I think vampire abilit cost decrease shout be in strengths.
Apologies, you're absolutely right. That is an error on my part. I'll edit it right away.50% sprint cost reduction - use set like cowards gear and you are freaking unkillable. You can run forever with speed of light having major protection and vampire resistances and after 6s you vanish - new meta for disengage
Sorry but I think that 10% increased cost on all non vampire abilities is minimum.
Personally I find this particular argument rather weak, as that still is a synergy that requires a 5pc set-bonus to be equipped and maintained, thus you favor fleeing/survivability over other types of sets.
Truly that would be no different as to how existing builds are capable of creating synergy between their abilities and sets. Invulnerable Tanks for one comes to mind.
I agree that it is a very strong passive, but I believe that is precisely why it is at stage 4, and thus it indeed should have approbiate weaknesses. I just don't believe that increased cost in regular ability is the right one.
Yes of course 20% is to much as I said but 5% is to low and you can't ignore all the rest I have wrote. New passives are very powerful and give vampire bonuses of few 5pc sets, all you would have to do if the negative effect would be just 5% is to equip alteration mastery and here you go. You have all the new vampire toys without any new drawbacks just usual health regen and fire damage debuf.
Don't get me wrong I have few vampire characters but I wouldn't like to be forced to became vampire because its mandatory to stay competitive. It has to be choice with consequences and the new strengths are far more powerful than just 5% cost increase on non vampire skills.
think of what that would mean for healers in trials. All of their healing is less effective because the DDs are vampires. That wouldn't work. Vampires wouldn't be allowed into trials anymore because nobody could heal them up. So it would have to be restricted to selfhealing received.
thankyourat wrote: »
In PvE the regen is leaving and no one is going to be using mist form for the damage increase. sneak passives are completely useless in trials so there will be no benefit to being a vampire in PvE anymore. But the extra fire damage and cost increase will make going vampire have no benefits while still have having weaknesses. I’m not understanding the thought process behind adding a cost increase
I think vampire abilit cost decrease shout be in strengths.
Apologies, you're absolutely right. That is an error on my part. I'll edit it right away.50% sprint cost reduction - use set like cowards gear and you are freaking unkillable. You can run forever with speed of light having major protection and vampire resistances and after 6s you vanish - new meta for disengage
Sorry but I think that 10% increased cost on all non vampire abilities is minimum.
Personally I find this particular argument rather weak, as that still is a synergy that requires a 5pc set-bonus to be equipped and maintained, thus you favor fleeing/survivability over other types of sets.
Truly that would be no different as to how existing builds are capable of creating synergy between their abilities and sets. Invulnerable Tanks for one comes to mind.
I agree that it is a very strong passive, but I believe that is precisely why it is at stage 4, and thus it indeed should have approbiate weaknesses. I just don't believe that increased cost in regular ability is the right one.
Yes of course 20% is to much as I said but 5% is to low and you can't ignore all the rest I have wrote. New passives are very powerful and give vampire bonuses of few 5pc sets, all you would have to do if the negative effect would be just 5% is to equip alteration mastery and here you go. You have all the new vampire toys without any new drawbacks just usual health regen and fire damage debuf.
I think vampire abilit cost decrease shout be in strengths.
Apologies, you're absolutely right. That is an error on my part. I'll edit it right away.50% sprint cost reduction - use set like cowards gear and you are freaking unkillable. You can run forever with speed of light having major protection and vampire resistances and after 6s you vanish - new meta for disengage
Sorry but I think that 10% increased cost on all non vampire abilities is minimum.
Personally I find this particular argument rather weak, as that still is a synergy that requires a 5pc set-bonus to be equipped and maintained, thus you favor fleeing/survivability over other types of sets.
Truly that would be no different as to how existing builds are capable of creating synergy between their abilities and sets. Invulnerable Tanks for one comes to mind.
I agree that it is a very strong passive, but I believe that is precisely why it is at stage 4, and thus it indeed should have approbiate weaknesses. I just don't believe that increased cost in regular ability is the right one.
Yes of course 20% is to much as I said but 5% is to low and you can't ignore all the rest I have wrote. New passives are very powerful and give vampire bonuses of few 5pc sets, all you would have to do if the negative effect would be just 5% is to equip alteration mastery and here you go. You have all the new vampire toys without any new drawbacks just usual health regen and fire damage debuf.
I don't understand the weird obsession with 5pc in your post. Ashen Grip, Rattlecage and Senche's Bite also have 5pc bonuses. Does not mean that they are any good though.There are several hundreds of sets in the game. A couple dozens of them are considered good. Your average 5pc bonus is actually very likely to be awful.
And at the same time you are completely ignoring that equipping Alteration Mastery comes with the opportunity cost of equipping a different 5pc (sic!) set.
After you consider that those new and "very powerful" passives have no use in dungeons/trials (the only type of content where "everyone is a vampire for regen" holds true) I don't see why those passives justify a completely unreasonable cost increase. In PvP, where those passives actually can shine, extra flame damage is already good enough of a deterrent to prevent people from even considering vampire.
I think vampire abilit cost decrease shout be in strengths.
Apologies, you're absolutely right. That is an error on my part. I'll edit it right away.50% sprint cost reduction - use set like cowards gear and you are freaking unkillable. You can run forever with speed of light having major protection and vampire resistances and after 6s you vanish - new meta for disengage
Sorry but I think that 10% increased cost on all non vampire abilities is minimum.
Personally I find this particular argument rather weak, as that still is a synergy that requires a 5pc set-bonus to be equipped and maintained, thus you favor fleeing/survivability over other types of sets.
Truly that would be no different as to how existing builds are capable of creating synergy between their abilities and sets. Invulnerable Tanks for one comes to mind.
I agree that it is a very strong passive, but I believe that is precisely why it is at stage 4, and thus it indeed should have approbiate weaknesses. I just don't believe that increased cost in regular ability is the right one.
Yes of course 20% is to much as I said but 5% is to low and you can't ignore all the rest I have wrote. New passives are very powerful and give vampire bonuses of few 5pc sets, all you would have to do if the negative effect would be just 5% is to equip alteration mastery and here you go. You have all the new vampire toys without any new drawbacks just usual health regen and fire damage debuf.
I don't understand the weird obsession with 5pc in your post. Ashen Grip, Rattlecage and Senche's Bite also have 5pc bonuses. Does not mean that they are any good though.There are several hundreds of sets in the game. A couple dozens of them are considered good. Your average 5pc bonus is actually very likely to be awful.
And at the same time you are completely ignoring that equipping Alteration Mastery comes with the opportunity cost of equipping a different 5pc (sic!) set.
After you consider that those new and "very powerful" passives have no use in dungeons/trials (the only type of content where "everyone is a vampire for regen" holds true) I don't see why those passives justify a completely unreasonable cost increase. In PvP, where those passives actually can shine, extra flame damage is already good enough of a deterrent to prevent people from even considering vampire.
300 spell/weapon damage is huge buff, especially when you have many ways of multiplying it. Another part currently undead scales from 50% hp, meaning it works only on really low hp, new one looks like it will be working from 100% hp, that's huge, at 50% you get 2x minor protection or half of major protectio, next thing 50% sprint cost reduction, can you imagine how powerful it is? Look at LA/MA passives, not even close to this. No snare in sneak is already very good passive and it is moved to stage one, which will make it very desirable for almost any ganker because drawbacks are minimal. And the cherry at the top. Invisibility. It's wet dream for sorcs and anyone who wants easy disengage. 6s is not that long, it's duration of one sorc shield.
So please explain me how all of those new powers should be balanced if even now people decide to play as vampire without those awesome passives?
I will tell you what I'm going to do and most of the players will do the same if the cost increase will be just 5%. I'll drop one of my offensive sets and slot alteration mastery, because thanks to 300spell damage I can do it without worrying about big damage loss. And now I get many new shiny toys without any cost beyond what we have now, I can fed up to be able to play PvE or drop my stage for PvP, but not becoming a vampire in this scenario is simply stupid. If you want to see everyone running as vampire than please be my guest lower the cost increase to those 5%, just don't cry when ZOS will come with nerf hammer destroying vampires completely.
10-15% is the lowest cost of non-vampiric skills I could imagine. Besides all people says about OP skills but I can imagine someone use blood craze-drop his health and I can just spam executioner from 2h (2 shots each 6-7k with my 30k health - good luck with that little 300 spell dmg) xDDD
thankyourat wrote: »
In PvE the regen is leaving and no one is going to be using mist form for the damage increase. sneak passives are completely useless in trials so there will be no benefit to being a vampire in PvE anymore. But the extra fire damage and cost increase will make going vampire have no benefits while still have having weaknesses. I’m not understanding the thought process behind adding a cost increase
You are absolutely right. So far I have only seen it from a pvp perspective. Vampire is indeed quite useless in pve, passive wise.
BUT you have blood frenzy and eviscerate, granting immense amounts of damage. Every DD will want to have blood frenzy. Over 2k weapon or spell damage from 1 skill? Only fools will not want to be a vampire. So actively, Vampire is much better in pve than it is right now. You will not have competitive dps as a non-vampire, I theorize.
I think vampire abilit cost decrease shout be in strengths.
Apologies, you're absolutely right. That is an error on my part. I'll edit it right away.50% sprint cost reduction - use set like cowards gear and you are freaking unkillable. You can run forever with speed of light having major protection and vampire resistances and after 6s you vanish - new meta for disengage
Sorry but I think that 10% increased cost on all non vampire abilities is minimum.
Personally I find this particular argument rather weak, as that still is a synergy that requires a 5pc set-bonus to be equipped and maintained, thus you favor fleeing/survivability over other types of sets.
Truly that would be no different as to how existing builds are capable of creating synergy between their abilities and sets. Invulnerable Tanks for one comes to mind.
I agree that it is a very strong passive, but I believe that is precisely why it is at stage 4, and thus it indeed should have approbiate weaknesses. I just don't believe that increased cost in regular ability is the right one.
Yes of course 20% is to much as I said but 5% is to low and you can't ignore all the rest I have wrote. New passives are very powerful and give vampire bonuses of few 5pc sets, all you would have to do if the negative effect would be just 5% is to equip alteration mastery and here you go. You have all the new vampire toys without any new drawbacks just usual health regen and fire damage debuf.
I don't understand the weird obsession with 5pc in your post. Ashen Grip, Rattlecage and Senche's Bite also have 5pc bonuses. Does not mean that they are any good though.There are several hundreds of sets in the game. A couple dozens of them are considered good. Your average 5pc bonus is actually very likely to be awful.
And at the same time you are completely ignoring that equipping Alteration Mastery comes with the opportunity cost of equipping a different 5pc (sic!) set.
After you consider that those new and "very powerful" passives have no use in dungeons/trials (the only type of content where "everyone is a vampire for regen" holds true) I don't see why those passives justify a completely unreasonable cost increase. In PvP, where those passives actually can shine, extra flame damage is already good enough of a deterrent to prevent people from even considering vampire.
300 spell/weapon damage is huge buff, especially when you have many ways of multiplying it. Another part currently undead scales from 50% hp, meaning it works only on really low hp, new one looks like it will be working from 100% hp, that's huge, at 50% you get 2x minor protection or half of major protectio, next thing 50% sprint cost reduction, can you imagine how powerful it is? Look at LA/MA passives, not even close to this. No snare in sneak is already very good passive and it is moved to stage one, which will make it very desirable for almost any ganker because drawbacks are minimal. And the cherry at the top. Invisibility. It's wet dream for sorcs and anyone who wants easy disengage. 6s is not that long, it's duration of one sorc shield.
So please explain me how all of those new powers should be balanced if even now people decide to play as vampire without those awesome passives?
I will tell you what I'm going to do and most of the players will do the same if the cost increase will be just 5%. I'll drop one of my offensive sets and slot alteration mastery, because thanks to 300spell damage I can do it without worrying about big damage loss. And now I get many new shiny toys without any cost beyond what we have now, I can fed up to be able to play PvE or drop my stage for PvP, but not becoming a vampire in this scenario is simply stupid. If you want to see everyone running as vampire than please be my guest lower the cost increase to those 5%, just don't cry when ZOS will come with nerf hammer destroying vampires completely.
Part of my post from another thread about cost of Blood Frenzy:10-15% is the lowest cost of non-vampiric skills I could imagine. Besides all people says about OP skills but I can imagine someone use blood craze-drop his health and I can just spam executioner from 2h (2 shots each 6-7k with my 30k health - good luck with that little 300 spell dmg) xDDD
I still think that is far too high percentage-wise, and it still doesn't really fit very thematically to how vampires are in the Elder Scrolls setting.
People are very worried these new abilities are so strong in terms of DPS potential, yet doesn't really consider the immense health drain that Blood Frenzy also has.
Most DPS, or so I imagine, cannot afford to keep that ability up for long. The suggestion to reduced healing received from non-vampire abilities would only further assist to that.
Part of my post from another thread about cost of Blood Frenzy:
"Seems it stage 4, because in video you can see costs of other abilities and only stage 4 and 1 give whole numbers after cost equation. But it 576/0,6=960*0,9=864 per second at stage 1 vampirism.
But Resolving Vigor, with 930 wpn damage buff, will heal more for 542 per second, so total cost of the Blood Frenzy decreased to 322 HP/s for stage 1 and to 34 HP/s for stage 4, if player use some HoT in his rotation. Seems like a must have skill for PvP and non DLC PvE at least."