from that, I very much applaud the loss of these passives that made players take vampirism even though they had absolutely no interest in playing as a vampire.
I am uncertain what to think of this.
Yes, vampire will have strong passives as it stands. But 20% cost increase is beyond comprehension.
A Werewolf has a rounded moveset that is fine to be used without class abilities. It works.
But vampire's abilities are not solitary at all. They add things to your class, but you could never do without them. Vampire does not make up for the loss of class abilities.
I have expected a maximum of 8% cost increase from this. Even this would have forced me to reconsider. But 20% settles it. Even 15% settles it for me. Magicka classes already have super expensive abilities and struggle with sustain.
TX12001rwb17_ESO wrote: »TX12001rwb17_ESO wrote: »Maybe they should remove the healing reduction or at least reverse it, why would a Vampire not heal after drinking blood? hell in Skyrim the Vampire Lord healed 1000 points of health for drinking blood but here our healing stops?
That makes no sense at all.
Health regen hast always been low on vamps, and you could work around it, 100% is too much tho. There need to be drawbacks, but people need to be objective here. There shouldn't be so many drawbacks that your character is completely hobbled
So 20% fire weakness and a 20% cost increase is not enough?
Infact why do we get more pale by feeding, uhh we were pale because of lack of blood not because of too much blood.
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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.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.
That is in no way balanced. Werewolf does not have half of the negatives vampires will get. See Above post.
Vampire has a toggle which gives 900 - 1800 spell and weapon damage alongside giving 300 spell damage when coming out of mist.
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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.
Curious_Death wrote: »Supernatural nerfs to best and unique combat mechanics will make game more attractive to masses, and makes loyal veterans game-less
Curious_Death wrote: »Supernatural nerfs to best and unique combat mechanics will make game more attractive to masses, and makes loyal veterans game-less
The massive negative effects and the shoehorning of us into using only the vamp skills is not unique, it'll make allvamp toons feel exactly the same. Hopefully these do not go live as is. Otherwise everyone playing vamp will use the exact same skills.
I think all the players that are complaining about the 20% (not final) increase to ability cost are getting tunnel vision. Everything in this game must come with a trade off, and vampirism is the same way, otherwise you are going to get too much power and everyone becomes shoehorned into it. The nice thing about vampire is their ability to increase or decrease the amount of kiss curses that they currently have. There is a lot of moving parts here so let me try and break down what is going on.
Numbers are pre-beta and subject to change:
Stage 1:
Pros:
-Gain acces to All Vampire abilities (-10% cost).
-Ignore the Movement Speed penalty of Sneak.
-Decreases the time it takes to enter Sneak by 50%.
Cons:
-Health Recovery: -10%
-Flame Damage Taken: +5%
-Regular Ability Costs: +5%
Stage 2:
Pros:
-Gain acces to All Vampire abilities (-20% cost).
-Ignore the Movement Speed penalty of Sneak.
-Decreases the time it takes to enter Sneak by 50%.
-When you leave Sneak, invisibility, or Mist Form you Spell Damage is increased by 300 for 6 seconds.
Cons:
-Health Recovery: -40%
-Flame Damage Taken: +10%
-Regular Ability Costs: +10%
Stage 3:
Pros:
-Gain acces to All Vampire abilities (-30% cost).
-Ignore the Movement Speed penalty of Sneak.
-Decreases the time it takes to enter Sneak by 50%.
-When you leave Sneak, invisibility, or Mist Form you Spell Damage is increased by 300 for 6 seconds.
-Reduces your damage taken by up to 30% based on your missing Health.
Cons:
-Health Recovery: -70%
-Flame Damage Taken: +15%
-Regular Ability Costs: +15%
Stage 4:
Pros:
-Gain acces to All Vampire abilities (-40% cost).
-Ignore the Movement Speed penalty of Sneak.
-Decreases the time it takes to enter Sneak by 50%.
-When you leave Sneak, invisibility, or Mist Form you Spell Damage is increased by 300 for 6 seconds.
-Reduces your damage taken by up to 30% based on your missing Health.
-Reduces the cost of Sprint by 50%.
-If you continuously Sprint for 3 seconds you automatically become invisible.
Cons:
-Health Recovery: -100%
-Flame Damage Taken: +20%
-Regular Ability Costs: +20%
Stage 5: Night Scion (Ultimate) 20s, Jumps to this stage.
Pros:
-Gain acces to All Vampire abilities (-40% cost).
-Ignore the Movement Speed penalty of Sneak.
-Decreases the time it takes to enter Sneak by 50%.
-When you leave Sneak, invisibility, or Mist Form you Spell Damage is increased by 300 for 6 seconds.
-Reduces your damage taken by up to 30% based on your missing Health.
-Reduces the cost of Sprint by 50%.
-If you continuously Sprint for 3 seconds you automatically become invisible.
-Instantly heal to full Health and increasing your Max Health, Magicka, and Stamina by 10000 for 20 seconds.
-You heal for 33% of all damage you deal and you can see enemies through walls.
Summary:
Vampirism should be a choice, if you choose to be at stage 4 (a true monster) you should be embracing the vampire skills more than your mortal skills, this offsets their cost increase.
It is your job as the player to figure out the cost of your disease and which stage suits your currect gamplay the best, or even if it is worth being CURSED.
Even if I embrace all the vampire skills on my mag sorc, I still have to use 50 percent of my normal abilities, which will prohibitive expensive. There is no justification for the cost increase of that magnitude.
Even if I embrace all the vampire skills on my mag sorc, I still have to use 50 percent of my normal abilities, which will prohibitive expensive. There is no justification for the cost increase of that magnitude.
You are being overly dramatic. If 50% of your skills cost 20% more, but the other 50% cost 40% less, your overall resource drain may actually decrease. It depends on how often you use each skill of course, but nobody is forcing you to be at stage 4. You have access to all vampire skills at stage 1, for a measly 5% penalty to your non-vamp skill costs.
Vampirism shouldn't be used for passives in the first place and the rest forgotten about. I am glad they removed it if you don't like it get cured IMO. Sorry.
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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.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.
That is in no way balanced. Werewolf does not have half of the negatives vampires will get. See Above post.
Copied from another post
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.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.
That is in no way balanced. Werewolf does not have half of the negatives vampires will get. See Above post.
All these numbers are pre PTS. Y’all should relax and at least let greymoor get to the PTS before raging over the numbers. They are ridiculous but they’re pre PTS once again and ZOS said themselves “they aren’t balanced”. This is exactly why they didn’t want them leaked. Now everyone’s going crazy
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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.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.
That is in no way balanced. Werewolf does not have half of the negatives vampires will get. See Above post.
All these numbers are pre PTS. Y’all should relax and at least let greymoor get to the PTS before raging over the numbers. They are ridiculous but they’re pre PTS once again and ZOS said themselves “they aren’t balanced”. This is exactly why they didn’t want them leaked. Now everyone’s going crazy
So now well worded , thought out posts are raging and going crazy, and cool and collected responses are screeching? Smh.
Copied from another post
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.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.
That is in no way balanced. Werewolf does not have half of the negatives vampires will get. See Above post.
All these numbers are pre PTS. Y’all should relax and at least let greymoor get to the PTS before raging over the numbers. They are ridiculous but they’re pre PTS once again and ZOS said themselves “they aren’t balanced”. This is exactly why they didn’t want them leaked. Now everyone’s going crazy
So now well worded , thought out posts are raging and going crazy, and cool and collected responses are screeching? Smh.
All I’m saying is there is alot of overreaction on this thread to numbers that are PRE PTS. They’re in no way final numbers. Give ZOS time to balance and us play test it then pass judgment.
20% increase cost huh... so they should feel 20% more powerful right?
I mean that's how they balanced werewolves and Everyone thought that was fair am I right???
@Chrlynsch lolol
From what I understand bone of the values we see are final. However it begs the question why were they so lopsided in the first place 😬