That just means, that you cannot play as vampire healer or vampire tank. If you can take non-vamp, why you would take gimp with 20% cost increase and+ increased fire damage anywhere?
Nemesis7884 wrote: »(to normal skills on stage 4) it forces people to either dedicate themselves to being a vampire or not - same as with werewolves... no just slapping on some passive benefits without truly being living as a vampire and also dedicating a character / rping to it and that is GOOD
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
Versispellis wrote: »I see what you're saying, but I'm not sold on the way they're going about things. The vampire skills don't represent a complete toolkit, to me, which I think is a major problem if there are going to be such severe penalties against using your other skills. You might be able to mitigate this at Stage 1, but I don't know why anyone would rank up any further.
Nemesis7884 wrote: »
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
Nemesis7884 wrote: »(to normal skills on stage 4) it forces people to either dedicate themselves to being a vampire or not - same as with werewolves... no just slapping on some passive benefits without truly being living as a vampire and also dedicating a character / rping to it and that is GOOD
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
Nemesis7884 wrote: »(to normal skills on stage 4) it forces people to either dedicate themselves to being a vampire or not - same as with werewolves... no just slapping on some passive benefits without truly being living as a vampire and also dedicating a character / rping to it and that is GOOD
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
Forcing players to dedicate themselves to only being a vampire is objectively bad. Its a support set with only 1 direct damage attack.
Nemesis7884 wrote: »Nemesis7884 wrote: »(to normal skills on stage 4) it forces people to either dedicate themselves to being a vampire or not - same as with werewolves... no just slapping on some passive benefits without truly being living as a vampire and also dedicating a character / rping to it and that is GOOD
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
Forcing players to dedicate themselves to only being a vampire is objectively bad. Its a support set with only 1 direct damage attack.
what is objectively bad bland and boring is everyone can just be everything all the time and just using the best of anything without ever dedicating to one theme with no drawbacks... bland boring and not creative
Nemesis7884 wrote: »(to normal skills on stage 4) it forces people to either dedicate themselves to being a vampire or not - same as with werewolves... no just slapping on some passive benefits without truly being living as a vampire and also dedicating a character / rping to it and that is GOOD
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
Forcing players to dedicate themselves to only being a vampire is objectively bad. Its a support set with only 1 direct damage attack.
TX12001rwb17_ESO wrote: »Nemesis7884 wrote: »(to normal skills on stage 4) it forces people to either dedicate themselves to being a vampire or not - same as with werewolves... no just slapping on some passive benefits without truly being living as a vampire and also dedicating a character / rping to it and that is GOOD
less non lore friendly shallow min maxing and more dedication to a theme that comes with benefits and drawbacks
Forcing players to dedicate themselves to only being a vampire is objectively bad. Its a support set with only 1 direct damage attack.
Forcing players to play a specific role in a Role-Playing Game is bad you say...
Paradisius wrote: »While I agree that it does do the intended job that the devs seem to want (Vampire detriments that could not be ignored) I will not pretend its current iteration is perfect, just that it works. Such suggestions for work arounds I've both seen and thought about is to either: change the progression to 0/5/10/15 as to ensure those who just want to stay stage 1 vampire will do so at no normal ability cost, but will only have access to Dark Stalker passive and will have higher cost vampiric abilities (which makes sense as a stage 1 vampire). Other more lore friendly options is to kick up the flame damage, something akin to 10%/20%/30%/40%. This makes sense for a vampire, and is a noticeable detriment that is hard to ignore, it would make the player think twice before going to stage 4 and keeping it there. Or a rather interesting one Ive seen said by @ShadowHvo is to change the ability cost increase to a reduction of healing recieved. I would think to pin the values at 10/15/20/25% But we'll see what they settle on as the PTS continues
Nemesis7884 wrote: »
Nemesis7884 wrote: »
You also can ONLY use werewolf skills as a werewolf. It's not like you can use a taunt as a werewolf, but you CAN as a vampire.
Your argument makes zero sense. They aren't even equivalent skill lines.😒
Thevampirenight wrote: »I think it would best if they reduced it to 10% at Stage 4 instead of 20% and reduce the cost weakness.
Maybe reducing the Vampire ability cost decrease to 20% at Stage four.
To Balance it out better and to make it not as bad. As its clear they intend this weakness to stay but it shouldn't be as great of a weakness as it is and I do think they should reduce it that way players will still be able to run vampire abilties or other abilties if they choose.
darthgummibear_ESO wrote: »Thevampirenight wrote: »I think it would best if they reduced it to 10% at Stage 4 instead of 20% and reduce the cost weakness.
Maybe reducing the Vampire ability cost decrease to 20% at Stage four.
To Balance it out better and to make it not as bad. As its clear they intend this weakness to stay but it shouldn't be as great of a weakness as it is and I do think they should reduce it that way players will still be able to run vampire abilties or other abilties if they choose.
This. Even without the 20% cost deficit everything already costs more because vamps lost the 10% resource regen passive...adding a 20% cost increase on top of that is complete overkill.
wild_kmacdb16_ESO wrote: »Its not the same as werewolf. Werewolf can choose when and where they want to take on the penalties and perks of being a werewolf, they just need to tap a button.
Vampires are stuck with their drawbacks enabled 100% of the time.
wild_kmacdb16_ESO wrote: »Its not the same as werewolf. Werewolf can choose when and where they want to take on the penalties and perks of being a werewolf, they just need to tap a button.
Vampires are stuck with their drawbacks enabled 100% of the time.
Hmm, add the non vamp penalty only to the Ulti 'while transformed'?