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Nobody will want to go past stage 1

  • carlos424
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    daemonor wrote: »
    Vevvev wrote: »
    MincVinyl wrote: »

    ^this right here is exactly what i mean, you are not even looking for ways to bypass or lessen the negative passives. Zos even spit the answer in your face to help you overcome it.

    And yes I have had the game change on me, I have been playing since beta. Maining a bosmer stamsorc, which has not really seen meta since the IC days. My main form of playstyle has been removed from the game several times over to conform to players who can't think for themselves or care to learn more about the game mathematically or mechanically.

    My main hasn't even been a vampire for over a year, and I've never played the meta and always made my own fun builds for both PVE and PVP. Crunching the numbers and getting better and better as time went on. I've been thinking about making my MagDK a vampire again once Greymoor came out but with these changes I might just skip the whole thing entirely.

    I've worked with New Moon Acolyte several times and have tried several combinations to make it work for me. That cost increase on a magDK is significant and I've had to set it aside for other sets like draugrkin, elemental succession, and spell strategist. And this issue gets worse when I play no CP Cyrodiil or enter Battlegrounds with that NMA set. Its truly not something players should have to deal with at the values that they are at.

    The reason people are not happy with vampire right now is it is not fun to play as on the PTS. You can get it to work, and get some high numbers on a target dummy, but its not viable in practice to suffer through a debuff like that. There is also the issue with Tanks and Healers being unable to even really take advantage of the skill line due to how its set up on the PTS. Like for example if a tank wanted to get the damage reduction passive they need to be at stage 3 vampirisim which gives them 15% increased costs to everything. A lot of good tanks I know run block cost reduction enchantments due to the fact its already a pain in the rear to manage resources as it is ((made even worse by a group that doesn't use orbs and other synergies)). They don't have a whole lot of flexibility to find ways around that cost increase like a damage dealer would be able to.

    Have to agree on this one, after finishing dummy humping for 3 days I decided I want to check some pvp changes, and guess what - you can't. 2 hours in bg que, IC is empty so is cyrodil. After 1 hour of spamming chat I found a mate whom we had duels with for a good hour. But that's about it. There's no way currently to extensively test all the stuff thats added on the pts.

    I have some good news for you tho, going with the 5 siroria 5 elf bane and 2 ilambris set up with the old asylum rotation i managed to pull 85k dps on a trial dummy by replacing force pulse with blood for blood vampire spammable. There's still hope for mag dks but that means losing the range most likely.

    Have you tried that same setup using the whip spammable? Just curious if you can get similar results. If so, there would be no point in using vamp skills and having to manage health.
  • Chilly-McFreeze
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    ElliottXO wrote: »
    Just watched Alcast's video on vampires.

    Vampires will be fine; and I can promise you that within the first month of release there will be the first broken Vampire builds running around (e.g. by fully exploiting the 60% vampire ability cost decrease with the set bonus).

    Of course, slapping on vampire just for 2 passives won't work anymore. Get over it.

    Condescending much?
    People are pissed that the rework didn't turn out as promising as it was expected to be.

    Was it kinda mandatory in the past? Surely. Be it for the passives alone or because some classes even needed the few lousy skills it offered.

    But now tanks and healers can go cure themselves. Most (!) stamina chars as well. Vampirism turned from being omnipresent to being a straight up nerf and unusable to 50% of the playerbase.
    Pick your poison. I'd rather see it more inclusive than it is now. E.g. via slightly softer cost penalties as well as a stam scaling damage ability. With those two changes alone you could get a good chunk back on board again.

    If I wanted to use a skill line that with 50%+ useless skills and passives for me, I'd play a sorc on stamina . Oh, wait...
  • Deathlord92
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    I’d like to remind everyone especially the simple minded ones yes this isn’t skyrim but it is an elder scrolls game and it is an mmo RPG so some players like myself just simply love playing a vampire when I’m just doing quests pve etc I was always feeding staying at stage 1 occasionally 2 when I play pvp I embrace my vampire powers completely going to stage 4 because passives help my stamblade. stamina players healers and tanks who love playing a vampire have every right to be upset.
    Edited by Deathlord92 on April 26, 2020 1:55PM
  • ZOS_FalcoYamaoka
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  • daemonor
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    carlos424 wrote: »
    daemonor wrote: »
    Vevvev wrote: »
    MincVinyl wrote: »

    ^this right here is exactly what i mean, you are not even looking for ways to bypass or lessen the negative passives. Zos even spit the answer in your face to help you overcome it.

    And yes I have had the game change on me, I have been playing since beta. Maining a bosmer stamsorc, which has not really seen meta since the IC days. My main form of playstyle has been removed from the game several times over to conform to players who can't think for themselves or care to learn more about the game mathematically or mechanically.

    My main hasn't even been a vampire for over a year, and I've never played the meta and always made my own fun builds for both PVE and PVP. Crunching the numbers and getting better and better as time went on. I've been thinking about making my MagDK a vampire again once Greymoor came out but with these changes I might just skip the whole thing entirely.

    I've worked with New Moon Acolyte several times and have tried several combinations to make it work for me. That cost increase on a magDK is significant and I've had to set it aside for other sets like draugrkin, elemental succession, and spell strategist. And this issue gets worse when I play no CP Cyrodiil or enter Battlegrounds with that NMA set. Its truly not something players should have to deal with at the values that they are at.

    The reason people are not happy with vampire right now is it is not fun to play as on the PTS. You can get it to work, and get some high numbers on a target dummy, but its not viable in practice to suffer through a debuff like that. There is also the issue with Tanks and Healers being unable to even really take advantage of the skill line due to how its set up on the PTS. Like for example if a tank wanted to get the damage reduction passive they need to be at stage 3 vampirisim which gives them 15% increased costs to everything. A lot of good tanks I know run block cost reduction enchantments due to the fact its already a pain in the rear to manage resources as it is ((made even worse by a group that doesn't use orbs and other synergies)). They don't have a whole lot of flexibility to find ways around that cost increase like a damage dealer would be able to.

    Have to agree on this one, after finishing dummy humping for 3 days I decided I want to check some pvp changes, and guess what - you can't. 2 hours in bg que, IC is empty so is cyrodil. After 1 hour of spamming chat I found a mate whom we had duels with for a good hour. But that's about it. There's no way currently to extensively test all the stuff thats added on the pts.

    I have some good news for you tho, going with the 5 siroria 5 elf bane and 2 ilambris set up with the old asylum rotation i managed to pull 85k dps on a trial dummy by replacing force pulse with blood for blood vampire spammable. There's still hope for mag dks but that means losing the range most likely.

    Have you tried that same setup using the whip spammable? Just curious if you can get similar results. If so, there would be no point in using vamp skills and having to manage health.

    It's about a 8k dps increase and you don't have to manage health, the burning embers do that perfectly in the default rotation. Identical setup with whip is not sustainable without heavy attacks. The only problem i see so far is droping health too low that lines up with some damage mechanic and healer not reacting fast enough, but one guy posted a 105k parse i believe in the new hardmode trial, i just copied him 100% and tested out what an average player can do on a dummy trying out different mag dk setups. This one came out strongest by far.
  • ElliottXO
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    ElliottXO wrote: »
    Just watched Alcast's video on vampires.

    Vampires will be fine; and I can promise you that within the first month of release there will be the first broken Vampire builds running around (e.g. by fully exploiting the 60% vampire ability cost decrease with the set bonus).

    Of course, slapping on vampire just for 2 passives won't work anymore. Get over it.

    Condescending much?
    People are pissed that the rework didn't turn out as promising as it was expected to be.

    Was it kinda mandatory in the past? Surely. Be it for the passives alone or because some classes even needed the few lousy skills it offered.

    But now tanks and healers can go cure themselves. Most (!) stamina chars as well. Vampirism turned from being omnipresent to being a straight up nerf and unusable to 50% of the playerbase.
    Pick your poison. I'd rather see it more inclusive than it is now. E.g. via slightly softer cost penalties as well as a stam scaling damage ability. With those two changes alone you could get a good chunk back on board again.

    If I wanted to use a skill line that with 50%+ useless skills and passives for me, I'd play a sorc on stamina . Oh, wait...

    You can't tank or heal at 5% skill cost increase? Or you mean it won't be FOM anymore?

    If I wouldn't be a DK Tank who has Talons, I might be damn temped to slot that 5 second vampire AOE stun. That looks a bit OP for 2k magicka to be honest. You get another super low cost spamable, mist, good ultimate.

    Yes, stage 4 might not be for the majority of the playerbase. Stage 1 on the other hand, I would argue most average joe's can't even tell the difference if there is a 5% cost increase.
    Edited by ElliottXO on April 26, 2020 4:03PM
  • josh.lackey_ESO
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    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.
  • Chelo
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    OmniDo wrote: »
    Chelo wrote: »
    Then you should go back to play Skyrim... This is an MMO, not a single player game. To all Elder Scrolls players, you can't be the "master of everything" in an MMO.
    I most certainly can.
    I might not be able to solo the entire game, but I can most definitely master everything in this MMO.
    Your statement is invalid.
    It's always annoying when people said "In Skyrim I can do this or that, etc". Yeah you can surely be the best player in a single player game... Not gonna happen here...
    Speak for yourself sir.
    Don't try to hold myself or others to your limited expectations. You will fail.

    No you can't. I could make a list of all the stuff you can't do solo. But honestly it's common sense.

    You can't even make a "competitive" hybrid character in this game. Keep in mind I'm saying "competitive", yeah sure you can create a hybrid character but it wouldn't be competitive according to min/max statics.

    And the fact that I'm sure other people can and will kill you in PvP, just make you a player like anyone else. Im not saying you can't be good, I'm just saying you are not going to be the top 1 player of ESO in every aspect of the game, because nobody is...

    But you certainly can be the best Skyrim player in your own game, because you are competing only against yourself, and that's the whole point of single player games. When I play Shadow of Mordor, not a single npc can kill me. Not going to happen here...
    Edited by Chelo on April 26, 2020 7:23PM
  • Chelo
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    ElliottXO wrote: »
    Just watched Alcast's video on vampires.

    Vampires will be fine; and I can promise you that within the first month of release there will be the first broken Vampire builds running around (e.g. by fully exploiting the 60% vampire ability cost decrease with the set bonus).

    Of course, slapping on vampire just for 2 passives won't work anymore. Get over it.

    Condescending much?
    People are pissed that the rework didn't turn out as promising as it was expected to be.

    Was it kinda mandatory in the past? Surely. Be it for the passives alone or because some classes even needed the few lousy skills it offered.

    But now tanks and healers can go cure themselves. Most (!) stamina chars as well. Vampirism turned from being omnipresent to being a straight up nerf and unusable to 50% of the playerbase.
    Pick your poison. I'd rather see it more inclusive than it is now. E.g. via slightly softer cost penalties as well as a stam scaling damage ability. With those two changes alone you could get a good chunk back on board again.

    If I wanted to use a skill line that with 50%+ useless skills and passives for me, I'd play a sorc on stamina . Oh, wait...

    I don't see Healers and Tanks playing in Werewolf transformation either...

    Vampire supposed to be for Magicka, what Werewolf is for Stamina.

  • starkerealm
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    ElliottXO wrote: »
    Just watched Alcast's video on vampires.

    Vampires will be fine; and I can promise you that within the first month of release there will be the first broken Vampire builds running around (e.g. by fully exploiting the 60% vampire ability cost decrease with the set bonus).

    Of course, slapping on vampire just for 2 passives won't work anymore. Get over it.

    Not that it matters, but 43.6% from Stage 4 and The Vampire Lord set. (Unless Vampire Lord was buffed on the PTS.)
  • Jeremy
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    We'll effectively be in the same place as we are now because people won't want to go past stage 1 with the cost increases and actively avoid feeding. Stage 1 will be like stage 4 is now, with everything being more expensive.

    I wanted to be able to feed to get stronger, now I have to avoid feeding because I'll get severely penalized for it. There's no upside.

    We're not in the same place now - because there is really no reason to pick Vampire at all now unless you plan on actually using their skills.
    The exception might be stealth-based characters who pick Vampire just for Dark Stalker. But the issue with people just picking Vampire for a passive or two while having no real interest in actually playing as a Vampire has been dealt with, and effectively I would say.

    I will agree with you that most Vampires are likely going to stay at stage 1 though, because that is ideal for combination builds that still make regular use of their non-Vampiiric abilities and those are the types of builds players have already created for themselves. But I don't really see that as a problem. Let the higher stages be reserved for builds that are dominated by Vampiric abilities. Why is that a issue?
    Edited by Jeremy on April 26, 2020 8:19PM
  • Chelo
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    The only tweak Devs should make is Stage 1 not increase cost of regular skills.
  • Jeremy
    Jeremy
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    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.

    Players can already largely remove the penalty by simply reducing their stage. A very manageable 5% increase in ability cost is well worth the access to all of the new and improved Vampire skills, not to mention the Dark Stalker passive. If your build isn't using mostly Vampire abilities it shouldn't be at the higher stages anyway.
  • Glurin
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    Jeremy wrote: »
    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.

    Players can already largely remove the penalty by simply reducing their stage. A very manageable 5% increase in ability cost is well worth the access to all of the new and improved Vampire skills, not to mention the Dark Stalker passive. If your build isn't using mostly Vampire abilities it shouldn't be at the higher stages anyway.

    Jeremy, as you already know fully well given our discussion over in the general forum, THAT'S NOT THE FRIKIN POINT!!! Vampires are not magicka werewolves and should not be magicka werewolves. People who want to play as a vampire don't mean they want to only use vampire abilities. It's a play-style, not a build. If the cost penalty is too great at stage four, or any other stage for that mater, it turns playstyle into build, so the thing that needs to be addressed is whether or not that penalty is in fact too great. When you tell people to reduce their stage and stay at stage one, you are not addressing that issue.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Jeremy
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    Glurin wrote: »
    Jeremy wrote: »
    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.

    Players can already largely remove the penalty by simply reducing their stage. A very manageable 5% increase in ability cost is well worth the access to all of the new and improved Vampire skills, not to mention the Dark Stalker passive. If your build isn't using mostly Vampire abilities it shouldn't be at the higher stages anyway.

    Jeremy, as you already know fully well given our discussion over in the general forum, THAT'S NOT THE FRIKIN POINT!!! Vampires are not magicka werewolves and should not be magicka werewolves. People who want to play as a vampire don't mean they want to only use vampire abilities. It's a play-style, not a build. If the cost penalty is too great at stage four, or any other stage for that mater, it turns playstyle into build, so the thing that needs to be addressed is whether or not that penalty is in fact too great. When you tell people to reduce their stage and stay at stage one, you are not addressing that issue.

    Actually that is the "frikin point".

    Vampires should pick the stage that best suits their individual play style. That is likely why the new system makes it easier to pick and choose your stage.

    If you choose to become a stage 4 Vampire yet use a build that spams regular abilities instead of Vampire abilities, then that is just poor decision making on the part of the player and not the fault of the game. As I've told you countless times before (since you seem to want to follow me into this thread now for some weird reason) the game provides you with the necessary tools to effectively play a build that combines both Vampiric abilites and regular abilities. If you choose not to take advantage of those tools, then that's on you. So your issue has already been addressed.
    Edited by Jeremy on April 26, 2020 9:49PM
  • olsborg
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    Vampires for snipers I think, i mean they get 2k wep dmg just for being a vampire.

    PC EU
    PvP only
  • Glurin
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    Jeremy wrote: »
    Glurin wrote: »
    Jeremy wrote: »
    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.

    Players can already largely remove the penalty by simply reducing their stage. A very manageable 5% increase in ability cost is well worth the access to all of the new and improved Vampire skills, not to mention the Dark Stalker passive. If your build isn't using mostly Vampire abilities it shouldn't be at the higher stages anyway.

    Jeremy, as you already know fully well given our discussion over in the general forum, THAT'S NOT THE FRIKIN POINT!!! Vampires are not magicka werewolves and should not be magicka werewolves. People who want to play as a vampire don't mean they want to only use vampire abilities. It's a play-style, not a build. If the cost penalty is too great at stage four, or any other stage for that mater, it turns playstyle into build, so the thing that needs to be addressed is whether or not that penalty is in fact too great. When you tell people to reduce their stage and stay at stage one, you are not addressing that issue.

    Actually that is the "frikin point".

    Vampires should pick the stage that best suits their individual play style. That is likely why the new system makes it easier to pick and choose your stage.

    If you choose to become a stage 4 Vampire yet use a build that spams regular abilities instead of Vampire abilities, then that is just poor decision making on the part of the player and not the fault of the game. As I've told you countless times before (since you seem to want to follow me into this thread now for some weird reason) the game provides you with the necessary tools to effectively play a build that combines both Vampiric abilites and regular abilities. If you choose not to take advantage of those tools, then that's on you. So your issue has already been addressed.

    And as I've told you countless times already, "stay stage one" is not addressing the issue. It is a flippant, arrogant, nonsensical, unhelpful response that in no way, shape or form answers the question and completely disrespects the opinions of those who have enjoyed the play style since it was introduced long before Skyrim.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Jeremy
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    Glurin wrote: »
    Jeremy wrote: »
    Glurin wrote: »
    Jeremy wrote: »
    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.

    Players can already largely remove the penalty by simply reducing their stage. A very manageable 5% increase in ability cost is well worth the access to all of the new and improved Vampire skills, not to mention the Dark Stalker passive. If your build isn't using mostly Vampire abilities it shouldn't be at the higher stages anyway.

    Jeremy, as you already know fully well given our discussion over in the general forum, THAT'S NOT THE FRIKIN POINT!!! Vampires are not magicka werewolves and should not be magicka werewolves. People who want to play as a vampire don't mean they want to only use vampire abilities. It's a play-style, not a build. If the cost penalty is too great at stage four, or any other stage for that mater, it turns playstyle into build, so the thing that needs to be addressed is whether or not that penalty is in fact too great. When you tell people to reduce their stage and stay at stage one, you are not addressing that issue.

    Actually that is the "frikin point".

    Vampires should pick the stage that best suits their individual play style. That is likely why the new system makes it easier to pick and choose your stage.

    If you choose to become a stage 4 Vampire yet use a build that spams regular abilities instead of Vampire abilities, then that is just poor decision making on the part of the player and not the fault of the game. As I've told you countless times before (since you seem to want to follow me into this thread now for some weird reason) the game provides you with the necessary tools to effectively play a build that combines both Vampiric abilites and regular abilities. If you choose not to take advantage of those tools, then that's on you. So your issue has already been addressed.

    And as I've told you countless times already, "stay stage one" is not addressing the issue. It is a flippant, arrogant, nonsensical, unhelpful response that in no way, shape or form answers the question and completely disrespects the opinions of those who have enjoyed the play style since it was introduced long before Skyrim.

    No... it's actually none of those things.

    What it is, is an effective in-game solution for someone who wants to still use a lot of regular abilities as a Vampire. And it's a far more "helpful" response than you pining away for Skyrim, which helps no one.
    Edited by Jeremy on April 26, 2020 10:09PM
  • Glurin
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    It's not an effective solution for playing as a vampire if that solution is to avoid playing as a vampire. How is that so difficult for you to comprehend?

    No, nevermind. I know why it's so hard for you to understand. It's because in your mind, being a vampire is 100% about using abilities with the word "vampire" in them. Doesn't matter what they actually do or how effective they are at doing it so long as your forced to use them to the exclusion of everything else. Actual play style, lore, role play, history, none of that stuff matters. It's all about the name of the abilities on your action bar.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Jeremy
    Jeremy
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    Glurin wrote: »
    It's not an effective solution for playing as a vampire if that solution is to avoid playing as a vampire. How is that so difficult for you to comprehend?

    No, nevermind. I know why it's so hard for you to understand. It's because in your mind, being a vampire is 100% about using abilities with the word "vampire" in them. Doesn't matter what they actually do or how effective they are at doing it so long as your forced to use them to the exclusion of everything else. Actual play style, lore, role play, history, none of that stuff matters. It's all about the name of the abilities on your action bar.

    Playing as a stage 1 Vampire is not avoiding playing as a Vampire.

    How is that so difficult for you to comprehend?

    As a Stage 1 Vampire you still have access to every active Vampire skill and can now use them till your heart's content. The only thing you will miss out on are two passives that didn't even exist before Greymoor and undeath.

    And please don't start telling me what is in my mind. Because if your post is any indication, you do not know what it is in my mind. Because I certainly don'tbelieve being a Vampire is 100% about using abilities with the word "vampire" in them, or what ever else nonsense you are attributing to me now.
    Edited by Jeremy on April 26, 2020 11:28PM
  • ElliottXO
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    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.

    Ok, but why would anyone not chose to be vampire then? 5% fire damage, 10% health regen, and 20% fighters guild ability damage?

    First two are barely noticeable, but you then get access to another in my opinion very good utility skill tree.

    Without the 5% ability cost increase we are back at 100% vampire population. No reason to be human, especially not for PVE.
  • darthgummibear_ESO
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    Jeremy wrote: »
    Playing as a stage 1 Vampire is not avoiding playing as a Vampire.

    It most certainly is avoiding playing as a vampire when that actively prohibits you from feeding.
  • Jeremy
    Jeremy
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    ElliottXO wrote: »
    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.

    Ok, but why would anyone not chose to be vampire then? 5% fire damage, 10% health regen, and 20% fighters guild ability damage?

    First two are barely noticeable, but you then get access to another in my opinion very good utility skill tree.

    Without the 5% ability cost increase we are back at 100% vampire population. No reason to be human, especially not for PVE.

    I think you're right. Some penalty is necessary - especially if the developers are interested in reserving the Vampire population for those who actually want to use Vampire abilities (instead of everyone just grabbing it for a passive or two).

    The lower stage penalties are easily dealt with and more than a fair trade given the excellent skills it gives you access to . Most of the fuss seems to stem from players attempting to play builds that center around using regular abilities at higher tiers of Vampirism where that kind of build is severely punished. So I think this is more of an adaption issue that will eventually work itself out as people familiarize themselves with the new system.
    Edited by Jeremy on April 27, 2020 1:26AM
  • darthgummibear_ESO
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    Jeremy wrote: »
    ElliottXO wrote: »
    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.

    Ok, but why would anyone not chose to be vampire then? 5% fire damage, 10% health regen, and 20% fighters guild ability damage?

    First two are barely noticeable, but you then get access to another in my opinion very good utility skill tree.

    Without the 5% ability cost increase we are back at 100% vampire population. No reason to be human, especially not for PVE.

    I think you're right. Some penalty is necessary - especially if the developers are interested in reserving the Vampire population for those who actually want to use Vampire abilities (instead of everyone just grabbing it for a passive or two).

    The lower stage penalties are easily dealt with and more than a fair trade given the excellent skills it gives you access to . Most of the fuss seems to stem from players attempting to play builds that center around using regular abilities at higher tiers of Vampirism where that kind of build is severely punished. So I think is more of an adaption issue that will eventually work itself out as people familiarize themselves with the new system.

    We already have a penalty by losing the resource regen we had before this, which is the main reason a lot of people went vampire to begin with.
  • Jeremy
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    Jeremy wrote: »
    Playing as a stage 1 Vampire is not avoiding playing as a Vampire.

    It most certainly is avoiding playing as a vampire when that actively prohibits you from feeding.

    You still have access to all of your active Vampire Skills at stage 1.

    Feeding is only done for the sake of advancing stages. So even as a stage 4 vampire there really isn't much of a reason to go around frequently feeding to be honest... except for the sake of coolness I suppose. The new feed animation is quite awesome. But as a persuasive argument to suggest Stage 1 Vampires are somehow missing out big time on being Vampires, it falls flat. At least with me.
    Edited by Jeremy on April 27, 2020 1:29AM
  • Jeremy
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    Jeremy wrote: »
    ElliottXO wrote: »
    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.

    Ok, but why would anyone not chose to be vampire then? 5% fire damage, 10% health regen, and 20% fighters guild ability damage?

    First two are barely noticeable, but you then get access to another in my opinion very good utility skill tree.

    Without the 5% ability cost increase we are back at 100% vampire population. No reason to be human, especially not for PVE.

    I think you're right. Some penalty is necessary - especially if the developers are interested in reserving the Vampire population for those who actually want to use Vampire abilities (instead of everyone just grabbing it for a passive or two).

    The lower stage penalties are easily dealt with and more than a fair trade given the excellent skills it gives you access to . Most of the fuss seems to stem from players attempting to play builds that center around using regular abilities at higher tiers of Vampirism where that kind of build is severely punished. So I think is more of an adaption issue that will eventually work itself out as people familiarize themselves with the new system.

    We already have a penalty by losing the resource regen we had before this, which is the main reason a lot of people went vampire to begin with.

    Which is precisely why I'm told they took it away.

    They didn't want people picking Vampire just for a passive. They want it to be an active skill line players use.
    Edited by Jeremy on April 27, 2020 1:29AM
  • ElliottXO
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    Jeremy wrote: »
    ElliottXO wrote: »
    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.

    Ok, but why would anyone not chose to be vampire then? 5% fire damage, 10% health regen, and 20% fighters guild ability damage?

    First two are barely noticeable, but you then get access to another in my opinion very good utility skill tree.

    Without the 5% ability cost increase we are back at 100% vampire population. No reason to be human, especially not for PVE.

    I think you're right. Some penalty is necessary - especially if the developers are interested in reserving the Vampire population for those who actually want to use Vampire abilities (instead of everyone just grabbing it for a passive or two).

    The lower stage penalties are easily dealt with and more than a fair trade given the excellent skills it gives you access to . Most of the fuss seems to stem from players attempting to play builds that center around using regular abilities at higher tiers of Vampirism where that kind of build is severely punished. So I think is more of an adaption issue that will eventually work itself out as people familiarize themselves with the new system.

    We already have a penalty by losing the resource regen we had before this, which is the main reason a lot of people went vampire to begin with.

    So you would be fine if ZOS keeps the new vampire as it is, but just gives 10% resource regen to everyone across the board?
    Edited by ElliottXO on April 27, 2020 2:21AM
  • Vanos444
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    As anyone tried feed on another player. Does it kill the player?
    I have tried it on npc, they die 1 shot.
  • Glurin
    Glurin
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    Vanos444 wrote: »
    As anyone tried feed on another player. Does it kill the player?
    I have tried it on npc, they die 1 shot.

    I have doubts that would actually work and it would probably have to be done in a PvP environment. Even if it did work, I can already see the tsunami of complaints on the horizon from the PvP forum about it. A guaranteed, ranged one shot kill that you can't do anything about unless you constantly spam reveal abilities behind you? Yeah, I don't think that one is gonna fly very well over there.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • darthgummibear_ESO
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    ElliottXO wrote: »
    Jeremy wrote: »
    ElliottXO wrote: »
    The extra ability cost should just be removed entirely. The reduced cost for vampire skills doesn't need to be offset by anything. Or just remove the reduced vamp costs if you need extra cost to come from somewhere.

    I don't know why ZOS always double-dips when they think something needs to be adjusted. Yes, a lot of people took Vamp for the "free" 10% regen. So they removed the regen. But then now instead of thinking 'let's see if that solves the problem,' they still operate from the mindset of 'it's too good' so they go in and add another penalty. (Or the opposite, something is too weak, so they double-dip buffing it and then it's overpowered.)

    They do the double-dip thing pretty consistently when they do balance changes.

    It makes everything balls-to-the-wall so you get whiplash from patch to patch, rather than small tweaks -- 5% here and there until it's balanced just right. I am not bashing them, just making the observation, maybe suggesting they should be more conservative with changes in general.

    Ok, but why would anyone not chose to be vampire then? 5% fire damage, 10% health regen, and 20% fighters guild ability damage?

    First two are barely noticeable, but you then get access to another in my opinion very good utility skill tree.

    Without the 5% ability cost increase we are back at 100% vampire population. No reason to be human, especially not for PVE.

    I think you're right. Some penalty is necessary - especially if the developers are interested in reserving the Vampire population for those who actually want to use Vampire abilities (instead of everyone just grabbing it for a passive or two).

    The lower stage penalties are easily dealt with and more than a fair trade given the excellent skills it gives you access to . Most of the fuss seems to stem from players attempting to play builds that center around using regular abilities at higher tiers of Vampirism where that kind of build is severely punished. So I think is more of an adaption issue that will eventually work itself out as people familiarize themselves with the new system.

    We already have a penalty by losing the resource regen we had before this, which is the main reason a lot of people went vampire to begin with.

    So you would be fine if ZOS keeps the new vampire as it is, but just gives 10% resource regen to everyone across the board?

    No I'm saying adding the cost increase at all was overkill considering we had already lost the resource regen.
    Jeremy wrote: »
    Jeremy wrote: »
    Playing as a stage 1 Vampire is not avoiding playing as a Vampire.

    It most certainly is avoiding playing as a vampire when that actively prohibits you from feeding.

    You still have access to all of your active Vampire Skills at stage 1.

    Feeding is only done for the sake of advancing stages. So even as a stage 4 vampire there really isn't much of a reason to go around frequently feeding to be honest... except for the sake of coolness I suppose. The new feed animation is quite awesome. But as a persuasive argument to suggest Stage 1 Vampires are somehow missing out big time on being Vampires, it falls flat. At least with me.

    One of the things that people have been clamoring for in regards to vampires was for feeding to have a point, since most people would just get to stage 4 and forget that feeding even exists, which is basically what we have with the vampire changes if people won't want to progress past stage 1. Also, the coolest passive in the game requires vamp stage 4.

    It seems silly to have put all this time and manpower into a huge rework of vampires in a vampire-centric expansion, only to have most of that work ignored by the bulk of people who play vampires(if they even choose to remain a vampire).
    Edited by darthgummibear_ESO on April 27, 2020 8:43AM
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