Paradisius wrote: »I think the only reason the ability cost is there, is to have noticeable detriments for increasing your stage. The devs believe (and rightfully so) that -75% health recovery and +25% flame damage at stage 4 was just easily mitigated, causing people to recommend vampire for any and all builds. This change while it does make people who want to use their current build not feed, as to lower the cost, those who desire the passives and want to use vampiric abilities at a lower cost will feed. Is it the perfect work around? no, but it does work, a way to further enforce this while having some leniency on cost is to change to the stage progression to 0/5/10/15, making people who dont want ability costs to have access to all the abilities but none of the passives, and increasing their stage should they desire more of the passives or should they desire cheaper vampiric abilities.
VaranisArano wrote: »I suspect they designed it so you are incentivized to play as a vampire, similar to how Skyrim's vampire lord form worked or to ESO's werewolf. You aren't locked into the vampire skills, but its harder to use your non-vamp skills.
Now, sure, that's going to make vampire less desirable to players who care about the meta, but it's an interesting design choice nonetheless.
skypantherb14_ESO wrote: »Well, there are offsets... they made the Health Regen 100% no regen at 4 now...
And they could elevate the Flame damage to 50%... But the cost increase just makes it something you wouldn't want to use at all if you intend to play your class... As a healer, for instance +20% cost to all spells will not work... the Vampire would basically just become a RP tree line... with people feeding out of when doing groups... Unless they DPS, but even then the abilities are sub par for it being a pure DPS spec...
If they want to make it intuitive, making you more powerful as you feed, but more vulnerable to fire, no regen, etc, and NPC's fearing you would make more sense... Feeding to get pretty sub-par DPS skills (when compared to other DPS skills) does not make much sense... unless they purely just want a RP type theme...
skypantherb14_ESO wrote: »VaranisArano wrote: »I suspect they designed it so you are incentivized to play as a vampire, similar to how Skyrim's vampire lord form worked or to ESO's werewolf. You aren't locked into the vampire skills, but its harder to use your non-vamp skills.
Now, sure, that's going to make vampire less desirable to players who care about the meta, but it's an interesting design choice nonetheless.
I agree if they made the Vampire damage actually on par with other damage abilities.... if it became its own unique DPS Class, etc, then these changes would make sense...
Finedaible wrote: »My problem is that, up until this rework, vampirism has always been a complementary skill line to players' builds. It was optional, but it was effective enough that it could benefit your stamina or magicka build in some small way. What they have done here with this hefty skill cost penalty is make Vampirism more of a self-contained, roleplaying skill-line, just like werewolves. In a way it's more of the generic standardization we've been seeing, just variations of the same formula. By "Self-contained" I mean that the cost increase no longer complement creative builds anymore, and only benefit the vampire role-play.
VaranisArano wrote: »I suspect they designed it so you are incentivized to play as a vampire, similar to how Skyrim's vampire lord form worked or to ESO's werewolf. You aren't locked into the vampire skills, but its harder to use your non-vamp skills.
Now, sure, that's going to make vampire less desirable to players who care about the meta, but it's an interesting design choice nonetheless.