What maximum cost increase in abilities would you tolerate for the new vampire stage 4?

VoidCommander
VoidCommander
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We obviously don’t have a lot of information as to the specifics numbers of the vampire abilities, but it is easy to see that they have very high potential if used correctly. That being said however, just how much of a cost increase to your skills could you handle before you feel being a vampire stage 4 would simply not even be worth considering?

What maximum cost increase in abilities would you tolerate for the new vampire stage 4? 118 votes

1-5%
34%
GilvothYukon2112Tanis-StormbinderArelothAnhedonieFeizaoBrrrofskivicius1981SnowZeniaMindcr0wBananaKr3donk125xNinchiTVSpiderKnightTyharIcy_WafflesOrjixTranquilizerHellmasker 41 votes
6-10%
33%
GrymmoireMotownMurderFaulgorShadowHvowild_kmacdb16_ESOtechnohicIdinuseSaelentLord-Ottoitscomptonku5hpod88kkthankyouratRatzkifalDrdeath20YamensteinIrfindEverstormTolinoSpartabunny08 39 votes
11-15%
8%
santhoranb16_ESOVoidCommanderVevvevXDark_One13gamergirldkStaticWaveTheRedRavenTRValenortsaescishoeshinerSuligost 10 votes
15-20%
11%
AektannTX12001rwb17_ESOVaranaRokkar8brandonv516susmitdsQbikenred_emuUnified_GamingRaptorRodeoGodValueDriftIskiabNoxavianYandereGirlfriend 14 votes
21-25%
0%
Cuddler 1 vote
+26%
11%
vailjohn_ESOMalthorneactoshNyladreasRaddlemanNumber7BRCOURTNTommy_The_GunSshadowSscaleMizaelThannazzarTelvanniWizardjoergingerNevidyra 13 votes
  • Hamish999
    Hamish999
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    None, I'll probably cure all my vamps. These changes look meh at best.
    PC-EU
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  • Paradisius
    Paradisius
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    6-10%
    Id be fine with a 10% total cost increase, The 20% at stage 4 that we saw was from a build where we are not supposed to see those values due to improper balance, so having it go live as 20% is very minuscule.
  • relentless_turnip
    relentless_turnip
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    I'll probably just wait until they release numbers...
  • jaws343
    jaws343
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    I would except 100% if the vampire skills were worthwhile to put a build together around.
  • Tommy_The_Gun
    Tommy_The_Gun
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    +26%
    It does not matter much, if they don't work when I spam the button multiple times...
  • VoidCommander
    VoidCommander
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    11-15%
    jaws343 wrote: »
    I would except 100% if the vampire skills were worthwhile to put a build together around.

    The new vampire has tons of skills tailored for magicka dps builds. Question is ultimately going to be if we can afford the ability cost increase
  • Vevvev
    Vevvev
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    11-15%
    For starters having normal abilities cost more at stage 1 is just silly in my opinion, but I feel like 15% should be the stage 4 cap. Not too brutal and should be how it scales if stage 1 had no increases or decreases in ability costs.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • TheFM
    TheFM
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    1-5%
    We obviously don’t have a lot of information as to the specifics numbers of the vampire abilities, but it is easy to see that they have very high potential if used correctly. That being said however, just how much of a cost increase to your skills could you handle before you feel being a vampire stage 4 would simply not even be worth considering?

    5-7.

    Anything over that is way too much. People said ten percent regen was op, well then charging anything over 7 percent is too heavy of a nerf.

    Luckily the most recent preview builds are at 5-7 percent for level four. And that's tolerable / borderline
  • TheFM
    TheFM
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    1-5%
    Vevvev wrote: »
    For starters having normal abilities cost more at stage 1 is just silly in my opinion, but I feel like 15% should be the stage 4 cap. Not too brutal and should be how it scales if stage 1 had no increases or decreases in ability costs.

    So ten percent extra regen is op, but a 15 percent cost increase is ok.

    That's totally objective.

    Luckily the cost will be most likely between 5-7
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
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    9999%
  • Anhedonie
    Anhedonie
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    1-5%
    But probably 0%. Already have sustain issues as it is. Unless ZOS adds sustain to that broken class called necromancer.
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  • Vevvev
    Vevvev
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    11-15%
    TheFM wrote: »

    So ten percent extra regen is op, but a 15 percent cost increase is ok.

    That's totally objective.

    Luckily the cost will be most likely between 5-7

    When have I ever stated the regeneration is OP? You might have me confused for someone else.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • RaddlemanNumber7
    RaddlemanNumber7
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    +26%
    The Vampire's sweet kiss must be balanced with a vicious curse, otherwise it will be irresistible.
    PC EU
  • ne.ga.kurai_ESO
    ne.ga.kurai_ESO
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    My main is a stamblade since 2016. It's the only class I like to play even with all the nerfs. I won't play the class w/o the Dark Stalker passive. If it's more than 4-5% I'm just going to play FF7(RM) until New World is out. It's really that simple.

    Dark Stalker should have gone into Legerdemain and replaced with something else.
  • Starlock
    Starlock
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    6-10%
    Some background context.

    My vampire character is an exiled ashlander who uses martial weapons because that's what makes sense for his background. He is not, however, a stamina character, which means in terms of game mechanics he is using the "wrong" weapon type for his stat allocation. I am able to get this to work fairly well, but he does not have the ability to restore resources with his weapon attacks. Any increase to the cost of his abilities is therefore a lot more problematic for him than for any of my other characters.

    I have no interest keeping him at Stage 4 (I typically keep him at 1 or 2 presently), but if he was at stage four, anything beyond about a 10% increase would start to be a significant problem for him. If he used a staff, pushing to 20% wouldn't really be an issue, but again, he's a magicka character who uses martial (stamina) weapons and can't recover resources with them.
  • Banana
    Banana
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    1-5%
    I feel a cure coming on.
  • Mindcr0w
    Mindcr0w
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    1-5%
    To me, from a dps standpoint, it depends on how worthwhile the abilities that do damage and/or increase damage end up. Potentially including multiple vamp abilities at greatly reduced cost in a rotation could go a long way to make up for the increased cost on the non vamp abilities.
    Edited by Mindcr0w on April 3, 2020 5:59PM
  • TheFM
    TheFM
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    1-5%
    Vevvev wrote: »
    TheFM wrote: »

    So ten percent extra regen is op, but a 15 percent cost increase is ok.

    That's totally objective.

    Luckily the cost will be most likely between 5-7

    When have I ever stated the regeneration is OP? You might have me confused for someone else.

    If we still had the regent it would be ok at ten percent, but losing our regen and paying ten percent more is too much. Maximum should be 7 tops, but since we lost our regen, there is no reason to have any increase really. 5 is the only tolerable amount really., 7 is pushing it.
  • Dusk_Coven
    Dusk_Coven
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    If they make the tradeoff too good it'll just be another BiS thing people mindlessly get. Leave it high as long as there are other VAMPIRE abilities that are useful.
    The Vampire skill list is about being a VAMPIRE, it should not be about meta.
  • Vevvev
    Vevvev
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    11-15%
    TheFM wrote: »

    If we still had the regen it would be ok at ten percent, but losing our regen and paying ten percent more is too much. Maximum should be 7 tops, but since we lost our regen, there is no reason to have any increase really. 5 is the only tolerable amount really, 7 is pushing it.

    I was just going off the stuff we saw and calculating from there. I personally would like it if they scrapped the ability cost increase/decrease all together and added a reduced healing received debuff instead. Would make it harder to keep up with the vampire's powerful health cost ability while not destroying people's ability to sustain.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • TheFM
    TheFM
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    1-5%
    Vevvev wrote: »
    TheFM wrote: »

    If we still had the regen it would be ok at ten percent, but losing our regen and paying ten percent more is too much. Maximum should be 7 tops, but since we lost our regen, there is no reason to have any increase really. 5 is the only tolerable amount really, 7 is pushing it.

    I was just going off the stuff we saw and calculating from there. I personally would like it if they scrapped the ability cost increase/decrease all together and added a reduced healing received debuff instead. Would make it harder to keep up with the vampire's powerful health cost ability while not destroying people's ability to sustain.

    They could simply reintroduce the 75 percent health regen debuff and be done with it imo. I was totally fine with that. It was enough that you couldnt really be a health regen tank, but not enough that you couldnt work around. I feel like they went a bit too debuff heavy, but will reserve final judgement for pts. I really wish they wouldnt have released those special builds to certain streamers , all they did was cause, once again , extra stress for no reason. :/
  • preevious
    preevious
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    Hard to tell, really.

    But as is, it may not be a big deal.

    Get to stage 4, toggle the stuff that add 2k spell damage, put structured entropy somewhere in your rotation as your self heal, never toggle it off .. profit !

    It seems pretty insane to me. It might be well worth the added sustain problems.
  • TheFM
    TheFM
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    1-5%
    Dusk_Coven wrote: »
    If they make the tradeoff too good it'll just be another BiS thing people mindlessly get. Leave it high as long as there are other VAMPIRE abilities that are useful.
    The Vampire skill list is about being a VAMPIRE, it should not be about meta.

    Its not about being meta, its about balance. We already lost our regen, and we know there will be an increased cost to normal abilities, even at 5 percent it would be a big enough deterrent that meta players using new moon acolyte would not use it. 10 percent is too much, for me the compromise would be 7 percent. Will really have to wait and see. Every class should be viable with vampire builds, because even if we use all the vamp skills, we still have to rely on 50 percent of our skills being class or weapon skills. Anything over 7 percent, would hurt a lot.

    My favorite example is mag sorc, it has to be used at range, it just cannot be in melee range and hope to compete with melee builds, so we would at most use 2-4 of the new abilities, and would still need to use our heavy hitting class abilities in order to be useful, and we should also be able to be stage four.
    Edited by TheFM on April 3, 2020 6:44PM
  • Vevvev
    Vevvev
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    11-15%
    TheFM wrote: »

    They could simply reintroduce the 75 percent health regen debuff and be done with it imo. I was totally fine with that. It was enough that you couldnt really be a health regen tank, but not enough that you couldnt work around. I feel like they went a bit too debuff heavy, but will reserve final judgement for pts. I really wish they wouldnt have released those special builds to certain streamers , all they did was cause, once again , extra stress for no reason. :/

    75% percent as it is on live is way better than the 100% we saw on the demo videos. If you have 0 healing abilities slotted that basically means at stage 4 if you get hurt you'll always be at that level. Some people might see it as a bug or something.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • TheFM
    TheFM
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    1-5%
    Vevvev wrote: »
    TheFM wrote: »

    They could simply reintroduce the 75 percent health regen debuff and be done with it imo. I was totally fine with that. It was enough that you couldnt really be a health regen tank, but not enough that you couldnt work around. I feel like they went a bit too debuff heavy, but will reserve final judgement for pts. I really wish they wouldnt have released those special builds to certain streamers , all they did was cause, once again , extra stress for no reason. :/

    75% percent as it is on live is way better than the 100% we saw on the demo videos. If you have 0 healing abilities slotted that basically means at stage 4 if you get hurt you'll always be at that level. Some people might see it as a bug or something.

    The most " recent " demo video had the health regen loss only at 10 percent, and the fire damage at 15. So all these numbers are pretty unreliable atm. Different videos are showing different percentages. I really wish they would release a statement at this point at minimum.
  • Vevvev
    Vevvev
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    11-15%
    TheFM wrote: »

    The most " recent " demo video had the health regen loss only at 10 percent, and the fire damage at 15. So all these numbers are pretty unreliable atm. Different videos are showing different percentages. I really wish they would release a statement at this point at minimum.

    True, and then we got that one IGN video titled "Greymoor's New Vampire Abilities are Devastating" and the guy struggled to kill a simple bear. Then again it was clearly obvious that guy didn't even know how to play ESO but still....
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • ShadowHvo
    ShadowHvo
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    6-10%
    TheFM wrote: »
    Vevvev wrote: »
    TheFM wrote: »

    If we still had the regen it would be ok at ten percent, but losing our regen and paying ten percent more is too much. Maximum should be 7 tops, but since we lost our regen, there is no reason to have any increase really. 5 is the only tolerable amount really, 7 is pushing it.

    I was just going off the stuff we saw and calculating from there. I personally would like it if they scrapped the ability cost increase/decrease all together and added a reduced healing received debuff instead. Would make it harder to keep up with the vampire's powerful health cost ability while not destroying people's ability to sustain.

    They could simply reintroduce the 75 percent health regen debuff and be done with it imo. I was totally fine with that. It was enough that you couldnt really be a health regen tank, but not enough that you couldnt work around. I feel like they went a bit too debuff heavy, but will reserve final judgement for pts. I really wish they wouldnt have released those special builds to certain streamers , all they did was cause, once again , extra stress for no reason. :/

    Reintorduce..? Isn't stage 4's new health recovery completely eliminated?

    I believe I read that it was -100% health recovery.
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  • ZeroXFF
    ZeroXFF
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    I'm actually not concerned about the maximum cost increase at stage 4, and more concerned about the minimum cost increase at stage 1. I don't mind the advantages coming with disadvantages when I'm playing solo, but I don't want to be holding my group back when I'm raiding.
  • Austinseph1
    Austinseph1
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    1-5%
    Honestly anything over 5 and all mine will get a cure, I got vampires BECAUSE they help sustain, now I doubt it's even worth it for rp reasons.. cost increases are dumb.
  • idk
    idk
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    I am not saying I am thrilled about the increase in cost but I will answer when I can do provide my informed opinion.
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