These are becoming my findings to but that ability cost increase is very noticeable on a magDK, especially when you're put on the defensive and spamming things like Coagulating blood to stay alive. It doesn't feel good to play as a vampire with that ability cost increase on top of the other weaknesses vampires have, but its fun to play in Overland PVE. Just wish the primarily damage dealing ability was a ranged blood magic spell. Having to get close on a skill line that lacks gap closers is annoying..
starkerealm wrote: »That's not what that means. That's never been what that meant.
"Play your way," means that you can approach any content you want. If you want to focus on PvP, that's an option. If you want to focus on open world questing, that's an option. If you want to run group content, that's an option. If you want to build to endgame using crafted gear, you can do that.
However, "play your way," has never meant that you could fling random skills onto your bar and have an effective build off of that.
Uh, no. Sorry but that's completely wrong. "Play your way" doesn't mean choosing between PvP or group dungeons. That choice is just the game and is something basically every MMO has.
"Play your way" is in fact a whole lot closer to that random skill flinging thing. It's specifically in reference to the fact that you can build your character a thousand different ways and make it your own instead of being limited to picking from a very small handful of predesigned cookie cutters. This way you can approach any content you want however you want to approach it. That's what differentiates ESO from something like WoW.
darthgummibear_ESO wrote: »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.
relentless_turnip wrote: »I made a stage 4 vamp Cro on PTS, I literally invested nothing into recovery and never dropped below 50% magicka. On a macro most skills are cheap or free.
If you use mainly vamp skills it is insanely op!
Uh, no. Sorry but that's completely wrong. "Play your way" doesn't mean choosing between PvP or group dungeons. That choice is just the game and is something basically every MMO has.
"Play your way" is in fact a whole lot closer to that random skill flinging thing. It's specifically in reference to the fact that you can build your character a thousand different ways and make it your own instead of being limited to picking from a very small handful of predesigned cookie cutters. This way you can approach any content you want however you want to approach it. That's what differentiates ESO from something like WoW.
So after playing a stamina vampire for a minute, I can't help but wonder how you figure this hit stamina harder? Stamina does not actually struggle that much here, sure I am not usually playing my stam toons a stage four on the pts, but I am still making it work and very effectively. How many of you have actually gone onto the pts to test things? I keep finding myself asking this because most of the people I talk to on the pts do not have these gripes, at least the ones that have helped me test things. A few of us have already come up with some builds that offset some of the cost and make use of the weapon power we get to balance out the potential dps loss. Believe it or not. stamina actually can make good use of a every ability in the vampires kit except for the spammable, but Dizzy out preforms it anyway, even with he cost increase, so I still would not use it.
And I just want you to know, a cheap sorce of 75% damage reduction on TOGGLE is amazing on stam. Mist form is so busted since stam regens while you are in it. It basically a free stam regen for stamina toons. Seriously, download the pts and go look for yourself.
Lol what stage do you play at? 1 or 2?
Chilly-McFreeze wrote: »Chilly-McFreeze 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.
I'm don't mean FotM. I mean it being a burden. Why should I debuff myself with a 5% cost increase?
You mean for tanking? The AoE Stun is only 2k at stage 4, means +20% on everything else. At stage 1 it's about 3k. Yes, cheap but it does nothing else. So I think Turn Evi is still better for that, yet alone for the group buffs. Also you don't need that vamp spam as tank.Chilly-McFreeze 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.
On PTS? Seems so. Up until now it wasn't. Not in ESO and surely not in previous TES games. Others wrote enough about why that comparison is lacking, especially from a lore point of view as far as vamps go. Never saw spell slinging werewolfs. But "stamina vampires" isn't really a rare sight.
But the comparison is also lacking in general, as the whole point of WW is the transformation and the temporary third bar. While vamps are about augmenting your mortal skills, and not about debuffing you so heavily that you become so restricted that you won't use your normal skills. Beside that, for using only vamp skills the skill line isn't good enough.
Which harm would it cause to turn Blood for Blood into a skill that scales with your highest stat instead of only mag stats?
I know I repeat myself, but changing this and soften the cost increase would shut up most of the complains.
Fair point about the healers and tanks. Although I already saw posts about werewolf tanking with the new tormentor changes. Won't be meta anyway.
All in all it seems like wasted effort. The rework is a main selling point of the next chapter. Doing all the work so people feel the urge to not use it feels a bit off, don't you think? It's too restrictiv and not inclusive enough.
starkerealm wrote: »Uh, no. Sorry but that's completely wrong. "Play your way" doesn't mean choosing between PvP or group dungeons. That choice is just the game and is something basically every MMO has.
Except, of course, most MMOs do strong arm you into certain activities. Want to reach endgame in BDO? You're going to be doing PvP, whether you like it or not.
Want to advance in Destiny 2? You need to do all activities for the last 10 light.
Want to get to CP160 gold gear in ESO? Yeah, you can do that however. If you want something specific, like False Gods, that will require running a specific piece of content, but you can gear up to cap on a wide variety of activities."Play your way" is in fact a whole lot closer to that random skill flinging thing. It's specifically in reference to the fact that you can build your character a thousand different ways and make it your own instead of being limited to picking from a very small handful of predesigned cookie cutters. This way you can approach any content you want however you want to approach it. That's what differentiates ESO from something like WoW.
Not really. There's more flexability. For example, you're not locked into specific weapons and armor for specific classes, which is a degree of freedom that's unusual. For example, in WoW, you can't run every class as a tank, the way you can in ESO. However, that doesn't mean you can do whatever. If you're running a light armor, Dual Wield/Bow "tank," you're not going to be effective. You still need to understand what you're doing. It's not as simple as flinging random skills at the bar and calling it good.
However, the people who cry about "play how you want," are always like, "well, I want to be a heavy armor sword and board DPS who uses magic," when that simply doesn't work.
I agree. Becoming a vampire for it's passives isn't actually a bad thing. It's just that before the redesign it was pretty much a no brainer. Vampirism didn't really have any impact to it, so there wasn't really any reason not to do it. Other than the purely cosmetic skin condition of course.
But I do feel that some people here and maybe even the devs to some degree are overcorrecting and trying to go from having no impact to being the kind of choice that tosses everything else out the window. That's not where we want to be.
Lore wise or for rp purposes I've never heard of a vampire that gets more decrepid and powerfull the more they feed. If you starve, you should get more undead looking and weaker. The more you feed the more beautiful and powerfull you should become much like in interview with a vampire. Stage 1 and 2 you should be chased out of town and 3 to 4 you should be able to pass as human. That way you would be encouraged to feed and if you didnt because of moral conflicts you would grow weaker and the hunger would grow as you wither from lack of feeding.
Lore wise or for rp purposes I've never heard of a vampire that gets more decrepid and powerfull the more they feed. If you starve, you should get more undead looking and weaker. The more you feed the more beautiful and powerfull you should become much like in interview with a vampire. Stage 1 and 2 you should be chased out of town and 3 to 4 you should be able to pass as human. That way you would be encouraged to feed and if you didnt because of moral conflicts you would grow weaker and the hunger would grow as you wither from lack of feeding.
starkerealm wrote: »Uh, no. Sorry but that's completely wrong. "Play your way" doesn't mean choosing between PvP or group dungeons. That choice is just the game and is something basically every MMO has.
Except, of course, most MMOs do strong arm you into certain activities. Want to reach endgame in BDO? You're going to be doing PvP, whether you like it or not.
Want to advance in Destiny 2? You need to do all activities for the last 10 light.
Want to get to CP160 gold gear in ESO? Yeah, you can do that however. If you want something specific, like False Gods, that will require running a specific piece of content, but you can gear up to cap on a wide variety of activities."Play your way" is in fact a whole lot closer to that random skill flinging thing. It's specifically in reference to the fact that you can build your character a thousand different ways and make it your own instead of being limited to picking from a very small handful of predesigned cookie cutters. This way you can approach any content you want however you want to approach it. That's what differentiates ESO from something like WoW.
Not really. There's more flexability. For example, you're not locked into specific weapons and armor for specific classes, which is a degree of freedom that's unusual. For example, in WoW, you can't run every class as a tank, the way you can in ESO. However, that doesn't mean you can do whatever. If you're running a light armor, Dual Wield/Bow "tank," you're not going to be effective. You still need to understand what you're doing. It's not as simple as flinging random skills at the bar and calling it good.
However, the people who cry about "play how you want," are always like, "well, I want to be a heavy armor sword and board DPS who uses magic," when that simply doesn't work.
Yeah, here's the thing. That should work. That is what play as you want means. Flexibility. Picking the warrior class and being stuck as a tank in metal underwear for all eternity is not that.
You wanna be a sword and board DPS with magic, you should be able to be a sword and board DPS with magic. You wanna be a tanky archer, you should be able to be a tanky archer. Doesn't mean you have to be the greatest DPS or tank of all time doing that. Just that they're workable options.
It's all about breaking the stereotypes. All mages only ever wear bathrobes and silly pointed hats. All elves live in the ancient forest and can only ever be archers or priests. All warriors are too stupid to use magic. It doesn't have to be like that.
Role players angry because people pick vampire just for the passives but are going to somehow be happy with the new vampire and pick a class just for the passives? I bet half the people that like this change aren't even playing vampires now.
Role players angry because people pick vampire just for the passives but are going to somehow be happy with the new vampire and pick a class just for the passives? I bet half the people that like this change aren't even playing vampires now.
Michaelkeir wrote: »I could be wrong but it seems to me that the devs only want people to play as a vampire using mainly vampire skills. I can see how this is a turn off to most people. I however will embrace it. I already have a pure werewolf themed character that pulls good dps (Blood moon, Req, and Molag). And when this drops I already have 2 pure vampire characters at the ready.
Stamina vampire builds on the other hand will probably have a hard time. But we shall have to see with further testing.
It seems they want Werewolf for stamina characters and Vampire for magic ones.
Then maybe you shouldn't be a vampire. Just like werewolf doesn't have synergy with a magicka build.
The new vampire doesn't work with stamina, but it also doesn't work with tanks or healers. In fact the new vampire rework is completely anti healer since they can't even heal you. I main a healer, and I promise any dps that gets themselves killed with the toggle is staying dead. I'm not wasting extra time or magicka hoping they have turned it off at the right times.
So after playing a stamina vampire for a minute, I can't help but wonder how you figure this hit stamina harder? Stamina does not actually struggle that much here, sure I am not usually playing my stam toons a stage four on the pts, but I am still making it work and very effectively. How many of you have actually gone onto the pts to test things? I keep finding myself asking this because most of the people I talk to on the pts do not have these gripes, at least the ones that have helped me test things. A few of us have already come up with some builds that offset some of the cost and make use of the weapon power we get to balance out the potential dps loss. Believe it or not. stamina actually can make good use of a every ability in the vampires kit except for the spammable, but Dizzy out preforms it anyway, even with he cost increase, so I still would not use it.
And I just want you to know, a cheap sorce of 75% damage reduction on TOGGLE is amazing on stam. Mist form is so busted since stam regens while you are in it. It basically a free stam regen for stamina toons. Seriously, download the pts and go look for yourself.
The new vampire doesn't work with stamina, but it also doesn't work with tanks or healers. In fact the new vampire rework is completely anti healer since they can't even heal you. I main a healer, and I promise any dps that gets themselves killed with the toggle is staying dead. I'm not wasting extra time or magicka hoping they have turned it off at the right times.
Have you actually logged into PTS and tried the new vampire? It works amazingly well on stamina builds. All passives and all but one one active are not exclusive to magicka builds.
Also, of the three group PVE roles, healers arguably benefit from vampirism the most. Resource management is already easier on a healer than tank and especially DPS. The Blood Frenzy DOT is easily outhealed, and healers can keep it on almost indefinitely since they do not depend on others for healing.
The new vampire is not just fine, it is more than fine. I expect Blood Frenzy, Undeath and the ultimate to be toned down as they are currently a bit overtuned.
darthgummibear_ESO wrote: »They dont want vampire to be used for its passives like it was before. The point of the changes is to make vampire usable on its own. The new vampire way wont be for everyone to just automatically have it on magicka characters. You would only get it if you wanted to use those skills. I tested it a bit today using my magblade vampire and only 1 non-vampire skill (soul siphon) and had a good time and no resource issues even at stage 4.
And what if you are stamina?
Then maybe you shouldn't be a vampire. Just like werewolf doesn't have synergy with a magicka build.
Then maybe you shouldn't be a vampire. Just like werewolf doesn't have synergy with a magicka build.
Then what if you're literally anything else but a MagBlade DPS?
Werewolf is usable with any role that isn't magicka. I get werewolf tanks in veteran dungeons all the time that run just fine in wolf form on trash mobs.
The new vampire doesn't work with stamina, but it also doesn't work with tanks or healers. In fact the new vampire rework is completely anti healer since they can't even heal you. I main a healer, and I promise any dps that gets themselves killed with the toggle is staying dead. I'm not wasting extra time or magicka hoping they have turned it off at the right times.
starkerealm wrote: »This goes totally against "play your way" because...
That's not what that means. That's never been what that meant.
"Play your way," means that you can approach any content you want. If you want to focus on PvP, that's an option. If you want to focus on open world questing, that's an option. If you want to run group content, that's an option. If you want to build to endgame using crafted gear, you can do that.
However, "play your way," has never meant that you could fling random skills onto your bar and have an effective build off of that.
Your Stampire, right now, isn't a vampire, at least not thematically, it's a stam build that included vampirism for the passives. I know this, because only one of the current vampire active abilities is usable on a stam build, and that one is incredibly situational. So, no, this isn't a, "play your way," situation at all.