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Vampire is looking a lot better with 6.0.3

Thevampirenight
Thevampirenight
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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.
Edited by Thevampirenight on May 11, 2020 11:38PM
PC NA
Please add Fangs to Vampires.
  • Paradisius
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    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.)
  • Lord-Otto
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    Read the title and for one moment I thought visual stages and Scion looks were improved. Awww.
    ='C
  • Glurin
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    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.
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • Thevampirenight
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    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.)

    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?
    PC NA
    Please add Fangs to Vampires.
  • Paradisius
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    Glurin wrote: »
    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.

    Yes, weve moved away from needing to slot vampire abilities as a vampire in order to function, that is a step forward. The steps back come from the reduced vampire cost reduction for the vampire skills (Mainly impacting BfB, Scion, and Frenzy). On the note of frenzy, it is too expensive and risky, so its viability is in question. That leaves primarily the spammable and the ult for some classes in terms of viable pve abilities (maybe bloodmist if you do bar swap cancel for the passive) We went to the flip side of usefulness, where instead of "The ability cost is too high on normal abilities" to "The ult and frenzy are too costly to use"
    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?

    Thing is with the cost being so high for frenzy, at no increase gain, even a high health tank would not want to use this. I tried on a character that had 22k health, which even if its lower than a normal tank, is no small amount either. And even then I had trouble sustaining it and the damage output I got did not feel rewarding enough to use this. The numbers need to be tweaked and I hope they do. Because now its a case of 1 step forward for those who did not want to use the vampire abilities, and 2 steps back for those who did.
  • Glurin
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    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?

    Well it does use up your blood pretty fast, so maybe when you use it you start doing the "*** death by holy grail" thing from Indiana Jones. That would certainly freak people out enough to be a crime. ;)
    Edited by Glurin on May 12, 2020 12:08AM
    "He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you..."
  • OtarTheMad
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    I am excited for it honestly. I will just stay at stage 1 and it'll give my magcro some more offense in pvp and I'll have a stun.
  • emilyhyoyeon
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    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.
    IGN @ emilypumpkin, imperial pumpkin seller
    Tullanisse Starborne, altmer battlemage & scholar of the ayleids

    High Priest Eraamine as a houseguest please C:
  • Universe
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    There is nothing to be glad about those minor changes.
    The core Vampire abilities are still not good enough, not to mention the bad looking Ultimate.
    The drawbacks are still way too punishing for such a poorly designed skill line.
    It is like giving a warrior a sword and nuking him from orbit.
    Honesty is a good quality, I won't post compliments for something like this.
    Some videos I recorded for fun: Main character:
    PC EU main: Universe - AD magicka Sorcerer, Former Emperor, Grand Overlord, The Merciless, Trial Bosses Solo Champion
    Top alts: Genius(stamina/sagicka Dragonknight) The Force(stamina Nightblade) and other chars.
    PC NA main: The Magic - AD magicka Sorcerer
    Started playing ESO in beta & early access
    User_ID: Daedric_Prince
  • Thevampirenight
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    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.
    .
    Edited by Thevampirenight on May 12, 2020 12:25AM
    PC NA
    Please add Fangs to Vampires.
  • Jeremy
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    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.

    Considering that so many people were saying the 5% increase at stage 1 was too much... that it was reducing their characters to useless role playing things... I'm not sure that bringing the cost down from 20% to 12% at stage 4 is going to be enough to encourage more people to play as a stage 4 Vampire. But I guess we'll see.

    I never thought the ability costs itself was the real issue with stage 4 Vampires. The bigger problem was that the Vampire skill line just wasn't dynamic enough to compete with other skill sets on their own. So I would have preferred they simply add more Vampire Skills or improve the ones they already have so as to make a focused Vampire Build more effective and versatile. Because working backwards by trying to reduce the skill costs is probably just going to end up being a waste of time unless they plan on removing it all together. Because I find it likely any significant cost increase to regular skills is going to be enough to deter most Vampires from playing at stage 4.
    Edited by Jeremy on May 12, 2020 12:27AM
  • Vevvev
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    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!
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • OtarTheMad
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    Vevvev wrote: »
    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!

    That's because you could easily counter the health penalty with a HoT. I tried this on a Magblade gank style and I was able to keep this going for a long time as long as I had Rapid Regen and some other HoT going. I was able to get my spell damage up stupid high too. (almost 6k)

    I am guessing this ability is meant for ganking/burst and it's a good tool to use if you're already a good ganker.
  • Vevvev
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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.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Jeremy
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    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.
    .

    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
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    Vevvev 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.
    Edited by OtarTheMad on May 12, 2020 1:27AM
  • Jeremy
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    OtarTheMad wrote: »
    Vevvev 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 think they meant after.

    Before this last update it was very manageable with a HoT or two (like you said) and was a great offensive tool. Now it's just a good way to get yourself killed. So it's still good at ganking - just ganking yourself.

    I don't understand why people seem to like this new update so much.
    Edited by Jeremy on May 12, 2020 3:38AM
  • Jeremy
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    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.)

    Agreed.

    I think this change worsened Vampire (it i did not improve them).

    It took what was a good ability and ruined it.
  • Thevampirenight
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    Jeremy 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.
    .

    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.

    Well for many players that 8% might means the difference between using this skill line or throwing it into the trash can.
    PC NA
    Please add Fangs to Vampires.
  • Thevampirenight
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    OtarTheMad wrote: »
    Vevvev 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.
    Edited by Thevampirenight on May 12, 2020 3:52AM
    PC NA
    Please add Fangs to Vampires.
  • Paradisius
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    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.

    If theyre basing changes off of a thrassian max stack simmering frenzy parse cheese on Sorc, then I am very concerned. That 133k parse while possible to achieve on a dummy, will never happen in a real fight. Thrassian would gut your healing too much to negate even the old simmering frenzy drain. New simmering frenzy is nigh impossible to upkeep for anything over 15 seconds. It would be terrible design to make simmering frenzy harder to use just because you can out heal the drain on a parse dummy that doesnt hit you. (For reference, before this patch max uptime I saw in fights was 50~60% of simmering frenzy. Not 100% like on a parse dummy.)
  • Vevvev
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    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.

    I was speaking after the change. Before the change Burning Embers, which is an offensive skill, outpaced the health siphon over time even in PVP.
    PC NA - Ceyanna Ashton - Breton Vampire MagDK
  • Thevampirenight
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    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.
    PC NA
    Please add Fangs to Vampires.
  • Paradisius
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    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
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    Paradisius 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.

    At this point I think they should down right replace it with something better.
    Materialize from Cloudy swarm would be a good one.
    I made this poll on the pts forums about replacing it. Because I feel it would be better replaced then going with whatever that ability is.
    https://forums.elderscrollsonline.com/en/discussion/526612/should-blood-frenzy-be-replaced-by-a-better-vampiric-ability#latest

    I see you already have seen it for those that have not that thread is linked here.

    Vampiric Grip or materialize would be great choices for a vampire skill.
    Edited by Thevampirenight on May 12, 2020 4:42AM
    PC NA
    Please add Fangs to Vampires.
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Not really, these Odd Numbers annoy me, they need to round them off to 5 or 10.
  • OtarTheMad
    OtarTheMad
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    OtarTheMad wrote: »
    Vevvev 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.

    I think this is why. Even though that build was insanely unrealistic. The out healing was an issue but we'll see if this was an over nerf. If it functions like some say right now then it might be. If you've played the game long enough then you've seen builds/skills nerfed over cheese builds that weren't very realistic/sustainable.

    You'd have to be a fast ganker to utilize this skill. For instance like melee magblade you'd do frenzy-lotus-concealed-ultimate-then uncast. I doubt I'll use it honestly. They went too far with the curse part maybe.
    Edited by OtarTheMad on May 12, 2020 6:21AM
  • Joinovikova
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    its sad because this change force u to be Vampire or be FAR FAR behind outhers.. I dont know..
  • Derra
    Derra
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    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.

    What would a sorc use vampire for though? There is nothing in the toolkit that has any appeal to the class.

    Then also - when you are a breton sorc you normally build around the lower cost that gives you. Saying your breton and sorc passives cancel out the negative vamp effects is not how it works.
    Vamp takes away your lower cost. You still need more sustain than before.


    <Noricum>
    I live. I die. I live again.

    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • Sarannah
    Sarannah
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    Those minor changes would still make them a hassle to play. Vampire should be an addition to your human form, not a strain/weakness. This will just make about anyone who does not want to fully invest in being a vampire, to cure it. If I had bought the skillline from the store, I'd be quite angry right now.

    ZOS would be better off scrapping all these vampire changes and actually make something viable. Personally I would give the vampire three seperate skillines: DPS(bloodsucker), tank(bloodfiend), and healer(supreme vampire). All with their own specific skills and weaknesses(maybe even transformations). But all viable in their own way. This would actually make more people want to play them, and maybe even get more tanks and healers out of it as well.
    Edited by Sarannah on May 12, 2020 7:03AM
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