Considering none of the numbers are finalized and it’s on an off-cycle PTS, I wouldn’t stress over it yet. However, if the numbers do go through (it was 900-1000 Damage stat) then goodbye to dungeon healers.
Considering none of the numbers are finalized and it’s on an off-cycle PTS, I wouldn’t stress over it yet. However, if the numbers do go through (it was 900-1000 Damage stat) then goodbye to dungeon healers.
The if stage 4 cost increase is anywhere close to the hypothetical 12% cost increase in the previous post, then the damage stat bonus will have to be huge to get anyone to use vampirism.
It means that vampires have to build more selfishly, similar to werewolf. There are drawbacks to the power gained from being a vampire. No longer just a handful of passives and some minor health drawbacks, this affects your viability in group play if you don't build sufficiently to be a vampire. I think it's an interesting take to be fair. The cost increases are a bit over done, but nothing that can't be fixed or tuned over time.
Considering none of the numbers are finalized and it’s on an off-cycle PTS, I wouldn’t stress over it yet. However, if the numbers do go through (it was 900-1000 Damage stat) then goodbye to dungeon healers.
The if stage 4 cost increase is anywhere close to the hypothetical 12% cost increase in the previous post, then the damage stat bonus will have to be huge to get anyone to use vampirism.
From @WrathOfInnos thread here.
These are early numbers ofc, but if it stays this way it will be totally worth it to use. In trials it would become active at times where healing from Healers isn’t needed. In dungeons it may be up at all times (though deactivated when out of combat). Each class has selfheals which can compensate for the Health drain too.
I’m not sure if there is a 12% cost increase to all skills. I still think it would be worth it even if that was the case. 930 Weapon/Spell Damage is a bit over seven CP160 gold stat bonuses from sets.
VoidCommander wrote: »Mentioning your worry about healers becoming useless and that they overheal most of the time, having vampires with blood frenzy toggled on could actually solve the healer problem. Make the healing recieved from outside sources reduced by 50-85%, depending on vampire stage, then when you are doing less than endgame content, all that extra overhealing can be put to good use. Then if you are in a crazy hard trial or vet dlc hardmode, you can simply turn off blood frenzy because all that extra healing is actually necessary.
I will say nerfing the healing by 50% wouldn’t be enough if your personal healing wasn’t affected. I would (as a templar) desire either 50% reduced healing from all sources OR 85% less from outside heals, but full heals from self.
Lilly_Elessa wrote: »This is probably beating a dead horse at this point...
Lilly_Elessa wrote: »This is ongoing in a string of anti-healer changes.
It means that vampires have to build more selfishly, similar to werewolf.
MashmalloMan wrote: »This is feeling like another way to shoehorn damage dealers into vampirsm, at least Live was a light passive for 10% stam/mag regen.
Considering none of the numbers are finalized and it’s on an off-cycle PTS, I wouldn’t stress over it yet. However, if the numbers do go through (it was 900-1000 Damage stat) then goodbye to dungeon healers.
The if stage 4 cost increase is anywhere close to the hypothetical 12% cost increase in the previous post, then the damage stat bonus will have to be huge to get anyone to use vampirism.
From @WrathOfInnos thread here.
These are early numbers ofc, but if it stays this way it will be totally worth it to use. In trials it would become active at times where healing from Healers isn’t needed. In dungeons it may be up at all times (though deactivated when out of combat). Each class has selfheals which can compensate for the Health drain too.
I’m not sure if there is a 12% cost increase to all skills. I still think it would be worth it even if that was the case. 930 Weapon/Spell Damage is a bit over seven CP160 gold stat bonuses from sets.
The videos I saw where it wasn't blacked out were 20% cost increase at stage 4, which on a stam character, I could probably endure, maybe - stam abilities are around 15% cheaper than magicka counter parts. 930 weapon damage - in exchange for up to 20% ability cost, a slot, no 3rd party heals and 600 health per second.
So big question, does cost reduction for vampire abilities apply to those with a health cost?
Second question, will light attack weaving fully mitigate the cost increase passive on a current build like NMA/Fury + this ?
Third question, should I even keeping grinding for healer sets for my necro or are healers simply kaput?
Either way, a whole bunch more variables to theorycraft around. Should be fun.
Septimus_Magna wrote: »First of all, you dont have to be stage 4 vamp to use the new vamp skills.
If you stay in stage 1 its only a 5% cost increase for non-vamp skills.
For Blood Frenzy (as stage 1 vamp) the pro's and con's would be:
Pro's
930 weapon/spell damage
Vampire Ability Costs -10%
Con's
You cannot be healed by anyone other than yourself
Health drain of ( 576 HP/s x 0.90 ) 518 HP/s
Health Recovery -10%
Flame Damage Taken +5%
Regular Ability Costs +5%
I think its absolutely hilarious that ZOS tries to raise the floor and lower the ceiling by (possibly) nerfing light attack damage but at roughly the same time this skill is introduced. It raises the ceiling and lowers the floor significantly so all the efforts for the light attack changes are pointless and just make things more confusing for the casual player. We're not even discussing the damage morph Cold Blood which is even stronger if you can stay alive.
@Lilly_Elessa I completely agree that there shouldnt be a complete stop for incoming healing, many vet dungeons are already easy to clear without a healer because the tank can self-heal and the DDs can avoid most damage. I also expect some players to run the skill without properly reading the tooltip and blame everyone because they constantly die. Done correctly Blood Fenzy could actually make healers more valuable, if the user is effected more/longer by DOTs for example.
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.Septimus_Magna wrote: »First of all, you dont have to be stage 4 vamp to use the new vamp skills.
If you stay in stage 1 its only a 5% cost increase for non-vamp skills.
For Blood Frenzy (as stage 1 vamp) the pro's and con's would be:
Pro's
930 weapon/spell damage
Vampire Ability Costs -10%
Con's
You cannot be healed by anyone other than yourself
Health drain of ( 576 HP/s x 0.90 ) 518 HP/s
Health Recovery -10%
Flame Damage Taken +5%
Regular Ability Costs +5%
I think its absolutely hilarious that ZOS tries to raise the floor and lower the ceiling by (possibly) nerfing light attack damage but at roughly the same time this skill is introduced. It raises the ceiling and lowers the floor significantly so all the efforts for the light attack changes are pointless and just make things more confusing for the casual player. We're not even discussing the damage morph Cold Blood which is even stronger if you can stay alive.
@Lilly_Elessa I completely agree that there shouldnt be a complete stop for incoming healing, many vet dungeons are already easy to clear without a healer because the tank can self-heal and the DDs can avoid most damage. I also expect some players to run the skill without properly reading the tooltip and blame everyone because they constantly die. Done correctly Blood Fenzy could actually make healers more valuable, if the user is effected more/longer by DOTs for example.
The 576 cost is at vamp stage 4 (with 40% cost reduction). Would be 830/s at stage 1 I think.
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.Septimus_Magna wrote: »First of all, you dont have to be stage 4 vamp to use the new vamp skills.
If you stay in stage 1 its only a 5% cost increase for non-vamp skills.
For Blood Frenzy (as stage 1 vamp) the pro's and con's would be:
Pro's
930 weapon/spell damage
Vampire Ability Costs -10%
Con's
You cannot be healed by anyone other than yourself
Health drain of ( 576 HP/s x 0.90 ) 518 HP/s
Health Recovery -10%
Flame Damage Taken +5%
Regular Ability Costs +5%
I think its absolutely hilarious that ZOS tries to raise the floor and lower the ceiling by (possibly) nerfing light attack damage but at roughly the same time this skill is introduced. It raises the ceiling and lowers the floor significantly so all the efforts for the light attack changes are pointless and just make things more confusing for the casual player. We're not even discussing the damage morph Cold Blood which is even stronger if you can stay alive.
@Lilly_Elessa I completely agree that there shouldnt be a complete stop for incoming healing, many vet dungeons are already easy to clear without a healer because the tank can self-heal and the DDs can avoid most damage. I also expect some players to run the skill without properly reading the tooltip and blame everyone because they constantly die. Done correctly Blood Fenzy could actually make healers more valuable, if the user is effected more/longer by DOTs for example.
The 576 cost is at vamp stage 4 (with 40% cost reduction). Would be 830/s at stage 1 I think.
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.
Hello Elder Vampires Online once again, hello one shot kills once again, hello let's skip mechanics once again. Why ZOS keep introduce more and more damage buffs, better introduce some interesting gameplay or mechanic within skill line.
Even if numbers will go down at PTS, i don't think this skill is good game design and interesting to play with. Firstly it buffs all over heals, but not Vampiric Drain, secondly it's 2nd toggle skill in vampiric skill line plus one channeling, so vampire skill line don't look very dynamic, thirdly i don't think were will be some interesting gamplay around this skill, just toggle before fight and keep it to the end, just adjust build accordingly, and one shot assassins, long range assassins will abuse it with almost no drawbacks.
It's one of the morphs Cold Blood: "Every second this ability remains toggled on increases the bonus and cost by X%, up to a maximum of Y%"VaxtinTheWolf wrote: »I thought I heard/read somewhere that the cost per second increases the longer it's active.
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.Septimus_Magna wrote: »First of all, you dont have to be stage 4 vamp to use the new vamp skills.
If you stay in stage 1 its only a 5% cost increase for non-vamp skills.
For Blood Frenzy (as stage 1 vamp) the pro's and con's would be:
Pro's
930 weapon/spell damage
Vampire Ability Costs -10%
Con's
You cannot be healed by anyone other than yourself
Health drain of ( 576 HP/s x 0.90 ) 518 HP/s
Health Recovery -10%
Flame Damage Taken +5%
Regular Ability Costs +5%
I think its absolutely hilarious that ZOS tries to raise the floor and lower the ceiling by (possibly) nerfing light attack damage but at roughly the same time this skill is introduced. It raises the ceiling and lowers the floor significantly so all the efforts for the light attack changes are pointless and just make things more confusing for the casual player. We're not even discussing the damage morph Cold Blood which is even stronger if you can stay alive.
@Lilly_Elessa I completely agree that there shouldnt be a complete stop for incoming healing, many vet dungeons are already easy to clear without a healer because the tank can self-heal and the DDs can avoid most damage. I also expect some players to run the skill without properly reading the tooltip and blame everyone because they constantly die. Done correctly Blood Fenzy could actually make healers more valuable, if the user is effected more/longer by DOTs for example.
The 576 cost is at vamp stage 4 (with 40% cost reduction). Would be 830/s at stage 1 I think.
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.
Hello Elder Vampires Online once again, hello one shot kills once again, hello let's skip mechanics once again. Why ZOS keep introduce more and more damage buffs, better introduce some interesting gameplay or mechanic within skill line.
Even if numbers will go down at PTS, i don't think this skill is good game design and interesting to play with. Firstly it buffs all over heals, but not Vampiric Drain, secondly it's 2nd toggle skill in vampiric skill line plus one channeling, so vampire skill line don't look very dynamic, thirdly i don't think were will be some interesting gamplay around this skill, just toggle before fight and keep it to the end, just adjust build accordingly, and one shot assassins, long range assassins will abuse it with almost no drawbacks.
HP regen debuff is not related to Blood Frenzy skill, but i will recalculate cost anyway.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.Septimus_Magna wrote: »First of all, you dont have to be stage 4 vamp to use the new vamp skills.
If you stay in stage 1 its only a 5% cost increase for non-vamp skills.
For Blood Frenzy (as stage 1 vamp) the pro's and con's would be:
Pro's
930 weapon/spell damage
Vampire Ability Costs -10%
Con's
You cannot be healed by anyone other than yourself
Health drain of ( 576 HP/s x 0.90 ) 518 HP/s
Health Recovery -10%
Flame Damage Taken +5%
Regular Ability Costs +5%
I think its absolutely hilarious that ZOS tries to raise the floor and lower the ceiling by (possibly) nerfing light attack damage but at roughly the same time this skill is introduced. It raises the ceiling and lowers the floor significantly so all the efforts for the light attack changes are pointless and just make things more confusing for the casual player. We're not even discussing the damage morph Cold Blood which is even stronger if you can stay alive.
@Lilly_Elessa I completely agree that there shouldnt be a complete stop for incoming healing, many vet dungeons are already easy to clear without a healer because the tank can self-heal and the DDs can avoid most damage. I also expect some players to run the skill without properly reading the tooltip and blame everyone because they constantly die. Done correctly Blood Fenzy could actually make healers more valuable, if the user is effected more/longer by DOTs for example.
The 576 cost is at vamp stage 4 (with 40% cost reduction). Would be 830/s at stage 1 I think.
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.
Hello Elder Vampires Online once again, hello one shot kills once again, hello let's skip mechanics once again. Why ZOS keep introduce more and more damage buffs, better introduce some interesting gameplay or mechanic within skill line.
Even if numbers will go down at PTS, i don't think this skill is good game design and interesting to play with. Firstly it buffs all over heals, but not Vampiric Drain, secondly it's 2nd toggle skill in vampiric skill line plus one channeling, so vampire skill line don't look very dynamic, thirdly i don't think were will be some interesting gamplay around this skill, just toggle before fight and keep it to the end, just adjust build accordingly, and one shot assassins, long range assassins will abuse it with almost no drawbacks.
In PvP, You heal 50% less so it's still 500/s at stage 1, it's not that small (sload at apocalipse was around 800/s), also don't forget the HP regen debuff that increase that number.