MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
There are some pretty serious fire damage bosses in PVE. vAS and vHoF come to mind as the fire damage in both of those fights cover a huge area. Get out and experience more trials.
llBlack_Heartll wrote: »MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
It already had down sides.
MartiniDaniels wrote: »MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
There are some pretty serious fire damage bosses in PVE. vAS and vHoF come to mind as the fire damage in both of those fights cover a huge area. Get out and experience more trials.
I wrote "few fire bosses in PVE" - how that is different from what you wrote?llBlack_Heartll wrote: »MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
It already had down sides.
All my PVP toons are vampires. Notable downside is meeting with good magDK, what others? Sieges?
You do not have to be at stage 3 or 4. You can use all active vampire abilities at stage 1.
3 and 4 are intended for players who use active abilities a lot. Their overall magicka drain should not increase as they would benefit substantially from the -30%/-40% vampire cost reduction.
MartiniDaniels wrote: »MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
There are some pretty serious fire damage bosses in PVE. vAS and vHoF come to mind as the fire damage in both of those fights cover a huge area. Get out and experience more trials.
I wrote "few fire bosses in PVE" - how that is different from what you wrote?llBlack_Heartll wrote: »MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
It already had down sides.
All my PVP toons are vampires. Notable downside is meeting with good magDK, what others? Sieges?
Dawnbreaker? Silver shards?(Yes shards can do damage.)
If you stay at stage 1, you not gonna get the passives, but you will get cost increase for other abilities. So you are gimping yourself.
I see only 2 options here. Dont be vamp at all and use your class abilities or be vamp and be at stage 4 and use only vamp abilities. So vamp is for RP now.
MartiniDaniels wrote: »MartiniDaniels wrote: »MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
There are some pretty serious fire damage bosses in PVE. vAS and vHoF come to mind as the fire damage in both of those fights cover a huge area. Get out and experience more trials.
I wrote "few fire bosses in PVE" - how that is different from what you wrote?llBlack_Heartll wrote: »MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
It already had down sides.
All my PVP toons are vampires. Notable downside is meeting with good magDK, what others? Sieges?
Dawnbreaker? Silver shards?(Yes shards can do damage.)
If you calculate bonus damage from dawnbreaker and then compare it to damage of entire burst and then account undeath, you'll see that undeath fully compensates for that. Onslaught is way more deadly then dawnbreaker, even against vampire.
If you stay at stage 1, you not gonna get the passives, but you will get cost increase for other abilities. So you are gimping yourself.
I see only 2 options here. Dont be vamp at all and use your class abilities or be vamp and be at stage 4 and use only vamp abilities. So vamp is for RP now.
Stage 3 and 4 passives are extremely powerful and should come with big downsides.
Stage 1 gives you full access to all vamp abilities for a measly +5% to non-vamp costs. A fair price to pay.
The changes are good. Vampire is finally becoming a choice.
Yeah you could use glpyhs to negate some of the cost, but then you lose damage also or whatever other glyph you could of put there instead of being forced to use reduction glpyhs.
Yeah you could use glpyhs to negate some of the cost, but then you lose damage also or whatever other glyph you could of put there instead of being forced to use reduction glpyhs.
MartiniDaniels wrote: »MartiniDaniels wrote: »MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
There are some pretty serious fire damage bosses in PVE. vAS and vHoF come to mind as the fire damage in both of those fights cover a huge area. Get out and experience more trials.
I wrote "few fire bosses in PVE" - how that is different from what you wrote?llBlack_Heartll wrote: »MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
It already had down sides.
All my PVP toons are vampires. Notable downside is meeting with good magDK, what others? Sieges?
Dawnbreaker? Silver shards?(Yes shards can do damage.)
If you calculate bonus damage from dawnbreaker and then compare it to damage of entire burst and then account undeath, you'll see that undeath fully compensates for that. Onslaught is way more deadly then dawnbreaker, even against vampire.
No it's not. You can never tell when the dawnbreaker is coming. However onslaught is useless if it hits you and they can't follow up. Avoiding their follow up damage after onslaught is easy to do because they only get 5 seconds to do damage. Dawnbreaker happens all at once and is a bigger and longer aoe radius also. That 20% bonus damage is no joke either, i've been hit for 7k-9k+ dawnbreakers while having 23-30%+ damage mitigation.
Back on topic, the cost increase should be no more then 5 or 6% on regular skills. I don't see very many people going vamp if it stays at 20%. Besides the dozens of werewolf and vampire RP guilds.
Shadowasrial wrote: »At stage 3 and 4 the 15-20 % increase to non vampire abilities is way too extreme. Let’s forget about the fact that a great deal of the population runs new moon which also increases by 5% making at stage 3 your at 20% and stage 4 your at 25%. Vampires on live servers have increased stam and mag recovery this has been stripped by the new vampire and now you want to increase the cost of non vampire abilities? The new vampire abilities aren’t that powerful that you are able to run only vampire abilities for pvp. As a stamblade my cloak already costs 3900 mag and if this new change goes live my cloak will cost 4600. That makes it so you can only use cloak basicly twice before your out of stamina. Can we please remove the cost of non vamp abilities if you are going to further limit our sustain?
Yeah you could use glpyhs to negate some of the cost, but then you lose damage also or whatever other glyph you could of put there instead of being forced to use reduction glpyhs.
Excactly.
Being a vamp = dps loss now
MartiniDaniels wrote: »MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
There are some pretty serious fire damage bosses in PVE. vAS and vHoF come to mind as the fire damage in both of those fights cover a huge area. Get out and experience more trials.
I wrote "few fire bosses in PVE" - how that is different from what you wrote?llBlack_Heartll wrote: »MartiniDaniels wrote: »Sit in stage 1 without undeath, what's the problem. It is long overdue to make vampire to have downsides other then meeting with magDK (and few fire bosses in PVE).
It already had down sides.
All my PVP toons are vampires. Notable downside is meeting with good magDK, what others? Sieges?
Yeah you could use glpyhs to negate some of the cost, but then you lose damage also or whatever other glyph you could of put there instead of being forced to use reduction glpyhs.
Excactly.
Being a vamp = dps loss now
No. The glyphs reduce health costs too. So you use the damage toggle for massive weapon/spell damage with the glyph offsetting the running health cost of the toggle.
But yeah the cost increases are so extreme they will probably doom the entire skill line to obscurity. Way to roll out the signature feature of a new chapter.