Lughlongarm wrote: »darthgummibear_ESO wrote: »Lughlongarm wrote: »I agree. Seems balance to me. stage 4 vemp mist costs like nothing, even the toggle buff is manageable. This cannot co-exist without a strong penalty. stage 1 vemp setup can work for vemp skill dipping.
And what if you are stamina?
Going full stamina vamp(stage 4) this patch is like going magicka build on a WW. You can do it, but should you?
You have options if really want to.
Sets like Prisoner's Rags could be interesting with the sprint theme.
Redguard + Daring Corsair Set will reduce weapon skills by 20% - stamian use lots of weapon skills.
Just some initial ideas before I even started to theory craft around it.
The basic concept is that vaps will have to get used to the idea that this is no more a dipping spec. This something you need to build into in order to be effective. Kinda like what WW have been doing for years now.
darthgummibear_ESO wrote: »Lughlongarm wrote: »darthgummibear_ESO wrote: »Lughlongarm wrote: »I agree. Seems balance to me. stage 4 vemp mist costs like nothing, even the toggle buff is manageable. This cannot co-exist without a strong penalty. stage 1 vemp setup can work for vemp skill dipping.
And what if you are stamina?
Going full stamina vamp(stage 4) this patch is like going magicka build on a WW. You can do it, but should you?
You have options if really want to.
Sets like Prisoner's Rags could be interesting with the sprint theme.
Redguard + Daring Corsair Set will reduce weapon skills by 20% - stamian use lots of weapon skills.
Just some initial ideas before I even started to theory craft around it.
The basic concept is that vaps will have to get used to the idea that this is no more a dipping spec. This something you need to build into in order to be effective. Kinda like what WW have been doing for years now.
Except with the current updates WW doesn't have this sort of massive deficit to deal with.
Vercingetorix wrote: »ZoS changed their vision on the Vampire in ESO and you’re mad that it doesn’t align with your preconceived notions on how it should work for YOU.
Vercingetorix wrote: »
Agreed and to be fair, most of the complaints about the new vampire are coming from folks who are more mad at the fact they can’t brute-force new Vampirism into their cookie-cutter setup. They have to adapt.
This 👍It goes completely against the whole fantasy of the Vampire.
Vampires aren't simple a magicka werewolf, or a magicka tank as you put it. They're capable at being equally skilled mages, rogues and warriors.
Remember, vampirism is a state of being, not a class. This penalty goes utterly against build diversity, and will effectively ruin it.
It should receive another far more fitting weakness instead, that doesn't null the 100+ abilities ESO has available.
Vercingetorix wrote: »so how are you going to use things like wall on your back bar when it costs 5k, or cures.
The problem is, what the costs do is basically make you fill your bar with skills that just give you stats and never use them.
I understand what they are trying to do but as usually, they failed miserably. level 1 should be a small cost, maybe the 5 percent, but as you level up to 4, imo it should disappear.
You are still trying to use a traditional dps setup with vampirism - that no longer works. People use New Moon and can handle a 5% increase just fine. Stage 1 is no different than using New Moon, except instead of some stats you get an entire skill line of skills that could be used if you wanted. Reread the vampire skills - most of them cater to builds with high hp pools (tanks).
Obviously ZOS has some ideas for what they envisioned the overhaul to be but assuming that vampire is 100% not meant for this or that build seems presumptuous.
While combat abilities are only a small part of the Vampire rework, special care was given to create a suite of abilities that work synergistically with each other and round out the Vampire kit. Blood Magic, Hit-and-Run Aggressiveness, Stealth and Elusiveness are the primary gameplay concepts that define the combat experience. Being a Vampire represents a much more active choice instead of a passive one, with active abilities that have very direct effects and passive abilities that key off of many of your core mechanics like Sneak or Sprint. It’s up to you to decide if the improved powers of Vampirism are worth paying a terrible price for, as these powers come with larger penalties. Vampirism is a gift AND a curse, after all…
I heard in another thread that the cost increase effects blocking too. If that's true, it might not be all that great for tanks either.
As I said in another thread, I don't find your argument to be very convincing. My opinion was just reinforced after reading this thread, especially post #19. I'm reasonably sure that screenshot of a 157,245 DPS target dummy parse wasn't taken on a "Magicka tank."Vercingetorix wrote: »Been seeing a lot of folks complaining about vampire costs. It should be immediately clear to everyone that traditional magicka dps setups will not work with the new Vampire and they are not meant to. Vampire’s Stage 4 is meant to give magicka-based tanks a dps option much like how WW gives stamina-based tanks a dps option. Abilities like Blood Frenzy are for tanks, not squishy dps. When a tank needs to actually tank, they can easily downgrade their stage to 1 and be just fine. This is a great QoL improvement for tanks.
If you don’t like it, cure yourself. If you want the sneak bonuses, sets like Shadow Dancer, Darloc Brae, and Night’s Silence can assist. Vampire is a choice with a cost - it’s not for everyone anymore.
Lughlongarm wrote: »darthgummibear_ESO wrote: »Lughlongarm wrote: »darthgummibear_ESO wrote: »Lughlongarm wrote: »I agree. Seems balance to me. stage 4 vemp mist costs like nothing, even the toggle buff is manageable. This cannot co-exist without a strong penalty. stage 1 vemp setup can work for vemp skill dipping.
And what if you are stamina?
Going full stamina vamp(stage 4) this patch is like going magicka build on a WW. You can do it, but should you?
You have options if really want to.
Sets like Prisoner's Rags could be interesting with the sprint theme.
Redguard + Daring Corsair Set will reduce weapon skills by 20% - stamian use lots of weapon skills.
Just some initial ideas before I even started to theory craft around it.
The basic concept is that vaps will have to get used to the idea that this is no more a dipping spec. This something you need to build into in order to be effective. Kinda like what WW have been doing for years now.
Except with the current updates WW doesn't have this sort of massive deficit to deal with.
Losing access to all class skills and passives is more of a deficit than having a cost increase of 20%. The vamp is much more flexible you can chose how far you want to go. Many builds will just go for the stage one or stage 2, and will use mist only exactly like they do now. Other will go deeper but will have to adjust accordingly.
As I said in another thread, I don't find your argument to be very convincing. My opinion was just reinforced after reading this thread, especially post #19. I'm reasonably sure that screenshot of a 157,245 DPS target dummy parse wasn't taken on a "Magicka tank."
Lughlongarm wrote: »Template concept build idea for vamp magicka necros.
Necros are good not only because vamp skills really help to fill what magicka necros are missing in their kits, but also because some necros skills cost corpes other than recources, so the 20% doesn't apply.
https://en.uesp.net/wiki/Special:EsoBuildEditor?id=228907 (this is just a template, no minmax, no buffs, no cp), space for the new vamp skills didn't check the new glyphs yet. editor is not updated for the upcoming patch yet.
The Idea of this build is basically to play around the vamp penalties by maximizing the potential of the ulti morph that gives stage 5.
5- vemp lord set on the body.
2 - Bloodspawn (nerfed, but still OK, we want the ult regen)
1- ring that gives speed(the new one), works great with mist.
1-will power ring
1- Potentates amulet
Willpower- Front bar weapon(whatever you like)
Potentates -Backbar weapons(whatever you like)
This combo will make the vamplord ulti cost 130(on back bar).
With nord passive+bloodspawn+Necrotic potency - you can ramp that ulti regen extremely fast.
Just showing you how broken vamp can get if you really build into it.
Lughlongarm wrote: »Template concept build idea for vamp magicka necros.
Necros are good not only because vamp skills really help to fill what magicka necros are missing in their kits, but also because some necros skills cost corpes other than recources, so the 20% doesn't apply.
https://en.uesp.net/wiki/Special:EsoBuildEditor?id=228907 (this is just a template, no minmax, no buffs, no cp), space for the new vamp skills didn't check the new glyphs yet. editor is not updated for the upcoming patch yet.
The Idea of this build is basically to play around the vamp penalties by maximizing the potential of the ulti morph that gives stage 5.
5- vemp lord set on the body.
2 - Bloodspawn (nerfed, but still OK, we want the ult regen)
1- ring that gives speed(the new one), works great with mist.
1-will power ring
1- Potentates amulet
Willpower- Front bar weapon(whatever you like)
Potentates -Backbar weapons(whatever you like)
This combo will make the vamplord ulti cost 130(on back bar).
With nord passive+bloodspawn+Necrotic potency - you can ramp that ulti regen extremely fast.
Just showing you how broken vamp can get if you really build into it.
You can however not regenerate ultimate while in Bat Scion Form by any means.
I agree, the uptime will still be immense with a cost of 130. But it will not be.
Stage 4 vampire + sorcerer + vampire lord is a cost of 137 in reality. (tested it)
And you are neither a sorcerer nor do you have vampire lord (The set is actually really really bad)
I think Bat Scion is on the edge of either being a major nuisance or utterly useless. I somehow hope it will tend towards being the 2nd, for I would prefer to not be forced to use it because it's too good.
navystylz_ESO wrote: »Obviously ZOS has some ideas for what they envisioned the overhaul to be but assuming that vampire is 100% not meant for this or that build seems presumptuous.
Their visionWhile combat abilities are only a small part of the Vampire rework, special care was given to create a suite of abilities that work synergistically with each other and round out the Vampire kit. Blood Magic, Hit-and-Run Aggressiveness, Stealth and Elusiveness are the primary gameplay concepts that define the combat experience. Being a Vampire represents a much more active choice instead of a passive one, with active abilities that have very direct effects and passive abilities that key off of many of your core mechanics like Sneak or Sprint. It’s up to you to decide if the improved powers of Vampirism are worth paying a terrible price for, as these powers come with larger penalties. Vampirism is a gift AND a curse, after all…
Vampire isn't a "passive" skilline anymore and people seem to have a hard time accepting that. Vampire is going to work alot like werewolf now, where you need a dedicated setup for playing vampire for it to work.
Vercingetorix wrote: »That’s a terrible way to look at it, an entire skill line just for tanks? Even restoration staffs just aren’t for healers.
If it is only for tanks then there will be even less vampires around.
Why would a tank take a skill that causes for damage to them when they can’t be healed by the healer? Your reasoning makes no sense.
I really hope people keep complaining about the cost because yes, it is just a bit too much right now.
The tank has a vampire skill that heals a massive amount of hp, scaling with the tank’s hp. Have you even tested the changes? I have and can attest to the dps potential of vampire stage 4 for tank characters who need a dps option when not tanking, such as questing or pvp without needing to change too much of their setup.
Vercingetorix wrote: »Been seeing a lot of folks complaining about vampire costs. It should be immediately clear to everyone that traditional magicka dps setups will not work with the new Vampire and they are not meant to. Vampire’s Stage 4 is meant to give magicka-based tanks a dps option much like how WW gives stamina-based tanks a dps option. Abilities like Blood Frenzy are for tanks, not squishy dps. When a tank needs to actually tank, they can easily downgrade their stage to 1 and be just fine. This is a great QoL improvement for tanks.
If you don’t like it, cure yourself. If you want the sneak bonuses, sets like Shadow Dancer, Darloc Brae, and Night’s Silence can assist. Vampire is a choice with a cost - it’s not for everyone anymore.