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Vampire changes should've had 2 more skill lines.

Nova_J
Nova_J
✭✭✭✭
Overall, I really understand the idea behind the new vamp changes, I really do. You want to change the narrative that vamps are about more than just passives, and I agree with that. But ZOS, the changes that have been implemented are far too linear in its setup. Outside of dps roles these skills cant even be used and the stages cant even be progressed without severe consequences.

You guys took to the balancing of vampires like they are a 3 skill tree class. A 5% increase to abilities at stage 1? Okay. 10% at stage 2? Wow. 15% at stage 3 and 20% at stage 4?? At first I thought "Well damn the skills must be awesome and really versatile for stats like this" and you know what, they arent bad. But only if you are a dps, and only if you stay at stage 1.

Where was the thought for healers and tanks? Vampires are known for excelling in ALL areas, not just as dps. Or magicka dps more specifically.

These changes are a smack in the face for anyone that want to enjoy being a full vampire while simultaneously playing the role that they wished.
I personally like playing at stage 4 at all times, and that's because to ME that is the pinnacle of vampiric form. The passives and all that were secondary to me and only helped pushed that fantasy that I envisioned for my toon. One thing that I appreciated about the live version is that it leaves you with so much flexibility and allows the player to dream a little. And yes that sounds cheesy as hell but you all know what I mean. Most people who play eso I think have let their imagination wander at least once, making a dope looking character with an awesome background/ fantasy that you dreamed up. And I think the devs know this, otherwise they wouldn't have put so much effort into the looks and animations of the skills etc.

So it's a problem for me when the devs say that "we want players to pick which stage they play in" but then make it so the only place for support roles are at stage one. And then take it further and make only 2 of those abilities even usable for them. Mist form and drain is the only thing I could see a tank or healer using, and mist form doesnt even allow you to cast spells while toggled.

So...really what they meant was only dps can choose what stage they are in, anyone else can stay at stage 1 or kick rocks.
If this is the route ZOS wants vamps to go, meaning they want then to mainly use vampiric skills that's perfectly fine. But you gotta give us more skills to use then, I would have zero problems with the new system if they had viable options for healing and tanks beyond stage 1. As of matter of fact I would be ecstatic! This means I would be able to delve even further into my little vamp world while simultaneously doing what ZOS envisioned and using more vampire skills.

Just imagining if we had vampire healer skills that had earthgore type effects, it would be awesome.

And yes, I know that ZOS probably wont do anything anywhere near what I'm asking for, but it's just a bitter pill to swallow knowing that I may have to reduce my toon to a level 1 newborn vamp just to keep playing him.

It's like having a star wars game where you can be a jedi but have to stay at padawan rank because being a Jedi Master would make your character unusable. And at the same time the padawan can have ALL the abilities as the Master without the risk.

That was a nerdy example, but its accurate to what's happening with these changes.
But alright, my mitching is done, do you guys feel the same? Do you think that having more skills would make alot more sense with the new pts vamp changes?
Edited by Nova_J on April 28, 2020 2:58AM
  • Canned_Apples
    Canned_Apples
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    Vampire is only good for parsing.
    It’s garbage for everything else.
  • Somewhere
    Somewhere
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    Honestly it's even worse than you describe since not even mag dps work with vampire all that effectively since most of the skills still aren't useful there. Most of the skills seem to be more inclined towards pvp, and while that is fine, it does seem rather limiting in terms of build potential due to the regular ability increase.
  • Noxavian
    Noxavian
    ✭✭✭✭✭
    ✭✭
    Nova_J wrote: »
    Overall, I really understand the idea behind the new vamp changes, I really do. You want to change the narrative that vamps are about more than just passives, and I agree with that. But ZOS, the changes that have been implemented are far too linear in its setup. Outside of dps roles these skills cant even be used and the stages cant even be progressed without severe consequences.

    You guys took to the balancing of vampires like they are a 3 skill tree class. A 5% increase to abilities at stage 1? Okay. 10% at stage 2? Wow. 15% at stage 3 and 20% at stage 4?? At first I thought "Well damn the skills must be awesome and really versatile for stats like this" and you know what, they arent bad. But only if you are a dps, and only if you stay at stage 1.

    Where was the thought for healers and tanks? Vampires are known for excelling in ALL areas, not just as dps. Or magicka dps more specifically.

    These changes are a smack in the face for anyone that want to enjoy being a full vampire while simultaneously playing the role that they wished.
    I personally like playing at stage 4 at all times, and that's because to ME that is the pinnacle of vampiric form. The passives and all that were secondary to me and only helped pushed that fantasy that I envisioned for my toon. One thing that I appreciated about the live version is that it leaves you with so much flexibility and allows the player to dream a little. And yes that sounds cheesy as hell but you all know what I mean. Most people who play eso I think have let their imagine wander at least once, making a dope looking character with an awesome background/ fantasy that you dreamed up. And I think the devs know this, otherwise they wouldn't have put so much effort into the looks and animations of the skills etc.

    So it's a problem for me when the devs say that "we want players to pick which stage they play in" but then make it so the only place for support roles are at stage one. And then take it further and make only 2 of those abilities even usable for them. Mist form and drain is the only thing I could see a tank or healer using, and mist form doesnt even allow you to cast spells while toggled.

    So...really what they meant was only dps can choose what stage they are in, anyone else can stay at stage 1 or kick rocks.
    If this is the route ZOS wants vamps to go, meaning they want then to mainly use vampiric skills that's perfectly fine. But you gotta give us more skills to use then, I would have zero problems with the new system if they had viable options for healing and tanks beyond stage 1. As of matter of fact I would be ecstatic! This means I would be able to delve even further into my little vamp world while simultaneously doing what ZOS envisioned and using more vampire skills.

    Just imagining if we had vampire healer skills that had earthgore type effects, it would be awesome.

    And yes, I know that ZOS probably wont do anything anywhere near what I'm asking for, but it's just a bitter pill to swallow knowing that I may have to reduce my toon to a level 1 newborn vamp just to keep playing him.

    It's like having a star wars game where you can be a jedi but have to stay at padawan rank because being a Jedi Master would make your character unusable. And at the same time the padawan can have ALL the abilities as the Master without the risk.

    That was a nerdy example, but its accurate to what's happening with these changes.
    But alright, my mitching is done, do you guys feel the same? Do you think that having more skills would make alot more sense with the new pts vamp changes?

    I feel like with a vampire themed chapter it would of been a great time to introduce more Bloodlines/Werewolf forms. The fact that they couldn't muster the manpower to do such (Because you know it was probably on the idea table for this chapter, but they realistically couldn't do it) is very sad and makes me wonder how much development ESO even has going on.

    Imagine if there were 3 bloodlines:

    A bloodline for mages/wizards/magicka users

    A tanky bloodline for stamina users

    A stealthy/swift bloodline for quick melee DPS users.

    And then on the werewolf side of things, they'd prob include Werebears and some sleek transformation for a stealthy/stalker approach.

    Each with their own little intro quest, etc.

    Realistically speaking, this shouldn't be that hard of a thing to do. Creating a skill line with 5 skills and 1 ultimate should not be a hard thing for an Elder Scrolls MMO.

    Heck, I've seen League Of Legends champions with more diversity in their 4 ability, 1 passive, 1 ultimate kit than entire skill lines in this game. And they pump out at least 10+ of those a year when you take into consideration reworks + new champs released.

    Where's the variety?

    If this is going to be an Elder Scrolls MMO, then it needs to be more like The Elder Scrolls. Do something big! Add on a 4th skill line to all classes, give more bloodlines/werewolf options. Give more weapon options! Looking at you dark magic and coldfire staves....

    And for the love of Christ make normal NPC abilities learnable by the player.
  • Nova_J
    Nova_J
    ✭✭✭✭
    Noxavian wrote: »
    Nova_J wrote: »
    Overall, I really understand the idea behind the new vamp changes, I really do. You want to change the narrative that vamps are about more than just passives, and I agree with that. But ZOS, the changes that have been implemented are far too linear in its setup. Outside of dps roles these skills cant even be used and the stages cant even be progressed without severe consequences.

    You guys took to the balancing of vampires like they are a 3 skill tree class. A 5% increase to abilities at stage 1? Okay. 10% at stage 2? Wow. 15% at stage 3 and 20% at stage 4?? At first I thought "Well damn the skills must be awesome and really versatile for stats like this" and you know what, they arent bad. But only if you are a dps, and only if you stay at stage 1.

    Where was the thought for healers and tanks? Vampires are known for excelling in ALL areas, not just as dps. Or magicka dps more specifically.

    These changes are a smack in the face for anyone that want to enjoy being a full vampire while simultaneously playing the role that they wished.
    I personally like playing at stage 4 at all times, and that's because to ME that is the pinnacle of vampiric form. The passives and all that were secondary to me and only helped pushed that fantasy that I envisioned for my toon. One thing that I appreciated about the live version is that it leaves you with so much flexibility and allows the player to dream a little. And yes that sounds cheesy as hell but you all know what I mean. Most people who play eso I think have let their imagine wander at least once, making a dope looking character with an awesome background/ fantasy that you dreamed up. And I think the devs know this, otherwise they wouldn't have put so much effort into the looks and animations of the skills etc.

    So it's a problem for me when the devs say that "we want players to pick which stage they play in" but then make it so the only place for support roles are at stage one. And then take it further and make only 2 of those abilities even usable for them. Mist form and drain is the only thing I could see a tank or healer using, and mist form doesnt even allow you to cast spells while toggled.

    So...really what they meant was only dps can choose what stage they are in, anyone else can stay at stage 1 or kick rocks.
    If this is the route ZOS wants vamps to go, meaning they want then to mainly use vampiric skills that's perfectly fine. But you gotta give us more skills to use then, I would have zero problems with the new system if they had viable options for healing and tanks beyond stage 1. As of matter of fact I would be ecstatic! This means I would be able to delve even further into my little vamp world while simultaneously doing what ZOS envisioned and using more vampire skills.

    Just imagining if we had vampire healer skills that had earthgore type effects, it would be awesome.

    And yes, I know that ZOS probably wont do anything anywhere near what I'm asking for, but it's just a bitter pill to swallow knowing that I may have to reduce my toon to a level 1 newborn vamp just to keep playing him.

    It's like having a star wars game where you can be a jedi but have to stay at padawan rank because being a Jedi Master would make your character unusable. And at the same time the padawan can have ALL the abilities as the Master without the risk.

    That was a nerdy example, but its accurate to what's happening with these changes.
    But alright, my mitching is done, do you guys feel the same? Do you think that having more skills would make alot more sense with the new pts vamp changes?

    I feel like with a vampire themed chapter it would of been a great time to introduce more Bloodlines/Werewolf forms. The fact that they couldn't muster the manpower to do such (Because you know it was probably on the idea table for this chapter, but they realistically couldn't do it) is very sad and makes me wonder how much development ESO even has going on.

    Imagine if there were 3 bloodlines:

    A bloodline for mages/wizards/magicka users

    A tanky bloodline for stamina users

    A stealthy/swift bloodline for quick melee DPS users.

    And then on the werewolf side of things, they'd prob include Werebears and some sleek transformation for a stealthy/stalker approach.

    Each with their own little intro quest, etc.

    Realistically speaking, this shouldn't be that hard of a thing to do. Creating a skill line with 5 skills and 1 ultimate should not be a hard thing for an Elder Scrolls MMO.

    Heck, I've seen League Of Legends champions with more diversity in their 4 ability, 1 passive, 1 ultimate kit than entire skill lines in this game. And they pump out at least 10+ of those a year when you take into consideration reworks + new champs released.

    Where's the variety?

    If this is going to be an Elder Scrolls MMO, then it needs to be more like The Elder Scrolls. Do something big! Add on a 4th skill line to all classes, give more bloodlines/werewolf options. Give more weapon options! Looking at you dark magic and coldfire staves....

    And for the love of Christ make normal NPC abilities learnable by the player.

    I could actually see them doing something for magicka werewolves. Having a skill line based around frost abilities and summons would be cool for them. And I always thought werewolfs should have more passives active when not transformed. But yea, they should've tried to squeeze out some more ideas into this.
  • Nova_J
    Nova_J
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    Somewhere wrote: »
    Honestly it's even worse than you describe since not even mag dps work with vampire all that effectively since most of the skills still aren't useful there. Most of the skills seem to be more inclined towards pvp, and while that is fine, it does seem rather limiting in terms of build potential due to the regular ability increase.

    Yea, only mag DK's and nightblade come to mind when I think of useful ways to use the kit.
  • Sephyr
    Sephyr
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    ✭✭
    Noxavian wrote: »
    Nova_J wrote: »
    Overall, I really understand the idea behind the new vamp changes, I really do. You want to change the narrative that vamps are about more than just passives, and I agree with that. But ZOS, the changes that have been implemented are far too linear in its setup. Outside of dps roles these skills cant even be used and the stages cant even be progressed without severe consequences.

    You guys took to the balancing of vampires like they are a 3 skill tree class. A 5% increase to abilities at stage 1? Okay. 10% at stage 2? Wow. 15% at stage 3 and 20% at stage 4?? At first I thought "Well damn the skills must be awesome and really versatile for stats like this" and you know what, they arent bad. But only if you are a dps, and only if you stay at stage 1.

    Where was the thought for healers and tanks? Vampires are known for excelling in ALL areas, not just as dps. Or magicka dps more specifically.

    These changes are a smack in the face for anyone that want to enjoy being a full vampire while simultaneously playing the role that they wished.
    I personally like playing at stage 4 at all times, and that's because to ME that is the pinnacle of vampiric form. The passives and all that were secondary to me and only helped pushed that fantasy that I envisioned for my toon. One thing that I appreciated about the live version is that it leaves you with so much flexibility and allows the player to dream a little. And yes that sounds cheesy as hell but you all know what I mean. Most people who play eso I think have let their imagine wander at least once, making a dope looking character with an awesome background/ fantasy that you dreamed up. And I think the devs know this, otherwise they wouldn't have put so much effort into the looks and animations of the skills etc.

    So it's a problem for me when the devs say that "we want players to pick which stage they play in" but then make it so the only place for support roles are at stage one. And then take it further and make only 2 of those abilities even usable for them. Mist form and drain is the only thing I could see a tank or healer using, and mist form doesnt even allow you to cast spells while toggled.

    So...really what they meant was only dps can choose what stage they are in, anyone else can stay at stage 1 or kick rocks.
    If this is the route ZOS wants vamps to go, meaning they want then to mainly use vampiric skills that's perfectly fine. But you gotta give us more skills to use then, I would have zero problems with the new system if they had viable options for healing and tanks beyond stage 1. As of matter of fact I would be ecstatic! This means I would be able to delve even further into my little vamp world while simultaneously doing what ZOS envisioned and using more vampire skills.

    Just imagining if we had vampire healer skills that had earthgore type effects, it would be awesome.

    And yes, I know that ZOS probably wont do anything anywhere near what I'm asking for, but it's just a bitter pill to swallow knowing that I may have to reduce my toon to a level 1 newborn vamp just to keep playing him.

    It's like having a star wars game where you can be a jedi but have to stay at padawan rank because being a Jedi Master would make your character unusable. And at the same time the padawan can have ALL the abilities as the Master without the risk.

    That was a nerdy example, but its accurate to what's happening with these changes.
    But alright, my mitching is done, do you guys feel the same? Do you think that having more skills would make alot more sense with the new pts vamp changes?

    I feel like with a vampire themed chapter it would of been a great time to introduce more Bloodlines/Werewolf forms. The fact that they couldn't muster the manpower to do such (Because you know it was probably on the idea table for this chapter, but they realistically couldn't do it) is very sad and makes me wonder how much development ESO even has going on.

    Imagine if there were 3 bloodlines:

    A bloodline for mages/wizards/magicka users

    A tanky bloodline for stamina users

    A stealthy/swift bloodline for quick melee DPS users.

    And then on the werewolf side of things, they'd prob include Werebears and some sleek transformation for a stealthy/stalker approach.

    Each with their own little intro quest, etc.

    Realistically speaking, this shouldn't be that hard of a thing to do. Creating a skill line with 5 skills and 1 ultimate should not be a hard thing for an Elder Scrolls MMO.

    Heck, I've seen League Of Legends champions with more diversity in their 4 ability, 1 passive, 1 ultimate kit than entire skill lines in this game. And they pump out at least 10+ of those a year when you take into consideration reworks + new champs released.

    Where's the variety?

    If this is going to be an Elder Scrolls MMO, then it needs to be more like The Elder Scrolls. Do something big! Add on a 4th skill line to all classes, give more bloodlines/werewolf options. Give more weapon options! Looking at you dark magic and coldfire staves....

    And for the love of Christ make normal NPC abilities learnable by the player.

    With the development thing, I think if IRC they had mentioned about them making a bunch of things before a DLC storyboard is even decided on and then they just plug things in from there (I can't remember if it was them or if it was something else) but the idea of that honestly does make sense considering what we got here as well as what we got with necromancer.

    I seen a thread saying that vampires were good for end game with the Frenzy ability and while that's all fine and dandy, I don't see anything else useful from the line. The risks far outweigh the reward right now, however I'm willing to reserve my full judgment until they do something with the feedback because what they had said in the reveal stream with @ZOS_GinaBruno and @ZOS_JessicaFolsom was not what we got. We don't have the legitimate form with wings. We don't have that visceral feel that was touted. If developers are going to be teasing content, they need to understand what they're actually teasing after it's finished and ready to test publicly. Not before. This is where ZoS to player transparency honestly fails to meet the expectations of it's consumers.
  • Zardayne
    Zardayne
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    Noxavian wrote: »
    Nova_J wrote: »
    Overall, I really understand the idea behind the new vamp changes, I really do. You want to change the narrative that vamps are about more than just passives, and I agree with that. But ZOS, the changes that have been implemented are far too linear in its setup. Outside of dps roles these skills cant even be used and the stages cant even be progressed without severe consequences.

    You guys took to the balancing of vampires like they are a 3 skill tree class. A 5% increase to abilities at stage 1? Okay. 10% at stage 2? Wow. 15% at stage 3 and 20% at stage 4?? At first I thought "Well damn the skills must be awesome and really versatile for stats like this" and you know what, they arent bad. But only if you are a dps, and only if you stay at stage 1.

    Where was the thought for healers and tanks? Vampires are known for excelling in ALL areas, not just as dps. Or magicka dps more specifically.

    These changes are a smack in the face for anyone that want to enjoy being a full vampire while simultaneously playing the role that they wished.
    I personally like playing at stage 4 at all times, and that's because to ME that is the pinnacle of vampiric form. The passives and all that were secondary to me and only helped pushed that fantasy that I envisioned for my toon. One thing that I appreciated about the live version is that it leaves you with so much flexibility and allows the player to dream a little. And yes that sounds cheesy as hell but you all know what I mean. Most people who play eso I think have let their imagine wander at least once, making a dope looking character with an awesome background/ fantasy that you dreamed up. And I think the devs know this, otherwise they wouldn't have put so much effort into the looks and animations of the skills etc.

    So it's a problem for me when the devs say that "we want players to pick which stage they play in" but then make it so the only place for support roles are at stage one. And then take it further and make only 2 of those abilities even usable for them. Mist form and drain is the only thing I could see a tank or healer using, and mist form doesnt even allow you to cast spells while toggled.

    So...really what they meant was only dps can choose what stage they are in, anyone else can stay at stage 1 or kick rocks.
    If this is the route ZOS wants vamps to go, meaning they want then to mainly use vampiric skills that's perfectly fine. But you gotta give us more skills to use then, I would have zero problems with the new system if they had viable options for healing and tanks beyond stage 1. As of matter of fact I would be ecstatic! This means I would be able to delve even further into my little vamp world while simultaneously doing what ZOS envisioned and using more vampire skills.

    Just imagining if we had vampire healer skills that had earthgore type effects, it would be awesome.

    And yes, I know that ZOS probably wont do anything anywhere near what I'm asking for, but it's just a bitter pill to swallow knowing that I may have to reduce my toon to a level 1 newborn vamp just to keep playing him.

    It's like having a star wars game where you can be a jedi but have to stay at padawan rank because being a Jedi Master would make your character unusable. And at the same time the padawan can have ALL the abilities as the Master without the risk.

    That was a nerdy example, but its accurate to what's happening with these changes.
    But alright, my mitching is done, do you guys feel the same? Do you think that having more skills would make alot more sense with the new pts vamp changes?

    I feel like with a vampire themed chapter it would of been a great time to introduce more Bloodlines/Werewolf forms. The fact that they couldn't muster the manpower to do such (Because you know it was probably on the idea table for this chapter, but they realistically couldn't do it) is very sad and makes me wonder how much development ESO even has going on.

    Imagine if there were 3 bloodlines:

    A bloodline for mages/wizards/magicka users

    A tanky bloodline for stamina users

    A stealthy/swift bloodline for quick melee DPS users.

    And then on the werewolf side of things, they'd prob include Werebears and some sleek transformation for a stealthy/stalker approach.

    Each with their own little intro quest, etc.

    Realistically speaking, this shouldn't be that hard of a thing to do. Creating a skill line with 5 skills and 1 ultimate should not be a hard thing for an Elder Scrolls MMO.

    Heck, I've seen League Of Legends champions with more diversity in their 4 ability, 1 passive, 1 ultimate kit than entire skill lines in this game. And they pump out at least 10+ of those a year when you take into consideration reworks + new champs released.

    Where's the variety?

    If this is going to be an Elder Scrolls MMO, then it needs to be more like The Elder Scrolls. Do something big! Add on a 4th skill line to all classes, give more bloodlines/werewolf options. Give more weapon options! Looking at you dark magic and coldfire staves....

    And for the love of Christ make normal NPC abilities learnable by the player.

    I agree with all of this..

    I also think Werewolves need to be usable by mag characters and not just stam. I'd love to have more options.
  • Nova_J
    Nova_J
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    Lol I dont know how this post went from Vamps to being about WW. 😂
  • Ratzkifal
    Ratzkifal
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    Mistform is a toggle now and reduces incoming damage by 75%. I am very sure tanks can make use of that one and they only need to be stage 1 for it too. On live mistform costs 5000 magicka and lasts 4 seconds, which is a lot of cost and a long time during which you cannot reapply skills and you also cannot be healed. With the change tanks can just activate mistform whenever heavy damage is incoming and toggle it off as soon as they don't need it anymore.
    This Bosmer was tortured to death. There is nothing left to be done.
  • RavemasterCrow
    RavemasterCrow
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    Ratzkifal wrote: »
    Mistform is a toggle now and reduces incoming damage by 75%. I am very sure tanks can make use of that one and they only need to be stage 1 for it too. On live mistform costs 5000 magicka and lasts 4 seconds, which is a lot of cost and a long time during which you cannot reapply skills and you also cannot be healed. With the change tanks can just activate mistform whenever heavy damage is incoming and toggle it off as soon as they don't need it anymore.

    Only problem with that is Block Cancel is messing up - so sometimes it's taking people having to wait for the GCD to come up to reactive the toggle to drop out of mist form. I agree it's better than it is on live, and I love how they've altered the morphs. But it's not 100% reliable so I'm not sure how viable it's going to be.

    It would definitely be good for content where precision isn't required. Otherwise, I can see a couple of problems with it's use/activation.

    But they're not wrong for everything else. The stun would be really good for tanks but it requires them to have every mob actively looking at them. When most rely on some form of chain and pull to bring people in.
  • Nova_J
    Nova_J
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    Ratzkifal wrote: »
    Mistform is a toggle now and reduces incoming damage by 75%. I am very sure tanks can make use of that one and they only need to be stage 1 for it too. On live mistform costs 5000 magicka and lasts 4 seconds, which is a lot of cost and a long time during which you cannot reapply skills and you also cannot be healed. With the change tanks can just activate mistform whenever heavy damage is incoming and toggle it off as soon as they don't need it anymore.

    Yea, like I said 1 or 2 skills that could be used by tanks or healers. But only if they stay at stage 1. And idk but it feels like the new mist form is more of an escape tactic than a sit there and take it move. But I definitely see its potential implementations. Now only If they had 5 more skills that followed this line of thinking......
  • drkfrontiers
    drkfrontiers
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    Its the age of WW.

    Vampires were moved into RP, and true power bestowed to the mangy dog.

    Magic 8 ball - 100000s of WWs incoming.
    Edited by drkfrontiers on April 27, 2020 3:23PM
    "One must still have chaos in oneself to be able to give birth to a dancing star."
    ~ Friedrich Nietzsche
  • Nova_J
    Nova_J
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    Vampire in ESO has become fluffy.

    Now all we need is Buffy...

    😂😂😂 Bruh.
  • drkfrontiers
    drkfrontiers
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    Nova_J wrote: »
    Vampire in ESO has become fluffy.

    Now all we need is Buffy...

    😂😂😂 Bruh.

    LOL. Spur of the moment
    "One must still have chaos in oneself to be able to give birth to a dancing star."
    ~ Friedrich Nietzsche
  • Nova_J
    Nova_J
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    Its the age of WW.

    Vampires were moved into RP, and true power bestowed to the mangy dog.

    Magic 8 ball - 100000s of WWs incoming.

    WW buffs oook really good, especially for the passives.
  • Bradyfjord
    Bradyfjord
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    Ratzkifal wrote: »
    Mistform is a toggle now and reduces incoming damage by 75%. I am very sure tanks can make use of that one and they only need to be stage 1 for it too. On live mistform costs 5000 magicka and lasts 4 seconds, which is a lot of cost and a long time during which you cannot reapply skills and you also cannot be healed. With the change tanks can just activate mistform whenever heavy damage is incoming and toggle it off as soon as they don't need it anymore.

    Actually, I used to use Mist Form in pvp quite a bit. You can bar swap, and you drop mist form as long as you don't double bar the ability. I imagine it will still be the same if you don't double bar Mist Form.

    Now, will the lag let you bar swap when you want to? That is another problem entirely.
    Edited by Bradyfjord on April 27, 2020 11:09PM
  • Nova_J
    Nova_J
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    Bradyfjord wrote: »
    Ratzkifal wrote: »
    Mistform is a toggle now and reduces incoming damage by 75%. I am very sure tanks can make use of that one and they only need to be stage 1 for it too. On live mistform costs 5000 magicka and lasts 4 seconds, which is a lot of cost and a long time during which you cannot reapply skills and you also cannot be healed. With the change tanks can just activate mistform whenever heavy damage is incoming and toggle it off as soon as they don't need it anymore.

    Actually, I used to use Mist Form in pvp quite a bit. You can bar swap, and you drop mist form as long as you don't double bar the ability. I imagine it will still be the same if you don't double bar Mist Form.

    Now, will the lag let you bar swap when you want to? That is another problem entirely.

    How consistent would that be?
  • Jeremy
    Jeremy
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    Ratzkifal wrote: »
    Mistform is a toggle now and reduces incoming damage by 75%. I am very sure tanks can make use of that one and they only need to be stage 1 for it too. On live mistform costs 5000 magicka and lasts 4 seconds, which is a lot of cost and a long time during which you cannot reapply skills and you also cannot be healed. With the change tanks can just activate mistform whenever heavy damage is incoming and toggle it off as soon as they don't need it anymore.

    The drain is especially nice for tanks too, since they tend to have larger health bars so they'll end up getting the most out of their heal. The same can be said of Blood Frenzy, which is a handy damage increase they can turn on or off when ever they have a need for more offense.
    Edited by Jeremy on April 28, 2020 2:48AM
  • Bradyfjord
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    Nova_J wrote: »
    Bradyfjord wrote: »
    Ratzkifal wrote: »
    Mistform is a toggle now and reduces incoming damage by 75%. I am very sure tanks can make use of that one and they only need to be stage 1 for it too. On live mistform costs 5000 magicka and lasts 4 seconds, which is a lot of cost and a long time during which you cannot reapply skills and you also cannot be healed. With the change tanks can just activate mistform whenever heavy damage is incoming and toggle it off as soon as they don't need it anymore.

    Actually, I used to use Mist Form in pvp quite a bit. You can bar swap, and you drop mist form as long as you don't double bar the ability. I imagine it will still be the same if you don't double bar Mist Form.

    Now, will the lag let you bar swap when you want to? That is another problem entirely.

    How consistent would that be?

    As it is right now on live, if I bar swap it drops mist form. The catch being that you can't double bar mist form.

    I have not tested that with the changes on the PTS.
  • Jeremy
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    Its the age of WW.

    Vampires were moved into RP, and true power bestowed to the mangy dog.

    Magic 8 ball - 100000s of WWs incoming.

    Nah.

    Stage 4 Vampires are not as bad as people are making them out to be. I've been testing around with them and all the melodrama isn't warranted. You just have to give up using your regular abilities. But they have not been reduced to "RP status". That's an exaggeration, and one I can now confirm.

    They're not going to be able to compete with other solid PvE builds in terms of raw numbers - mostly because their rotation is so threadbare. But I doubt if stage 4 Vampires were meant to be the new super class anyway.

    Healers who want to play as a stage 4 Vampire have a legitimate complaint. That's probably impossible. So the OP's suggestion to add some new skill lines is a good one. Maybe that will come in the future.

    But all of this talk still ignores what is still the elephant in the room - which is the changes allow anyone to become a Vampire now at stage 1 and use all the Vampire skills they want. So healers, tanks... anyone really, can still be Vampires and still have fun using the new skills. So this is largely a problem that already has a solution.

    So I would say Vampires are fine. They're certainly in a better state now then they ever have been before. The argument that wants to see stage 4 Vampires buffed more so they can be more competitive is a reasonable one and one I can get behind. But there wasn't even a stage 4 Vampire build before Greymoor... so however you look at it, this is still a huge step forward for Vampires (not backwards).

    Edited by Jeremy on April 28, 2020 5:40AM
  • EmEm_Oh
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    And for the love of Christ make normal NPC abilities learnable by the player.

    When the NPCs start having more of a dynamic skill...there's something that needs to be addressed in the dev dept.
    Edited by EmEm_Oh on April 28, 2020 5:47AM
  • Noxavian
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    EmEm_Oh wrote: »
    And for the love of Christ make normal NPC abilities learnable by the player.

    When the NPCs start having more of a dynamic skill...there's something that needs to be addressed in the dev dept.

    Yup, this is a big ESO with ESO tbh. It is less of an issue with the older classes, but Warden? Necromancer? And now vampires? Even werewolves to some extent because of the cool big werewolf form people often talk about.

    NPC wardens can actually summon wolves and a variety of animals, not just vvardenfell things. Necromancers can actually summon undead zombies, melee skeletons, even flesh atronachs. Some even have a cool bonespike attack. Now vampires are getting the same treatment.

    I don't know what it is. You have these assets just sitting there, it is a waste of money.
  • godagarah5000
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    i personally would love to see player werebats flying(hovering) around and seeing vampire lords playing as necromancers and werebats playing as wardens in group dungeons this would be epic to witness
    Edited by godagarah5000 on April 28, 2020 6:53AM
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