Paradisius wrote: »Overall, its no longer an issue of ability cost increase, rather the issue is blood frenzy is way too risky to use period.
Paradisius wrote: »Vampire is in an overall worse place. At this point in my testing, both Sated Fury and Simmering Frenzy are way too risky to use. The cost change that nearly cut the vampiric cost reduction in half paired with 20% increased cost on blood frenzy per second with no limit makes it way too suicidal now for no increased reward. I can barswap blood mist with spell damage enchants and get similar dps to blood frenzy with prismatic cost reduction enchants to reduce the risk of blood frenzy.
Overall, its no longer an issue of ability cost increase, rather the issue is blood frenzy is way too risky to use period. Even with sated fury I got close to dropping in the red on a parse dummy. I cant imagine a real fight scenario where I could use this efficiently without dying. And even if I can, the reward is subpar. The only upside is my sustain is even higher than before (Though it was never an issue to begin with, but that varies.)
Paradisius wrote: »Overall, its no longer an issue of ability cost increase, rather the issue is blood frenzy is way too risky to use period.
I'd say that's a good thing because it shows we're moving in the right direction. We've essentially gone from pretty much being forced to use a bar full of vampire abilities because everything else is too expensive to one particular vampire skill being too risky and expensive.
Thevampirenight wrote: »To be honest they looked way to risky to use unless using with blood mist and blood scion form.
In pvp that is going to be suicide and in pve you want to toggle that off as quickly as you can. Unless you have a high health build I think it would be in best case used for tanky damage builds or Gank Builds and that would be it I feel. Also they should rename the ability Blood Martyr and get rid of the criminal act thing on it because nothing about it looks crimimal. Blood doesn't burst out all over your person or anything when its toggled on. So why is this a crime?
Thevampirenight wrote: »Also they should rename the ability Blood Martyr and get rid of the criminal act thing on it because nothing about it looks crimimal. Blood doesn't burst out all over your person or anything when its toggled on. So why is this a crime?
emilyhyoyeon wrote: »Even though I would've preferred a 0% nonvamp ability cost increase at stage one to make vampirism more manageable for rp reasons while still being able to do high end content, I'm really happy and thankful they did make the passive less extreme.
Thevampirenight wrote: »Regular Ability Cost is now +3/+5/+8+12% What this means is Stage one and two are only 3% and 5% extra ability cost, Stage three is 8 and stage four is twelve. Down from 5/10/15/20 this makes it a lot better then it was. Its not as bad though it is 12% at Stage 4 so a 8% decrease. Its still better then 20%
Vampire Ability Cost is now -6/-10/-16/-24% They reduced the vampire ability cost decrease, Though it is 24% at Stage 4, on live its 21% at Stage 4 so three more then live values. Its still useful.
Health Recovery is now -10/-30/-60/-100% Health Regen weakness isn't as serioius unless stage four by the looks of it I think they keep the 100% at stage four as a draw back for the invisibility.
Flame Damage Taken is now +5/+8/+13/+20% They reduced the fire weakness for stages two and three. Though its still 20 at stage four. Likely kept 20% because of the invisibility.
Elusive Mist form is still very good cost wise even with the reduced vampire ability costs. At stage 1 its 841 magicka, stage two 805, stage three 751, stage 4 680 magicka costs at least with a level 25 khajiit.
Though Blood Frenzy is going to be something you will want a high health pool to use as every second the costs increase by 20%. I think Zenimax wants to balance this one out. So its going to be something you will have to be very careful with it.
I think they were worried about the balancing on this one ability. As it would with cp system potentially allow for higher damage numbers. So they put on the costs increasing the longer its on. I'm sure its going to be a useful ability for tanking dps but its a kiss curse.
Vampiric Drain does need to have a damage increase I feel.
Now who is going to benefit the most from The Vampire, Breton Magplars and Magsorcs. The reason ability cost weakness can be canceled out for magicka . Breton at level 50 has 7% Reduced magaicka ability costs. Templars have a passive that reduces ultimate, health magicka and stamina costs by 5% at a max. Breton Magsorcs will also be good for vampire because they can have a 6% magicka stam ability cost decrease not to mention a 14% reduced ultimate cost.
So at stage 3, 7% reduced magicka by itself will counteract the 8% ability cost for magicka making it 1% have , templar or sorcerer and that gets completely canceled out for magicka. At Stage. 7+5 templar reduction is 12 so 12% Magicka cost canceled out at stage 4, 13% magicka cost canceled out with sorc passive. So you can run stage four and have no cost increases for magicka abilties at stage four with Breton.
So I do see Vampire being used a lot by magicka builds still.
Sorcs and Templars will be the ones you will see running vampires at higher stages. With Bretons they can go without the increased ability cost weakness. At Stage four they will only have to contend with no health regen and the 20% Fire Weakness.
On the current PTS patch the only use I got out of Sated Fury was popping it before using Meteor + Fossilize on someone. Then I immediately turned it off or my life time would be numbered in seconds. The health drain on it gets insane, fast!
Thevampirenight wrote: »emilyhyoyeon wrote: »Even though I would've preferred a 0% nonvamp ability cost increase at stage one to make vampirism more manageable for rp reasons while still being able to do high end content, I'm really happy and thankful they did make the passive less extreme.
Yeah at least it makes it a lot better then it was.
Its more livable and more people will actually use higher stages now.
I'm glad Zenimax reduced it and given what would happen if they didn't. Its good they took into consideration that it was to high as well as would make it pointless to feed as your better stage would be stage one with this one change. People will be enticed to feed and play as a vampire. So this change actually goes better towards that goal.
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Only HoT I had slotted was rapid Regeneration and I could keep Frenzy up for about 15-20 seconds till the cost was so high it equaled my health pool. I was also weaving Coagulating blood in there when it got way too low as well, and its not something you can just flip on and keep on for very long.
OtarTheMad wrote: »Only HoT I had slotted was rapid Regeneration and I could keep Frenzy up for about 15-20 seconds till the cost was so high it equaled my health pool. I was also weaving Coagulating blood in there when it got way too low as well, and its not something you can just flip on and keep on for very long.
Before this change or after? If it's after, yeah it's brutal but the kiss-curse wasn't cursed enough.
I was mentioning before the change. If you meant before then yeah, DK might have some issues, especially with spell cost. I was on a Magblade so I had Rapid Regen going 100% of the time, plus healing ward. I was also using ranged abilities mostly so Swallow Soul helped a ton.
Someone did a video on a Magsorc for giggles and was able to do 133k DPS (dummy parse) using a cheese build. The build isn't too realistic but it just showed that he was able to keep that ability up. Probably not now though.
Paradisius wrote: »Vampire is in an overall worse place. At this point in my testing, both Sated Fury and Simmering Frenzy are way too risky to use. The cost change that nearly cut the vampiric cost reduction in half paired with 20% increased cost on blood frenzy per second with no limit makes it way too suicidal now for no increased reward. I can barswap blood mist with spell damage enchants and get similar dps to blood frenzy with prismatic cost reduction enchants to reduce the risk of blood frenzy.
Overall, its no longer an issue of ability cost increase, rather the issue is blood frenzy is way too risky to use period. Even with sated fury I got close to dropping in the red on a parse dummy. I cant imagine a real fight scenario where I could use this efficiently without dying. And even if I can, the reward is subpar. The only upside is my sustain is even higher than before (Though it was never an issue to begin with, but that varies.)
Thevampirenight wrote: »emilyhyoyeon wrote: »Even though I would've preferred a 0% nonvamp ability cost increase at stage one to make vampirism more manageable for rp reasons while still being able to do high end content, I'm really happy and thankful they did make the passive less extreme.
Yeah at least it makes it a lot better then it was.
Its more livable and more people will actually use higher stages now.
I'm glad Zenimax reduced it and given what would happen if they didn't. Its good they took into consideration that it was to high as well as would make it pointless to feed as your better stage would be stage one with this one change. People will be enticed to feed and play as a vampire. So this change actually goes better towards that goal.
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It's still a 12% increase. I think you're being overly optimistic that players are going to be enticed to regularly feed and advance to stage 4 simply because they dropped the regular cost increase by 8%.
PvPers (especially the solo variety) who yearn for the option to become invisible and escape combat will go for it. But they would have probably still gone for it anyway. So I don't really see this update changing much.
OtarTheMad wrote: »Only HoT I had slotted was rapid Regeneration and I could keep Frenzy up for about 15-20 seconds till the cost was so high it equaled my health pool. I was also weaving Coagulating blood in there when it got way too low as well, and its not something you can just flip on and keep on for very long.
Before this change or after? If it's after, yeah it's brutal but the kiss-curse wasn't cursed enough.
I was mentioning before the change. If you meant before then yeah, DK might have some issues, especially with spell cost. I was on a Magblade so I had Rapid Regen going 100% of the time, plus healing ward. I was also using ranged abilities mostly so Swallow Soul helped a ton.
Someone did a video on a Magsorc for giggles and was able to do 133k DPS (dummy parse) using a cheese build. The build isn't too realistic but it just showed that he was able to keep that ability up. Probably not now though.
Thevampirenight wrote: »I honestly feel this might be the true reason for the blood frenzy change.
Here is the thing they know and track damage numbers. I imagine they watch out for something that could be game breakingly op. If someone is able to do 133k when using blood frenzy then they want to make sure that doesn't happen.
OtarTheMad wrote: »
Before this change or after? If it's after, yeah it's brutal but the kiss-curse wasn't cursed enough.
I was mentioning before the change. If you meant before then yeah, DK might have some issues, especially with spell cost. I was on a Magblade so I had Rapid Regen going 100% of the time, plus healing ward. I was also using ranged abilities mostly so Swallow Soul helped a ton.
Someone did a video on a Magsorc for giggles and was able to do 133k DPS (dummy parse) using a cheese build. The build isn't too realistic but it just showed that he was able to keep that ability up. Probably not now though.
Thevampirenight wrote: »Honestly I don't like the Blood Fenzy skill all to much sure bursts in damage. With cp and the right builds can do a lot more with it. It looks like a suicidial skill to run and that is even with the changes before today. Its very high risk using this. Got to maintain it for a small amount of time or it drops your health way to low. Not a very great vampiric ability.
Paradisius wrote: »Thevampirenight wrote: »Honestly I don't like the Blood Fenzy skill all to much sure bursts in damage. With cp and the right builds can do a lot more with it. It looks like a suicidial skill to run and that is even with the changes before today. Its very high risk using this. Got to maintain it for a small amount of time or it drops your health way to low. Not a very great vampiric ability.
And now we come full circle back to the problem that arose from this patch. Before this patch, Simmering Frenzy was risky, but it had high reward with it. You could not have high uptime but it was manageable for what it was built for. Sated Fury could naturally have a higher uptime at the cost of not having the stacking bonus damage simmering frenzy did. With this change, the entire skill is put into question because both of them kill you in less than one rotation, without changing the benefits it gives. Its way too risky to run this at all now. Both for the tick increasing by 20% and there not being an upper limit. 10 seconds in a rotation and its 200% cost increase.
Thevampirenight wrote: »OtarTheMad wrote: »Only HoT I had slotted was rapid Regeneration and I could keep Frenzy up for about 15-20 seconds till the cost was so high it equaled my health pool. I was also weaving Coagulating blood in there when it got way too low as well, and its not something you can just flip on and keep on for very long.
Before this change or after? If it's after, yeah it's brutal but the kiss-curse wasn't cursed enough.
I was mentioning before the change. If you meant before then yeah, DK might have some issues, especially with spell cost. I was on a Magblade so I had Rapid Regen going 100% of the time, plus healing ward. I was also using ranged abilities mostly so Swallow Soul helped a ton.
Someone did a video on a Magsorc for giggles and was able to do 133k DPS (dummy parse) using a cheese build. The build isn't too realistic but it just showed that he was able to keep that ability up. Probably not now though.
I honestly feel this might be the true reason for the blood frenzy change.
Here is the thing they know and track damage numbers. I imagine they watch out for something that could be game breakingly op. If someone is able to do 133k when using blood frenzy then they want to make sure couldn't happen and if its true that a heal over time can ineed make it so the ability can last a lot longer then I think this was done to counter act that as well.
Thevampirenight wrote: »So I do see Vampire being used a lot by magicka builds still.
Sorcs and Templars will be the ones you will see running vampires at higher stages. With Bretons they can go without the increased ability cost weakness. At Stage four they will only have to contend with no health regen and the 20% Fire Weakness.