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.
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.
UntilValhalla13 wrote: »There basically won't be a reason to be a vampire in pve when these changes go live. They're only used for the regen passive, honestly. They'll probably just be a pvp thing going forward.
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.
Austinseph1 wrote: »Honestly with the cost increase it's a moderately funny RP skill line, it has possibly strong applications with downsides far greater. I thought about trying to make a fun build out of it but it is far to much effort for the RP than what the return would be.. Want to be a cool vampire Scion? Cool go ahead, you won't be competitive with it but you sure can run away 😂
TheSeraphim wrote: »Unless the Vampire skill damage numbers are tuned to comical levels to justify having 90% of your build be Vampire, stage 4 will be unusable for anything resembling "endgame" content. Congratulations you went from everyone going stage 4 vampire to nobody but overland casual players going stage 4.
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
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.
Thevampirenight wrote: »Well the Vampire Lord Set ironically that name. Is supposed to help reduce the weakness by a lot.
So you could run this if you had too for a vampire character.
Edit: Wait nevermind what?
Increased cost I thought it was decreased my bad.
>.<
Haven't tried it myself, but I'm assuming you can't sprint while in Mist Form (since it's considered a channel)? If that's the case, it's going to remain vastly inferior to Race Against Time in almost all situations.Fruity_Ninja wrote: »Not a fan of the increased cost. I can understand some heavier penalties for Stage 3-4, as you open up all the passives and maximise the new Vampires power.
But Stage 1, you aren't getting a lot of benefit besides from quicker sneak speed. And maybe throwing in 1-2 vamp skills over your bars to create some diversity (e.g. mist form for mobility on a magicka build). But the Stage 1 cost increase to normal abilities makes even that something that isn't worth doing in most cases.
relentless_turnip wrote: »It may balance out though... anyone on the PTS able to tell us how much damage these abilities do?
Especially the toggle? You would want to build to primarily be using vampire skills, but have enough sustain for buffs, burst heal etc... I think it could potentially be really strong dependant on the numbers.
I have dropped vamp on 2 of my characters, because of this change.
Like many I was utilising it mainly for 10% more recovery.
Still not sure what I will do with my magdk, I love mist form... but can't really afford the 5% increase on skills as I tried NMA when it released. I could sacrifice a bit of damage as players will be less tanky in this patch. Anyone else wanting to keep some vamp?
I have to say though I really like this change. Vampire is being made a choice rather than a convenience.
Completely agree with you I was about to do the same post glad I noticed yours.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?
You have a point but to those who haven’t seen how good the tri cost reduction is we are right to be worried 20% cost increase is a lot and I love being a vampire.Ever wonder why they just introduced tri-cost reduction glyphs? If you look at how the math works with cost reductions you wont be disappointed.