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?
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.
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.
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.
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.
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.
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.
drkfrontiers wrote: »Vampire in ESO has become fluffy.
Now all we need is Buffy...
drkfrontiers wrote: »Vampire in ESO has become fluffy.
Now all we need is Buffy...
😂😂😂 Bruh.
drkfrontiers wrote: »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.
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.
Bradyfjord 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.
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.
Bradyfjord 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?
drkfrontiers wrote: »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.
And for the love of Christ make normal NPC abilities learnable by the player.
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.