Austinseph1 wrote: »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.
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.
brandonv516 wrote: »Austinseph1 wrote: »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.
That's the problem though. Providing buffs with little drawback makes it a skill line that everyone has to have to really compete.
I used to have Vampire on all my characters too because of the sustain (and also when RaT wasn't a thing). It shouldn't feel like a requirement.
NMA is an example of this right now. Nothing comes close for what you get out of the set - and a 5% increase on 1 bar is a drop in the bucket for a drawback.
No idea really, have to see how it plays and how comfortable it is. 20% is a lot, but I’d try and use as many vampire abilities as possible on classes that have abilities that don’t cost mag or stam: warden, NB and necro.
itscompton wrote: »I think 6-8% would be a good compromise. I watched a video earlier and managed to screen cap the tooltips as they flashed by and if they stay were they are at vamp will be strong.
Cold Blood will max out at at 10 sec giving 1920 w&s damage while costing 1728 hps.
Blood Mist is 1044 magic per second toggle, reduces damage by 75%, does 2437 damage in 5m radius, heals for all damage caused. Gives immovable buff.
Stupify costs 2925 and is 7 meter cone stun that lasts five seconds and snares 53% for another 5 after.
Brain Drain 3 second channel, cost 3343 magika does 16416 damage heals 60% missing health and restores 20% missing magicka with 22 meter range.
Bat Scion cost 256 ult last 20 seconds, gives 10K max magic, stam, health buff, heals to full on activation, heals for 33% all damage done and bats do 2571 damage to "nearby" enemies. No range given in tooltip but from video looks to be 6-8 meters.
150?75 percent health regen loss and 150 percent extra damage from fire is a pretty big draw back for a measely 10 percent regen which usually is like 180 regen when it comes down to it.
Point is if it’s 20% now at stage 4 there’s a reason. Likely stage 1 is for just passives or not really vampire play, stage 4 is for people who want to play a vampire.
150?75 percent health regen loss and 150 percent extra damage from fire is a pretty big draw back for a measely 10 percent regen which usually is like 180 regen when it comes down to it.
It's really not. The health regen is a non-issue anyway - you have healers for that. Health regen on a typical DD is so negligible in combat that the -75% doesn't matter. And for the fire damage - either you get healed through it, or you juggle a few Maras around for specific content.
And someone else didn't get the memo that there is PvE in this game.
You can't claim that these debuffs are a "big drawback" and the regen bonus is "measly" when they're not for the majority of players.
Yet the people who complained about vamps say 10 percent is hugely op, yet say 20 percent debuff in cost is ok. It's hypocrisy at its finest. ✌️ . Luckily the Devs already stated the 20 % number was wrong. So enjoy.
And someone else didn't get the memo that there is PvE in this game.
You can't claim that these debuffs are a "big drawback" and the regen bonus is "measly" when they're not for the majority of players.
Yet the people who complained about vamps say 10 percent is hugely op, yet say 20 percent debuff in cost is ok. It's hypocrisy at its finest. ✌️ . Luckily the Devs already stated the 20 % number was wrong. So enjoy.
I've been thinking... Why not tie the non vampire ability cost increase to that vampire ability that gives you the spell/weapon damage?