That was never the point.darthgummibear_ESO wrote: »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).
The changes were made at the behest of the majority of forum [snip], not because they were consistent with Elder Scrolls lore, or because they would be fun to play. The devs [snip], and they aren't in it for approval. Profit-generation was and is the only goal.
Its all matter of incentives . It seems they made Scion ultimate keeping in mind that you can push down its ult cost to even lower than 150ult. Coz despite on Stage 1 Scion is comparable to Goliath Transformation of necros, de facto it has far less survivability.
So on stage 1 Scion will be weak to build around this ult, but on stage 4+vampire set and constantly spam this ult will be strong.
Oathunbound wrote: »Its all matter of incentives . It seems they made Scion ultimate keeping in mind that you can push down its ult cost to even lower than 150ult. Coz despite on Stage 1 Scion is comparable to Goliath Transformation of necros, de facto it has far less survivability.
So on stage 1 Scion will be weak to build around this ult, but on stage 4+vampire set and constantly spam this ult will be strong.
How are you getting scion ult down to 150? On pts at stage 4 swarming scion is 191 ult, unless your using sorc or a ulr cost redux set i don't see how, also ult gain is surpressed in scion so you need to start from 0 ult when its over
.Vampire Lord: This set now increases the bonuses and penalties of your Vampire Stages by the following amounts:
Stage 1/2/3/4
Flame Damage Taken 1/2/4/6%
Regular Ability Cost Increase: 1/2/4/6%
Vampire Ability Cost Decrease 5/10/15/20%
Look, this is the real test ppl. When my NB is in Imperial City getting gap closed and snared by 1 or 2 Templars, spamming jabs, and my Magicka and Stamina drop to 50% in a split second, snared and can't cloak or move significantly, will the cost increase enable me to escape or will I just sit there and die surrounded by AD Templars or Wardens?
I've read majority of the posts on here and that's all well and good. I respect the opinions and thoughts given. However for NBs especially, it's these moments that make you think, it makes you think ... is a cost increase to all skills (even if these skills would help in some small way) really going to salvage a Critical situation? (Like when I'm running around IC carrying a truck load of silver and run into AD ball group)
You can heavy attack and restore magicka, you can kite monsters around all day and play with fancy new Ultimates but seems like it will not change the meta. If anything, I'm concerned that some of these new Vamp abilities that drain health are so toxic to high end combat that maybe best to avoid Vamp or do as others have suggested and contain Vamp to a very small scope of it's overall functionality.
Look, this is the real test ppl. When my NB is in Imperial City getting gap closed and snared by 1 or 2 Templars, spamming jabs, and my Magicka and Stamina drop to 50% in a split second, snared and can't cloak or move significantly, will the cost increase enable me to escape or will I just sit there and die surrounded by AD Templars or Wardens?
I've read majority of the posts on here and that's all well and good. I respect the opinions and thoughts given. However for NBs especially, it's these moments that make you think, it makes you think ... is a cost increase to all skills (even if these skills would help in some small way) really going to salvage a Critical situation? (Like when I'm running around IC carrying a truck load of silver and run into AD ball group)
You can heavy attack and restore magicka, you can kite monsters around all day and play with fancy new Ultimates but seems like it will not change the meta. If anything, I'm concerned that some of these new Vamp abilities that drain health are so toxic to high end combat that maybe best to avoid Vamp or do as others have suggested and contain Vamp to a very small scope of it's overall functionality.
There are tools in the vamp tree that might have helped you in that situation such as Mistform, but ultimately, that scenario you just described has nothing to do with how well justified the cost increase is, or is not. Being caught out is being caught out no matter what you play. Your critical scenario is not reflective of any kind of balance. It can not tell you if something is over powered or under powered. Just because you die to something, or while you are playing something does not mean anything is under or over powered. Especially in a situation where you are fighting multiple enemies and your resources are critically low.
So no, the cost increase will not enable you to do anything, but balance is not all about what you can do as a vampire, and balancing goals should not be to make something new the most powerful and obvious meta. Nothing should guarantee that you can escape with your truck load of loot in IC nor should anyone think that when building new skills. Being able to be caught is fine.
Can we just all agree that a flat 20% increase to all skills is insane on its own....to say nothing of the health and fire penalties...in exchange for....a subclass whose skills cannot stand on their own.
The more I think about it, the more I’m of the opinion that ZOS is using this as an expansion substitute.
The way they have treated vamp in these PTS notes is much closer to an entire new class ala warden and necro vs the sub class that it is.
I dont know whether or not they were just genuinely excited and overambitious, or conniving trying to drum up excitement for a simple dlc on par with what theyd get for a true expansion.
Probably both. Either way, in its current state, add it to the list of cool ideas that flop in execution.
Look, this is the real test ppl. When my NB is in Imperial City getting gap closed and snared by 1 or 2 Templars, spamming jabs, and my Magicka and Stamina drop to 50% in a split second, snared and can't cloak or move significantly, will the cost increase enable me to escape or will I just sit there and die surrounded by AD Templars or Wardens?
I've read majority of the posts on here and that's all well and good. I respect the opinions and thoughts given. However for NBs especially, it's these moments that make you think, it makes you think ... is a cost increase to all skills (even if these skills would help in some small way) really going to salvage a Critical situation? (Like when I'm running around IC carrying a truck load of silver and run into AD ball group)
You can heavy attack and restore magicka, you can kite monsters around all day and play with fancy new Ultimates but seems like it will not change the meta. If anything, I'm concerned that some of these new Vamp abilities that drain health are so toxic to high end combat that maybe best to avoid Vamp or do as others have suggested and contain Vamp to a very small scope of it's overall functionality.
There are tools in the vamp tree that might have helped you in that situation such as Mistform, but ultimately, that scenario you just described has nothing to do with how well justified the cost increase is, or is not. Being caught out is being caught out no matter what you play. Your critical scenario is not reflective of any kind of balance. It can not tell you if something is over powered or under powered. Just because you die to something, or while you are playing something does not mean anything is under or over powered. Especially in a situation where you are fighting multiple enemies and your resources are critically low.
So no, the cost increase will not enable you to do anything, but balance is not all about what you can do as a vampire, and balancing goals should not be to make something new the most powerful and obvious meta. Nothing should guarantee that you can escape with your truck load of loot in IC nor should anyone think that when building new skills. Being able to be caught is fine.
Yes being caught out was a tactical mistake however it should not be an automatic death sentence. There needs to be the option to counter play otherwise that's not balanced. Having the freedom to make choices or to choose to not accept fate is part of a balanced system. My scenario, an example of a Critical situation demonstrates this deficiency from the NB's perspective and the Vamp Skills for the most part do not buff, reinforce or support counter-play from the NB, although the passives might help. But that's no different than Traditional Vamp passives now.
Therefore, if the new Vamp Skills are not applicable to any use case for Critical PvP situations, they are simply not useful or necessary in PvP. It's just more filler. More clutter for two poor skill bars that are already overwhelmed with nothing to gain otherwise and now are drowning from an unnecessary skill cost increase. Obviously this affects both vamp and non vamp skills which does affect overall balance. Which goes totally against what you're saying. Being a Vamp now affects everything.
And Mistform is terrible advice for someone trying to escape gap closers. Mistform is not now and has never been fast enough to escape most players even. Furthermore, it costs magicka which a NB needs to cloak with later. I have no idea why anyone would recommend it and have rarely seen it provide an escape outlet except for situations where the player is running a max speed build. Sure people use it in PvP but once they're out of magicka not only can they not move but now they are out of magicka also
Judging by your post I'm going to guess you don't play Stamblade or probably NB at all. PvErs is all fine and good however in PvP the type of Critical Scenario I described happens frequently and in order to PvP you must understand how to react which requires an adaptability to a fast paced and ever changing situation. NCPs, mobs, bots do not behave randomly like people do. What is it about making fast decisions in a critical situation that makes you think it doesn't reflect on game balance? My definition of balance and whatever it is you are thinking is not the same. The ability to react or inability to react to the situation is solely based on the user's experience level and the 'tools' available to them. You use abilities to react, if these abilities are more expensive than they should be or are broken or are not fit for the class itself then this make the class not balanced with other classes in the game. And most of the time the best way to test how well a system performs is to place it under intense pressure to determine levels of quality, which is why I used that example.
I am primarily a solo NB player which is significantly more demanding than your DK or Templar and I login to fight, not to just die or just to quit or to feed ap to others who don't deserve it. You get nothing from me without a fight. The point of PvP is to win and to demonstrate excellence but the game needs to give everyone a chance to do so... who wants to. The Meta I'm referring to is not trying to make Vamp OP it is how Vamp might change the existing Meta, making it less OP not starting a new one.... I don't think you understood my meaning. It seems we value different things and are not going to agree. But by now the discussion on here is pretty much summed up anyways so moving on.
Look, this is the real test ppl. When my NB is in Imperial City getting gap closed and snared by 1 or 2 Templars, spamming jabs, and my Magicka and Stamina drop to 50% in a split second, snared and can't cloak or move significantly, will the cost increase enable me to escape or will I just sit there and die surrounded by AD Templars or Wardens?
I've read majority of the posts on here and that's all well and good. I respect the opinions and thoughts given. However for NBs especially, it's these moments that make you think, it makes you think ... is a cost increase to all skills (even if these skills would help in some small way) really going to salvage a Critical situation? (Like when I'm running around IC carrying a truck load of silver and run into AD ball group)
You can heavy attack and restore magicka, you can kite monsters around all day and play with fancy new Ultimates but seems like it will not change the meta. If anything, I'm concerned that some of these new Vamp abilities that drain health are so toxic to high end combat that maybe best to avoid Vamp or do as others have suggested and contain Vamp to a very small scope of it's overall functionality.
There are tools in the vamp tree that might have helped you in that situation such as Mistform, but ultimately, that scenario you just described has nothing to do with how well justified the cost increase is, or is not. Being caught out is being caught out no matter what you play. Your critical scenario is not reflective of any kind of balance. It can not tell you if something is over powered or under powered. Just because you die to something, or while you are playing something does not mean anything is under or over powered. Especially in a situation where you are fighting multiple enemies and your resources are critically low.
So no, the cost increase will not enable you to do anything, but balance is not all about what you can do as a vampire, and balancing goals should not be to make something new the most powerful and obvious meta. Nothing should guarantee that you can escape with your truck load of loot in IC nor should anyone think that when building new skills. Being able to be caught is fine.
Yes being caught out was a tactical mistake however it should not be an automatic death sentence. There needs to be the option to counter play otherwise that's not balanced. Having the freedom to make choices or to choose to not accept fate is part of a balanced system. My scenario, an example of a Critical situation demonstrates this deficiency from the NB's perspective and the Vamp Skills for the most part do not buff, reinforce or support counter-play from the NB, although the passives might help. But that's no different than Traditional Vamp passives now.
Therefore, if the new Vamp Skills are not applicable to any use case for Critical PvP situations, they are simply not useful or necessary in PvP. It's just more filler. More clutter for two poor skill bars that are already overwhelmed with nothing to gain otherwise and now are drowning from an unnecessary skill cost increase. Obviously this affects both vamp and non vamp skills which does affect overall balance. Which goes totally against what you're saying. Being a Vamp now affects everything.
And Mistform is terrible advice for someone trying to escape gap closers. Mistform is not now and has never been fast enough to escape most players even. Furthermore, it costs magicka which a NB needs to cloak with later. I have no idea why anyone would recommend it and have rarely seen it provide an escape outlet except for situations where the player is running a max speed build. Sure people use it in PvP but once they're out of magicka not only can they not move but now they are out of magicka also
Judging by your post I'm going to guess you don't play Stamblade or probably NB at all. PvErs is all fine and good however in PvP the type of Critical Scenario I described happens frequently and in order to PvP you must understand how to react which requires an adaptability to a fast paced and ever changing situation. NCPs, mobs, bots do not behave randomly like people do. What is it about making fast decisions in a critical situation that makes you think it doesn't reflect on game balance? My definition of balance and whatever it is you are thinking is not the same. The ability to react or inability to react to the situation is solely based on the user's experience level and the 'tools' available to them. You use abilities to react, if these abilities are more expensive than they should be or are broken or are not fit for the class itself then this make the class not balanced with other classes in the game. And most of the time the best way to test how well a system performs is to place it under intense pressure to determine levels of quality, which is why I used that example.
I am primarily a solo NB player which is significantly more demanding than your DK or Templar and I login to fight, not to just die or just to quit or to feed ap to others who don't deserve it. You get nothing from me without a fight. The point of PvP is to win and to demonstrate excellence but the game needs to give everyone a chance to do so... who wants to. The Meta I'm referring to is not trying to make Vamp OP it is how Vamp might change the existing Meta, making it less OP not starting a new one.... I don't think you understood my meaning. It seems we value different things and are not going to agree. But by now the discussion on here is pretty much summed up anyways so moving on.
Yeah but the vampire skill line is not obligated to give you that counterplay, it's design should not be focused around giving you that counterplay. The viability of builds in this game should not be judged or designed around the idea of how much it can help ONE class in a specific scenario. Proper testing demands multiple tests in multiple environments with multiple scenarios. all the testing I have done shows vampire as a decently strong skill line, and if we get too wrapped up in a weakness that I haven't noticed anywhere near as much as the health regen issue then we might make it too strong, and if we do that, it just becomes a new must have meta which they have stated they want to avoid. In fact while playing I sometimes forget about the cost increase entirely. Its most notable in Non-cp environments but outside of that I barely remember it's a thing.
I'm not certain where you get this from as I am specifically referring to the traditional vamp foundation that has existed in ESO for years, has been impartial to Stam or Mag builds and not the individual skills themselves.
As a Stam Blade, I have put far more time and gold into these builds than I care to admit ...
...and have done tons of research surrounding each build type, including looking at how the build or character concept exists from outside sources. Please keep in mind, these are my builds and not Alcasts or Streamer builds. Nothing wrong with them I'm just saying.
But If ZOS decide the Vamp Skill Line should favor synergy in Mag builds and no longer offer the same for Stam builds, then no that is no longer "Play your Way" by their design.
It can't be because my Stam Bat is not really playing as a Vampire proper when it has already done so for years before.
I completely disagree with your third paragraph. Surely you have watched movies like Underworld? Without getting into the weeds, Vampires in lore have been closer to humanoid form than monsters, though there are in Elder Scrolls Lore different Vampire types. Vampirism itself is just a mystical power. Its nature is both Magicka and Stam because the host entity is both Magicka and Stam in nature. Vampires in many sources of literature or media have significantly improved physical strength and speed, ie... Physical Damage.
It seems some of you guys are trying to prioritize the mystical benefits of being a Vampire without considering the fact that physical augmentation is also a mystical benefit.
starkerealm wrote: »I'm not certain where you get this from as I am specifically referring to the traditional vamp foundation that has existed in ESO for years, has been impartial to Stam or Mag builds and not the individual skills themselves.
Right now, in ESO, there's no such thing as a vampire build. Players take vampire on their characters because it's flat out better than not being one, so either you take it, and pick up the passives, or you choose to gimp yourself.
That's not a build. That's something which is overperforming.
We had this same situation with stam builds and werewolves way back in 2014. You got +15% stam recovery for being a werewolf. So, if you were stam, you needed a wolf bite. (There was also an ult gen on taking damage passive way up the tree, but that was an era when generating ult was way easier.)
And the salt when that went away was epic.As a Stam Blade, I have put far more time and gold into these builds than I care to admit ...
Again, as a Stamblade main, you don't have a vampire build. You have a stamblade build that you added Supernatural Recovery and Undeath to. You might have also added Dark Stalker because that's just convenient to have.
That's not a build. That's just grabbing some persistent buffs. I'd compare it to taking your standing stone sign, but ironically you actually have choices there. With your vampire passives, it's going to be the same cookie cutter every time....and have done tons of research surrounding each build type, including looking at how the build or character concept exists from outside sources. Please keep in mind, these are my builds and not Alcasts or Streamer builds. Nothing wrong with them I'm just saying.
There are legitimate critiques of Alcast's builds. They tend to be very uniform. Not to the level of Deltia, back when he was trying to play everything as a DK, and then proclaiming the other classes as trash, but if it's an Alcast build you can usually start filling in the blanks before you look at the write up.
The irony is, when we're talking about stamblades, there isn't a lot of variety. You're going to be running Surprise Attack and Killer's Blade, you're going to be running Relentless Focus, and Leaching. You're going to have Incap as your in rotation ult. Your out of rotation ult is up to you, but it's not going to see much use, and because Incap is dirt cheap, it's going to be going off all the time. After that, you want Barrage, though if you've still got Razor Legos slotted, I won't judge you too harshly. You probably have Resolving Vigor as your self-heal. Because you've already got a bow slotted anyway, you take Poison Injection. There's most of your skills already. At that point you need a source of brutality, you can get that from your potions, but it's cheaper to simply slot Shrouded Daggers. If you elected for 2h, then probably Rally and Brawler, but that's more PvP or Maelstrom.
You might notice that I didn't list a single vampire skill in there.
Now, in fairness, there is one vampire ability that can synergize nicely for a Stamblade, and that's Elusive Mist. Not, because it does damage, but because the damage mitigation can be a life saver. It can help you ignore some mechanics designed to one shot DPS, but leave the tank intact. It's not enough to keep it slotted, but you might drop a skill to take it in situations where you need it.But If ZOS decide the Vamp Skill Line should favor synergy in Mag builds and no longer offer the same for Stam builds, then no that is no longer "Play your Way" by their design.
What's funny about this is... the only thing you're losing is the +10% stam recovery from being a vampire. This is on a class that already gains +15% resource recovery from Refreshing Shadows.
Undeath is being nerfed for everyone, and there are legitimate arguments that it's overperforming on live.It can't be because my Stam Bat is not really playing as a Vampire proper when it has already done so for years before.
Again, you've never played as a vampire. You've taken vampirism on your characters for certain passive buffs. Things like increased resource recovery, and that was where the story ended.
Unless you were using batswarm years ago, but you should have moved off that awhile back.
Here's the problem, batswarm used to do excellent damage for the cost if you were in Stage 4. By the way, "for the cost," means it was almost free. The lowest I've heard was somewhere around 6 ult on a sorc, stacking Akiviri Dragonguard and the original Stage 4 discount. Needless to say, that discount was severely nerfed.
The Devouring Swarm heal was still really good, and stayed good until ~2016 or so. For a time, it was uncapped, and could restore a lot of health in a pinch. Now, that's not really viable. If you want a panic button for those times when you do not trust your healer, you're much better off with with Reviving Barrier. No outgoing damage, but that didn't do much to begin with, however, it does cloak you and your team in a massive damage shield that can soak some one-shot mechanics. (I'm used to seeing a ~30k shield on my stamblades with this.I completely disagree with your third paragraph. Surely you have watched movies like Underworld? Without getting into the weeds, Vampires in lore have been closer to humanoid form than monsters, though there are in Elder Scrolls Lore different Vampire types. Vampirism itself is just a mystical power. Its nature is both Magicka and Stam because the host entity is both Magicka and Stam in nature. Vampires in many sources of literature or media have significantly improved physical strength and speed, ie... Physical Damage.
If we're going into the weeds here, let's actually get into the weeds. The Vampires in The Elder Scrolls are the product of a daedric curse. Not that different from Werewolves. There are a lot of different bloodlines or clans, some better suited to brute force, and others more suited to spellcasting. Specific bloodlines have unique abilities and characteristics, which are uniform across an entire bloodline. Players in ESO, with vampirism are, without exception members of the Lamae bloodline.
More importantly, none of the established lore for the Lamae bloodline suggests it was ever advantageous for non-mages. The abilities themselves do Magic type damage (when they do damage at all), and there have been no stamina morphs available. The only thing they had that was useful for a stam character was the stam recovery buff, which is still valuable to a magicka character because they will inevitably need to break free, sprint, or dodge roll, consuming their limited supply of stamina.It seems some of you guys are trying to prioritize the mystical benefits of being a Vampire without considering the fact that physical augmentation is also a mystical benefit.
Since you're mentioning the term "physical," it's worth remembering that's a damage type in ESO, associated with stam characters, and nothing in the vampire skill line does Physical damage. Also, Poison and Disease, the other two stam damage types, are also missing. Historically, Baleful Mist did poison damage back before 1.6, but that was rotated out with the introduction of Champion Points. (Also, I think the name may have been changed from Poison Mist to Baleful, but I'm not 100% certain.)
"Play how you want," great, but hybrids don't work in high end content, and haven't since 1.6. Fixing that would require a complete rework of how our stats stack damage, and a significant overhaul of game systems.
Thus, my emphasis on keeping Vamp open to both Magicka and Stam builds. See before this division was created I didn't need permission from people who prefer Magicka Vampires in order to build how I like ... say it with me, "Play your Way". Or that noisy crown now who prefers Vampires to Magicka rather than understanding a Vampire is just a thing. It is not necessarily solely bound to Magicka tactics.
The only things that Vampire would need to make it super stamina friendly (at least to me) is having Blood for Blood scale with highest offensive stat which has already been talked about in several threads. Stam vamps have access to all the passives just like magicka as well as having the same penalties and benefits, they get pretty much full effect from the ult and the frenzy skill, they can use the drain morph the restores stamina well (considering it already does terrible damage even for mag characters), they dont need a vampire stun because they already have multiple options for stuns (and even then they can still use it because there is no scaling based on stats for it) and they get the same use out of elusive mist as they do on live, perhaps more so now that they can quickly toggle it.
Whoa, hold up there. I think we're on two different pages here. I'm talking about play as you want as a concept. You seem to be trying to categorize everything into neat little boxes while strangely at the same time using ESO's flexibility to try and justify doing so.
The reason I referenced generic fantasy is because that's what the play as you want idea tries to get away from. It's what the Elder Scrolls series has always done. But when you set hard and fast rules like S&B is strictly for tanking or DPS should only ever use dual wield, 2h or mage, what you're doing is actually pushing us toward generic fantasy.
I'm not saying that a completely random smattering of gear and abilities is going to work well. What I am saying is that play as you want as a concept is a whole lot closer to that than shoving everything into perfectly organized, mutually isolated categories.
The only things that Vampire would need to make it super stamina friendly (at least to me) is having Blood for Blood scale with highest offensive stat which has already been talked about in several threads.
Okay nevermind hah. I was trying to bullet all of those quotes individually however I've never had much luck doing that on the forums.
First of all, I think most of what you said was right however please understand I am specifically referring to my builds, as I said previously. And all of these builds synergize with the Traditional Vampire Skill line composition without significant issues. So it is a net loss for these builds without those bonuses which are more favorable than WW's constraints. Although I at least in theory, could switch over to WW.
Secondly, I do discuss tactics sometimes however would never disclose my builds to the public, I respect what you think and I care to listen to everyone. However, the feedback overall in the times when I have discussed certain setups has been so overwhelmingly negative in the past that I've ironed that out of my thought process because I have done well by my ideas for the most part.
It's kinda like how Toxic people are in Starcraft 2 Public Multiplayer maps. You are welcome to go ahead and take a shot at me for saying that if you guys wish however in doing so it's just proving me right. And on the flip side, you can use whatever builds or setup you would like to.
Thus, my emphasis on keeping Vamp open to both Magicka and Stam builds. See before this division was created I didn't need permission from people who prefer Magicka Vampires in order to build how I like ... say it with me, "Play your Way". The same noisy crowd now who lobbies Vampires to Magicka rather than understanding a Vampire is just a thing. It is not necessarily solely bound to Magicka tactics neither a WW to Stamina.
Although I do agree it is a better idea to have people choose Vampire for it's own sake rather than just because it's there, not giving the thing itself another thought.
However, even still, the situation with Stam Blade is so overwhelming against us in nearly every way to the point where by changing Vamp they are indirectly nerfing Stamblade. It's a buff also yes because there are a couple things in the new Vampire that could be useful however there are alot of things I can use that also could be useful... yet I already know what works.
However, in summation I think we're reaching the point where Vamp is no longer for everyone I guess, this would indirectly mean neither is WW. Ok great.
Now let's go back and cut out at least 50% of these sets in the game, as they are no longer necessary. By locking Vamp and WW into being Mag or Stam, respectfully, that action alone will obsolete a good deal of the sets in game.
And it simply has to because Vamp and WW have their own constraints and special requirements, which overshadows the regular 'human' population in power and scope, thus all must choose between Vamp or WW if they wish to remain competitive (or just go WW).
Alcast and friends may also wish to remove or revise a chunk of their builds as well because of this because we don't need to think about them. Kinda like burning books.
I guess I'm confused. To me there is no difference between stamina and magicka when it comes to "being a vampire" or using it as a toolkit both of them slot the skills and use them and feed if they want to increase stage.
starkerealm wrote: »Whoa, hold up there. I think we're on two different pages here. I'm talking about play as you want as a concept. You seem to be trying to categorize everything into neat little boxes while strangely at the same time using ESO's flexibility to try and justify doing so.
The reason I referenced generic fantasy is because that's what the play as you want idea tries to get away from. It's what the Elder Scrolls series has always done. But when you set hard and fast rules like S&B is strictly for tanking or DPS should only ever use dual wield, 2h or mage, what you're doing is actually pushing us toward generic fantasy.
I'm not saying that a completely random smattering of gear and abilities is going to work well. What I am saying is that play as you want as a concept is a whole lot closer to that than shoving everything into perfectly organized, mutually isolated categories.
Some of this kicks over from the older TES games. Skyrim is very permissive, and lets you do whatever, but the earlier games asked you to pick (or build) a class, and then play that role. It doesn't hard lock you into a specific gear loadout. In fact, some classes had "alternative competing" skills. Such as a character having both Long Blade and Short Blade, Axe and Blunt, or Light Armor and Unarmored. However, your Monk wouldn't be well suited for sword and board, your Nightblade wouldn't be well suited to heavy or medium armor.
starkerealm wrote: »Whoa, hold up there. I think we're on two different pages here. I'm talking about play as you want as a concept. You seem to be trying to categorize everything into neat little boxes while strangely at the same time using ESO's flexibility to try and justify doing so.
The reason I referenced generic fantasy is because that's what the play as you want idea tries to get away from. It's what the Elder Scrolls series has always done. But when you set hard and fast rules like S&B is strictly for tanking or DPS should only ever use dual wield, 2h or mage, what you're doing is actually pushing us toward generic fantasy.
I'm not saying that a completely random smattering of gear and abilities is going to work well. What I am saying is that play as you want as a concept is a whole lot closer to that than shoving everything into perfectly organized, mutually isolated categories.
Some of this kicks over from the older TES games. Skyrim is very permissive, and lets you do whatever, but the earlier games asked you to pick (or build) a class, and then play that role. It doesn't hard lock you into a specific gear loadout. In fact, some classes had "alternative competing" skills. Such as a character having both Long Blade and Short Blade, Axe and Blunt, or Light Armor and Unarmored. However, your Monk wouldn't be well suited for sword and board, your Nightblade wouldn't be well suited to heavy or medium armor.
There was a lot less class identity than you think in those older games. Those "classes" did little more than dictate which skills would level faster, unless you go all the way back to Arena and Daggerfall where they were much more restrictive.
You could almost ignore them completely.
And if you keep ending up with a stealth archer in Skyrim, that's your problem. Mods or no mods.
Let me try and shine a different light on this. During my time in TSW, a game that at the time offered a similar degree of freedom in your characters...
...some people would become completely bewildered if they discovered that a DPS had slotted a tank item even as those very same people were being frequently one-shot because they didn't. Really folks, it's not that complicated.
Just stop trying to classify everything as either damage sponge, glass cannon or healbot and suddenly whole new worlds of possibility open up. You can still be a DPS even if your cannon is made of something a little bit sturdier.
That is what play as you want is.
Not the choice between PvE or PvP, or the choice between which leg of the trinity you want to be. It's all in the freedom to be you.
The freedom to be Captain Firepants instead of Iron Man Clone #43687. That's why, frankly speaking, the very concept of classes is largely antithetical to the concept of play as you want. And yes, I agree that very few games give you this kind of freedom. Which is exactly the reason that play as you want is a selling point.
starkerealm wrote: »Again, to recap, TSW had an incredibly restrictive system. The basic framework was very open, but the content associated with it set requirements that required a high degree of optimization. Even clearing overland in later zones required finely tuning your builds, and in some cases (starting around City of the Sun God or Besieged Farmlands) you'd need to change your build to deal with enemies as you moved from area to area, as they'd hard counter your previous build.
"You can make a character that self buffs... except when you're facing any of these enemies."
"You can make a build that uses this kind of attack... except when you're facing any of these enemies."
"You can make a character that uses this weapon... except in areas where the enemies are flat out immune to the attacks you're using from that weapon."
Optimizing to continue clearing content without spending a lot of time fiddling with your deck was, actually, remarkably limited in late game.Not the choice between PvE or PvP, or the choice between which leg of the trinity you want to be. It's all in the freedom to be you.
Which, again, TSW did not deliver at all. The game sold itself on several lies. Much like the, "no levels," thing, their version of "play how you want," was also completely untrue. Get out of Kingsmouth, and you'd start to have your teeth kicked in if you didn't start to optimize.The freedom to be Captain Firepants instead of Iron Man Clone #43687. That's why, frankly speaking, the very concept of classes is largely antithetical to the concept of play as you want. And yes, I agree that very few games give you this kind of freedom. Which is exactly the reason that play as you want is a selling point.
Again, ESO does give you a lot of freedom. More than certain members of the community want to admit. It's not absolute freedom, because that's simply not feasible. As someone who actually played TSW endgame content, there is still far more freedom in ESO's endgame building.
starkerealm wrote: »The only things that Vampire would need to make it super stamina friendly (at least to me) is having Blood for Blood scale with highest offensive stat which has already been talked about in several threads.
It would need to be a little more than that. At the very least, Blood for Blood would also need to swap damage types to physical based on which would deal more damage (magicka/stamina.)
Realistically, stam characters tend to be more fragile than mag, relying on mobility and placement to survive, so Blood for Blood would still be a bad deal for them.
You'd need to tweak Eviscerate and its morphs to intelligently select, and preferably swap their cost based on the larger resource pool.
Drain Vigor would need to deal stamina damage and scale with the stam stats (whether it's cost changed or not.) There's a bit of a wrinkle here, though, as your choices are Stam and Ultimate gen, there is no magicka regeneration option.
Also, Baleful Mist might need to swap to stam scaling with poison damage depending on which total would be higher. Though that's less important.
Finally, Strike from the Shadows would need to be changed to buff spell and weapon damage.
It's a lot more than just slapping, "highest resource pool scaling," on Blood for Blood. Not impossible, however after all of that, I'm not sure it would be that advantageous for stam characters to begin with.
starkerealm wrote: »Again, to recap, TSW had an incredibly restrictive system. The basic framework was very open, but the content associated with it set requirements that required a high degree of optimization. Even clearing overland in later zones required finely tuning your builds, and in some cases (starting around City of the Sun God or Besieged Farmlands) you'd need to change your build to deal with enemies as you moved from area to area, as they'd hard counter your previous build.
"You can make a character that self buffs... except when you're facing any of these enemies."
"You can make a build that uses this kind of attack... except when you're facing any of these enemies."
"You can make a character that uses this weapon... except in areas where the enemies are flat out immune to the attacks you're using from that weapon."
Optimizing to continue clearing content without spending a lot of time fiddling with your deck was, actually, remarkably limited in late game.Not the choice between PvE or PvP, or the choice between which leg of the trinity you want to be. It's all in the freedom to be you.
Which, again, TSW did not deliver at all. The game sold itself on several lies. Much like the, "no levels," thing, their version of "play how you want," was also completely untrue. Get out of Kingsmouth, and you'd start to have your teeth kicked in if you didn't start to optimize.The freedom to be Captain Firepants instead of Iron Man Clone #43687. That's why, frankly speaking, the very concept of classes is largely antithetical to the concept of play as you want. And yes, I agree that very few games give you this kind of freedom. Which is exactly the reason that play as you want is a selling point.
Again, ESO does give you a lot of freedom. More than certain members of the community want to admit. It's not absolute freedom, because that's simply not feasible. As someone who actually played TSW endgame content, there is still far more freedom in ESO's endgame building.
I definitely agree with a lot of this. That bolded part is what every TSW player has told me about their experiences thus far with ESO. They've even said that ESO has more freedom than SWL, which I don't doubt due to the gutting of any complexity that the game originally had with character builds and it's the same even with my own experience. While I may not like the vampire changes, there's a heck of a lot to build with in terms of abilities and sets here compared to those games.
That being said, I do think there's some need of more dialogue from the devs in order to figure out why certain abilities are structured the way they are. As it stands-putting together some of these abilities look fine on paper, however when putting things into the actual situation performance seems to fall short. My grievances (my opinions) with the line are;
- The risk doesn't seem worth the reward in some cases with Frenzy/Fury, especially at Stage 4 (why when there's no health regen?).
- Frenzy/Fury is clunky to toggle as it feels like it doesn't turn off when I try to turn it off.
- Drain Vigor should drain what ever resource pool is the lowest. I don't always need stamina and my ult gen is crazy already as it is for a DPS, so both skills are nearly useless.
- The Blood Scion form has a couple of moments where you're unable to do anything.
- I feel punished more for feeding and I don't feel overall any stronger like a well-fed vampire should be.
Regardless after playing around with it for some time, I've started to figure out how I can use maybe three or four abilities. However, imo much of the rework could've been way better than what they're trying to implement. I'll probably be hovering around Stage 2-3 on most of my characters unless there's some health regen allowance on Stage 4.
Edit: For clarification.
Eh I disagree that it needs a lot more work. Yes for Blood for Blood they could make it like soul trap where it scales with highest stat and then changes damage type depending on the resource its scaling of off.
Using the stamina drain you would be using it for the heal (which scales of max health not magicka) and the stamina regen, not the damage which is already pitiful for magicka...
...but yes I agree they should make the stam drain scale with stamina and the ult drain scale with magicka.
You said strike from shadow needs to also add weapon damage but it already does.
Also the frenzy being more dangerous for stam I think is a non-issue. Stam has several powerful heals/HoTs...
...and other defensive resources you'll just have to build around using them instead of just slapping frenzy on a build (same as you do for magicka) which is what ZOS seems to want, build around being a vampire.
The major issues for vampire to me is not magicka vs stamina its the major penalties at higher stages making you need to invest a little to much into being a vampire and that Vampiric Drain in general just doesn't seem like a good skill (for both magicka and stamina).
It would be nice if they beefed up the stamina vamp a little bit but my main point was I don't think its completely unusable like many people are saying.
starkerealm wrote: »Again, to recap, TSW had an incredibly restrictive system. The basic framework was very open, but the content associated with it set requirements that required a high degree of optimization. Even clearing overland in later zones required finely tuning your builds, and in some cases (starting around City of the Sun God or Besieged Farmlands) you'd need to change your build to deal with enemies as you moved from area to area, as they'd hard counter your previous build.
"You can make a character that self buffs... except when you're facing any of these enemies."
"You can make a build that uses this kind of attack... except when you're facing any of these enemies."
"You can make a character that uses this weapon... except in areas where the enemies are flat out immune to the attacks you're using from that weapon."
Optimizing to continue clearing content without spending a lot of time fiddling with your deck was, actually, remarkably limited in late game.Not the choice between PvE or PvP, or the choice between which leg of the trinity you want to be. It's all in the freedom to be you.
Which, again, TSW did not deliver at all. The game sold itself on several lies. Much like the, "no levels," thing, their version of "play how you want," was also completely untrue. Get out of Kingsmouth, and you'd start to have your teeth kicked in if you didn't start to optimize.The freedom to be Captain Firepants instead of Iron Man Clone #43687. That's why, frankly speaking, the very concept of classes is largely antithetical to the concept of play as you want. And yes, I agree that very few games give you this kind of freedom. Which is exactly the reason that play as you want is a selling point.
Again, ESO does give you a lot of freedom. More than certain members of the community want to admit. It's not absolute freedom, because that's simply not feasible. As someone who actually played TSW endgame content, there is still far more freedom in ESO's endgame building.
I definitely agree with a lot of this. That bolded part is what every TSW player has told me about their experiences thus far with ESO. They've even said that ESO has more freedom than SWL, which I don't doubt due to the gutting of any complexity that the game originally had with character builds and it's the same even with my own experience. While I may not like the vampire changes, there's a heck of a lot to build with in terms of abilities and sets here compared to those games.
That being said, I do think there's some need of more dialogue from the devs in order to figure out why certain abilities are structured the way they are. As it stands-putting together some of these abilities look fine on paper, however when putting things into the actual situation performance seems to fall short. My grievances (my opinions) with the line are;
- The risk doesn't seem worth the reward in some cases with Frenzy/Fury, especially at Stage 4 (why when there's no health regen?).
- Frenzy/Fury is clunky to toggle as it feels like it doesn't turn off when I try to turn it off.
- Drain Vigor should drain what ever resource pool is the lowest. I don't always need stamina and my ult gen is crazy already as it is for a DPS, so both skills are nearly useless.
- The Blood Scion form has a couple of moments where you're unable to do anything.
- I feel punished more for feeding and I don't feel overall any stronger like a well-fed vampire should be.
Regardless after playing around with it for some time, I've started to figure out how I can use maybe three or four abilities. However, imo much of the rework could've been way better than what they're trying to implement. I'll probably be hovering around Stage 2-3 on most of my characters unless there's some health regen allowance on Stage 4.
Edit: For clarification.
So, I have a few issues with vamp as well, and they are not really the increased cost of abilities, though I open to numbers adjustments there I do think it's a okay negative at times. I am glad to see someone talk about the abilities and not just that one passive debuff, because the abilities need more attention then that does right now, especially consideirng the stun barely works as it currently is.
I wanted to say that Frenzy often feels like it was not turned off because there is no global cooldown on it and you can double tap and turn it back on as fast as you turned it off. This happens to me all the time when I am fighting in a tense situation, and I also find it annoying. My biggest gripes currently however is the stun not working, the lack of a ranged version of the spammable, and the weird animation lock that is basically a stun on us when we use Scion and when Scion ends.
Traditional Vamp is so reliable and pliable to any build. And the changes being made will rip that foundation out from under all these people. It's good because it will force more players to think however this sounds like it could be really dangerous too. Is the risk worth doing this?
ZOS is kinda nutty you know? hahThey're ambitious enough to break the game under probably 60 to 70% of the overall pop with changes no one really needed or asked for (from a system that worked) but then they keep other things that either need to be fixed or are breaking the game.