navystylz_ESO wrote: »Wow so many replies, thank you all, it does put things into perspective, however I still don't think a lot of those spells can hold up in endgame PvE (talking bout dungeon challengers and vet HM trials) the way a person without vampirism could, the drawback is worse than the reward. A lot of boss fights in recent trials and dungeons last very long so you won't be able to sustain through them. Yes quick fights you will probably do good, but when it comes to a lot of PvE endgame you need consistent sustained damage and resources, but it seems you will burn yourself out really fast.
I agree. I already thought being stage 4 vampire wasn't as attractive prior to this PTS build. Easier to build around reducing normal ability cost penalty while bolstering vampire playstyle. But that same application made being stage 1 or 2 better, since you already had less normal cost penalty, and the vampire costs weren't *that* bad. All you'd lose out on was undeath, but let's be honest, players already have tons of ways to be sturdy.
This new change gutted the only draw of being stage 4. Instead of 40% cost reduction, it was cut in half. So now stage 4 is even worse. Punish the vampire side of things because people wanted to use normal abilities easier. In addition to this, the cost change to frenzy destroyed the skill and made it so simmering will NEVER be chosen as an option. Subsequently, your frenzy killing you means undeath is worthless because you're killing yourself already no matter how much damage you're avoiding otherwise. The one skill that made the biggest difference in being a vampire or not, has way less uptime. Or at the very least a lot more micromanagement of toggling on and off. If this was the intent, why on god's green earth is it a friggin toggle and not just a 1 click buff?
Frenzy and deep vampire play required building around it, which means changing your build actually net you less boost in damage from frenzy, but was ok because you could keep it up much better and benefit from higher damage longer. This being removed, then it's like what is the actual draw of being a vampire if it just seems like a bunch of negatives that don't make it worthwhile over being a non vampire?
navystylz_ESO wrote: »Think that was the point, to have to build around it. Instead they madeOP asked about pve and people talk about mist form escaping, sneaking and pressuring lol.
In pve, vamps will be only for RP or cheesing dummy parse.
Boy you just don't pay attention do you? Did you even read what we said? Frenzy is not that useful in pvp but it is in pve, in fact, it's pretty amazing in a lot of fights and good for quick trash clears its a bit tougher to pull off now because of how much it costs, but I managed to make it work. In fact I think they need to adjust the cost again, but at it's core its a good ability if a bit strange. And the spammable is a pretty high damage one that can be used by magicka builds, it's not just a pvp thing. wp/sp passive helps in pve too, and so does undeath. And the ult is amazing damage in both pve and pvp. You seriously need to take time to actually look at the tools they have given us here.
Oh, ya. People have really been clamoring for skills that makes them clear useless stuff faster. There is a reason trash is called trash. It's the junk you must get through before the real fights. Probably the most iconic new vampire ability for this build is frenzy, and being MAYBE useful on trash because you murder yourself doesn't cut it by a long shot.
There are too many penalties for the reward gained with vampire right now. Reducing the amount of vampire ability cost reduction was a bad idea, and the speed in which Frenzy ramps up is as well. Having to manage resource for non vampire abilities was just WAY TOO MUCH in the last build and no reasonable person could do it, but juggling not dying from extra fire dmg, no health regen, and your frenzy trying to kill you much faster is this perfect sweet spot some of you are trying to push? Come on man.
And this of course is managing it on stable servers that don't lag out and contrive to make you face plant.
Buddy, you are cherry picking. I said fights and trash, fights mean -bosses-. You are free to believe it's useless, to think that cost is too high. But I am a guy that cleared some of that end game content with vampire, along with a group of vampires. THe cost increase was fine, we managed it just fine. We didn't even have to go out of our way to build for it. Just wait a few months after launch when you are seeing vamps running that content just fine. I don't disagree that the current build for Frenzy isn't the best, nor do I disagree that it would be better to have the 40% cost reduction back on vamp abilities.But it is still a good skill line. Feel free not to believe me, but vamp is currently viable for end game content. Not ceiling smashing, but viable.
I want to clearify that Blood Frenzy is useful, but that doesn't mean it's not a pain in the ass to use. In my opinion ZoS still has a lot of work to do with this ability. As I said, it is useful and you can pull some really nice numbers with it in a fight, but it's skill ceiling is very high right now and I am not sure I like that.
It used to be good for people who wanted to concentrate heavily on Vampire abilities as well.
Hey,
I played around on pts with my magcro.
The first round, i could up my DPS, while using blood for blood and frenzy, while also slotting a few heals. Health did not drop low. Mind you that was on a dummy parse.
Second round with pts 6.0.3. The constant health drain, the increased cost of vamp skills, makes my DPS drop as on live. Furthermore, watching to turn on and off frenzy is not fun or rewarding. I tried to changs blood for blood to the magicka cersion but even then health and magicka becomes a problem. For dungeons and trials vamp is a no go right now.
I probably use it on a magblade for RP and overland content.
The increased skill cost on vamp abilities plus the constant drain from frenzy made vamp a lot less fun and worthwhile.
navystylz_ESO wrote: »Think that was the point, to have to build around it. Instead they madeOP asked about pve and people talk about mist form escaping, sneaking and pressuring lol.
In pve, vamps will be only for RP or cheesing dummy parse.
Boy you just don't pay attention do you? Did you even read what we said? Frenzy is not that useful in pvp but it is in pve, in fact, it's pretty amazing in a lot of fights and good for quick trash clears its a bit tougher to pull off now because of how much it costs, but I managed to make it work. In fact I think they need to adjust the cost again, but at it's core its a good ability if a bit strange. And the spammable is a pretty high damage one that can be used by magicka builds, it's not just a pvp thing. wp/sp passive helps in pve too, and so does undeath. And the ult is amazing damage in both pve and pvp. You seriously need to take time to actually look at the tools they have given us here.
Oh, ya. People have really been clamoring for skills that makes them clear useless stuff faster. There is a reason trash is called trash. It's the junk you must get through before the real fights. Probably the most iconic new vampire ability for this build is frenzy, and being MAYBE useful on trash because you murder yourself doesn't cut it by a long shot.
There are too many penalties for the reward gained with vampire right now. Reducing the amount of vampire ability cost reduction was a bad idea, and the speed in which Frenzy ramps up is as well. Having to manage resource for non vampire abilities was just WAY TOO MUCH in the last build and no reasonable person could do it, but juggling not dying from extra fire dmg, no health regen, and your frenzy trying to kill you much faster is this perfect sweet spot some of you are trying to push? Come on man.
And this of course is managing it on stable servers that don't lag out and contrive to make you face plant.
Buddy, you are cherry picking. I said fights and trash, fights mean -bosses-. You are free to believe it's useless, to think that cost is too high. But I am a guy that cleared some of that end game content with vampire, along with a group of vampires. THe cost increase was fine, we managed it just fine. We didn't even have to go out of our way to build for it. Just wait a few months after launch when you are seeing vamps running that content just fine. I don't disagree that the current build for Frenzy isn't the best, nor do I disagree that it would be better to have the 40% cost reduction back on vamp abilities.But it is still a good skill line. Feel free not to believe me, but vamp is currently viable for end game content. Not ceiling smashing, but viable.
I want to clearify that Blood Frenzy is useful, but that doesn't mean it's not a pain in the ass to use. In my opinion ZoS still has a lot of work to do with this ability. As I said, it is useful and you can pull some really nice numbers with it in a fight, but it's skill ceiling is very high right now and I am not sure I like that.
I really don't see how you make use of this skill. I've tried and it's more of a burden then anything.
All I can guess is that maybe if you are in a situation where you have someone else tanking your enemy for you and you're not taking any damage - it might could be useful if you micromanage the hell out of it. But for any situation where you're actually taking incoming damage while fighting I don't see how it could do anything but contribute to your doom.
And now it's not even good for that...
Reserving Stage 4 for Vampire-focused builds was at least interesting and served a purpose. Sure, it could have used some improvements. But it was accomplishing something. Now I don't know what it's suppose to do. No one is going to rush to stage 4 so they can spam their regularly abilities at a 12% increase either. So it might as well still be 20.
navystylz_ESO wrote: »Think that was the point, to have to build around it. Instead they madeOP asked about pve and people talk about mist form escaping, sneaking and pressuring lol.
In pve, vamps will be only for RP or cheesing dummy parse.
Boy you just don't pay attention do you? Did you even read what we said? Frenzy is not that useful in pvp but it is in pve, in fact, it's pretty amazing in a lot of fights and good for quick trash clears its a bit tougher to pull off now because of how much it costs, but I managed to make it work. In fact I think they need to adjust the cost again, but at it's core its a good ability if a bit strange. And the spammable is a pretty high damage one that can be used by magicka builds, it's not just a pvp thing. wp/sp passive helps in pve too, and so does undeath. And the ult is amazing damage in both pve and pvp. You seriously need to take time to actually look at the tools they have given us here.
Oh, ya. People have really been clamoring for skills that makes them clear useless stuff faster. There is a reason trash is called trash. It's the junk you must get through before the real fights. Probably the most iconic new vampire ability for this build is frenzy, and being MAYBE useful on trash because you murder yourself doesn't cut it by a long shot.
There are too many penalties for the reward gained with vampire right now. Reducing the amount of vampire ability cost reduction was a bad idea, and the speed in which Frenzy ramps up is as well. Having to manage resource for non vampire abilities was just WAY TOO MUCH in the last build and no reasonable person could do it, but juggling not dying from extra fire dmg, no health regen, and your frenzy trying to kill you much faster is this perfect sweet spot some of you are trying to push? Come on man.
And this of course is managing it on stable servers that don't lag out and contrive to make you face plant.
Buddy, you are cherry picking. I said fights and trash, fights mean -bosses-. You are free to believe it's useless, to think that cost is too high. But I am a guy that cleared some of that end game content with vampire, along with a group of vampires. THe cost increase was fine, we managed it just fine. We didn't even have to go out of our way to build for it. Just wait a few months after launch when you are seeing vamps running that content just fine. I don't disagree that the current build for Frenzy isn't the best, nor do I disagree that it would be better to have the 40% cost reduction back on vamp abilities.But it is still a good skill line. Feel free not to believe me, but vamp is currently viable for end game content. Not ceiling smashing, but viable.
I want to clearify that Blood Frenzy is useful, but that doesn't mean it's not a pain in the ass to use. In my opinion ZoS still has a lot of work to do with this ability. As I said, it is useful and you can pull some really nice numbers with it in a fight, but it's skill ceiling is very high right now and I am not sure I like that.
I really don't see how you make use of this skill. I've tried and it's more of a burden then anything.
All I can guess is that maybe if you are in a situation where you have someone else tanking your enemy for you and you're not taking any damage - it might could be useful if you micromanage the hell out of it. But for any situation where you're actually taking incoming damage while fighting I don't see how it could do anything but contribute to your doom.
Yeah man, thats called being a dps in a boss fight. Someone else tanks and you do damage. You are not wrong it is work to manage, but sated at least can be managed. You gotta work for it though and pick your moments. I did make it work but that doesn't mean the ability is where it should be. I think its too tough for the average build to make use out of, only magicka builds for sure, no stam could manage it.
And now it's not even good for that...
Reserving Stage 4 for Vampire-focused builds was at least interesting and served a purpose. Sure, it could have used some improvements. But it was accomplishing something. Now I don't know what it's suppose to do. No one is going to rush to stage 4 so they can spam their regularly abilities at a 12% increase either. So it might as well still be 20.
Why? You still get a 24% cost decrease on vampire skills. And now instead of being arbitrarily restricted to five specific skills, the entire toybox is once again opened up to you, as it should be. We're now at a state where Blood Frenzy is the only skill that might have gone sideways, and it's obviously because they never wanted that skill to be constantly on in the first place.
Why? You still get a 24% cost decrease on vampire skills. And now instead of being arbitrarily restricted to five specific skills, the entire toybox is once again opened up to you, as it should be. We're now at a state where Blood Frenzy is the only skill that might have gone sideways, and it's obviously because they never wanted that skill to be constantly on in the first place.
Spectral_Force wrote: »Don't forget that Vampire cost reductions can be approached from several directions. You can increase the cost reduction from your Stage, yes, but it's also entirely possible to ask for a simple base cost reduction for certain abilities. For example, I do agree that Scion got hit the hardest by 6.0.3 in terms of its cost (Blood Frenzy notwithstanding), and given its base cost is around 334 Ultimate, I reckon ZOS could lower its cost to 300 and leave the other costs more or less intact. Remember that it's still possible to ask for tweaking abilities in a vacuum
Paradisius wrote: »Why? You still get a 24% cost decrease on vampire skills. And now instead of being arbitrarily restricted to five specific skills, the entire toybox is once again opened up to you, as it should be. We're now at a state where Blood Frenzy is the only skill that might have gone sideways, and it's obviously because they never wanted that skill to be constantly on in the first place.
The issue also resides in Blood Scion and to a lesser extent Blood for Blood. Blood for Blood has an increased health cost due to this change, and while it is minor it is noticeable. Blood Scion is the worst offender however. In 6.0.2 at stage 4 my glacial collossus was 281 ultimate and my Swarming Scion was 201. At a high stage vampire I could use scion more often than collossus for more selfish dps options. Now with 6.0.3 Collossus is ~250 ultimate and so is the Scion. Why should I even use Scion now? using either gives me the same dps but collossus gives group utility. Before the low cost of scion made it the winner, now I question myself everytime I use it.
The normal ability cost increase being reduced is fine with me, but now Vampire skills cost quite alot because they were balanced with the 40% reduction in mind, now that its cut by 16%, whats even the point? Its ironic that 6.0.3 change to Vampires mostly benefited the ones who didnt want to use the skills, while hindering the ones that did
Paradisius wrote: »Why? You still get a 24% cost decrease on vampire skills. And now instead of being arbitrarily restricted to five specific skills, the entire toybox is once again opened up to you, as it should be. We're now at a state where Blood Frenzy is the only skill that might have gone sideways, and it's obviously because they never wanted that skill to be constantly on in the first place.
The issue also resides in Blood Scion and to a lesser extent Blood for Blood. Blood for Blood has an increased health cost due to this change, and while it is minor it is noticeable. Blood Scion is the worst offender however. In 6.0.2 at stage 4 my glacial collossus was 281 ultimate and my Swarming Scion was 201. At a high stage vampire I could use scion more often than collossus for more selfish dps options. Now with 6.0.3 Collossus is ~250 ultimate and so is the Scion. Why should I even use Scion now? using either gives me the same dps but collossus gives group utility. Before the low cost of scion made it the winner, now I question myself everytime I use it.
The normal ability cost increase being reduced is fine with me, but now Vampire skills cost quite alot because they were balanced with the 40% reduction in mind, now that its cut by 16%, whats even the point? Its ironic that 6.0.3 change to Vampires mostly benefited the ones who didnt want to use the skills, while hindering the ones that did
Then don't question it. If you like Scion, use it. If you don't, don't. The fact that there's not a clear winner to you is a good thing. It means you're doing fine either way you go.
The cost of individual skills can be adjusted at any time to balance things out if needed. Or even just bump that vampire skill cost reduction back up a little bit. The main problem was having the cost increase penalty so severe that it dramatically took away from player freedom. It needed to be reduced so that it was more manageable and thus opened up a much wider array of builds people can use.
Oathunbound wrote: »Paradisius wrote: »Why? You still get a 24% cost decrease on vampire skills. And now instead of being arbitrarily restricted to five specific skills, the entire toybox is once again opened up to you, as it should be. We're now at a state where Blood Frenzy is the only skill that might have gone sideways, and it's obviously because they never wanted that skill to be constantly on in the first place.
The issue also resides in Blood Scion and to a lesser extent Blood for Blood. Blood for Blood has an increased health cost due to this change, and while it is minor it is noticeable. Blood Scion is the worst offender however. In 6.0.2 at stage 4 my glacial collossus was 281 ultimate and my Swarming Scion was 201. At a high stage vampire I could use scion more often than collossus for more selfish dps options. Now with 6.0.3 Collossus is ~250 ultimate and so is the Scion. Why should I even use Scion now? using either gives me the same dps but collossus gives group utility. Before the low cost of scion made it the winner, now I question myself everytime I use it.
The normal ability cost increase being reduced is fine with me, but now Vampire skills cost quite alot because they were balanced with the 40% reduction in mind, now that its cut by 16%, whats even the point? Its ironic that 6.0.3 change to Vampires mostly benefited the ones who didnt want to use the skills, while hindering the ones that did
Then don't question it. If you like Scion, use it. If you don't, don't. The fact that there's not a clear winner to you is a good thing. It means you're doing fine either way you go.
The cost of individual skills can be adjusted at any time to balance things out if needed. Or even just bump that vampire skill cost reduction back up a little bit. The main problem was having the cost increase penalty so severe that it dramatically took away from player freedom. It needed to be reduced so that it was more manageable and thus opened up a much wider array of builds people can use.
But the point being made is that those people who wanted to play with the new vampire skills could do so and get they most benefit from stage 4.
Oathunbound wrote: »when replacing my current spammable with the vamp one and adding blood frenzy made my dps on average 10-18k higher
They still can. Nothin stopping em. I don't know why some of you think that you have to be forced into it to play that way.
Did it ever occur to you that maybe that's why it was nerfed?
Oathunbound wrote: »Paradisius wrote: »Why? You still get a 24% cost decrease on vampire skills. And now instead of being arbitrarily restricted to five specific skills, the entire toybox is once again opened up to you, as it should be. We're now at a state where Blood Frenzy is the only skill that might have gone sideways, and it's obviously because they never wanted that skill to be constantly on in the first place.
The issue also resides in Blood Scion and to a lesser extent Blood for Blood. Blood for Blood has an increased health cost due to this change, and while it is minor it is noticeable. Blood Scion is the worst offender however. In 6.0.2 at stage 4 my glacial collossus was 281 ultimate and my Swarming Scion was 201. At a high stage vampire I could use scion more often than collossus for more selfish dps options. Now with 6.0.3 Collossus is ~250 ultimate and so is the Scion. Why should I even use Scion now? using either gives me the same dps but collossus gives group utility. Before the low cost of scion made it the winner, now I question myself everytime I use it.
The normal ability cost increase being reduced is fine with me, but now Vampire skills cost quite alot because they were balanced with the 40% reduction in mind, now that its cut by 16%, whats even the point? Its ironic that 6.0.3 change to Vampires mostly benefited the ones who didnt want to use the skills, while hindering the ones that did
Then don't question it. If you like Scion, use it. If you don't, don't. The fact that there's not a clear winner to you is a good thing. It means you're doing fine either way you go.
The cost of individual skills can be adjusted at any time to balance things out if needed. Or even just bump that vampire skill cost reduction back up a little bit. The main problem was having the cost increase penalty so severe that it dramatically took away from player freedom. It needed to be reduced so that it was more manageable and thus opened up a much wider array of builds people can use.
But the point being made is that those people who wanted to play with the new vampire skills could do so and get they most benefit from stage 4.
They still can. Nothin stopping em. I don't know why some of you think that you have to be forced into it to play that way.Oathunbound wrote: »when replacing my current spammable with the vamp one and adding blood frenzy made my dps on average 10-18k higher
Did it ever occur to you that maybe that's why it was nerfed?
Oathunbound wrote: »Oathunbound wrote: »Paradisius wrote: »Why? You still get a 24% cost decrease on vampire skills. And now instead of being arbitrarily restricted to five specific skills, the entire toybox is once again opened up to you, as it should be. We're now at a state where Blood Frenzy is the only skill that might have gone sideways, and it's obviously because they never wanted that skill to be constantly on in the first place.
The issue also resides in Blood Scion and to a lesser extent Blood for Blood. Blood for Blood has an increased health cost due to this change, and while it is minor it is noticeable. Blood Scion is the worst offender however. In 6.0.2 at stage 4 my glacial collossus was 281 ultimate and my Swarming Scion was 201. At a high stage vampire I could use scion more often than collossus for more selfish dps options. Now with 6.0.3 Collossus is ~250 ultimate and so is the Scion. Why should I even use Scion now? using either gives me the same dps but collossus gives group utility. Before the low cost of scion made it the winner, now I question myself everytime I use it.
The normal ability cost increase being reduced is fine with me, but now Vampire skills cost quite alot because they were balanced with the 40% reduction in mind, now that its cut by 16%, whats even the point? Its ironic that 6.0.3 change to Vampires mostly benefited the ones who didnt want to use the skills, while hindering the ones that did
Then don't question it. If you like Scion, use it. If you don't, don't. The fact that there's not a clear winner to you is a good thing. It means you're doing fine either way you go.
The cost of individual skills can be adjusted at any time to balance things out if needed. Or even just bump that vampire skill cost reduction back up a little bit. The main problem was having the cost increase penalty so severe that it dramatically took away from player freedom. It needed to be reduced so that it was more manageable and thus opened up a much wider array of builds people can use.
But the point being made is that those people who wanted to play with the new vampire skills could do so and get they most benefit from stage 4.
They still can. Nothin stopping em. I don't know why some of you think that you have to be forced into it to play that way.Oathunbound wrote: »when replacing my current spammable with the vamp one and adding blood frenzy made my dps on average 10-18k higher
Did it ever occur to you that maybe that's why it was nerfed?
Considering that i had to trade in a ranged spammable for melee and activate a skill that both constanly drained my health and blocked all sources of outside healing, plus increased flame damage, 0 health regen and base skill cost increase then yes the dps increase is worth it.
Almost everyone sees dummy parses and think "wow this is op/the new meta" and don't ever consider that in order to achive that dps would come at extreme risk in a trial/dungeon environment would come at considerable risk. Now the potential dps has fallen to a point that its not worth this risk to run any vamp skills let alone being a vamp at all
Or perhaps their ability costs are a bit too high to begin with, regardless of stage. I just don't know why some people are insisting that the only way to play a vampire is to make everything else too expensive to use.
Oathunbound wrote: »Oathunbound wrote: »Paradisius wrote: »Why? You still get a 24% cost decrease on vampire skills. And now instead of being arbitrarily restricted to five specific skills, the entire toybox is once again opened up to you, as it should be. We're now at a state where Blood Frenzy is the only skill that might have gone sideways, and it's obviously because they never wanted that skill to be constantly on in the first place.
The issue also resides in Blood Scion and to a lesser extent Blood for Blood. Blood for Blood has an increased health cost due to this change, and while it is minor it is noticeable. Blood Scion is the worst offender however. In 6.0.2 at stage 4 my glacial collossus was 281 ultimate and my Swarming Scion was 201. At a high stage vampire I could use scion more often than collossus for more selfish dps options. Now with 6.0.3 Collossus is ~250 ultimate and so is the Scion. Why should I even use Scion now? using either gives me the same dps but collossus gives group utility. Before the low cost of scion made it the winner, now I question myself everytime I use it.
The normal ability cost increase being reduced is fine with me, but now Vampire skills cost quite alot because they were balanced with the 40% reduction in mind, now that its cut by 16%, whats even the point? Its ironic that 6.0.3 change to Vampires mostly benefited the ones who didnt want to use the skills, while hindering the ones that did
Then don't question it. If you like Scion, use it. If you don't, don't. The fact that there's not a clear winner to you is a good thing. It means you're doing fine either way you go.
The cost of individual skills can be adjusted at any time to balance things out if needed. Or even just bump that vampire skill cost reduction back up a little bit. The main problem was having the cost increase penalty so severe that it dramatically took away from player freedom. It needed to be reduced so that it was more manageable and thus opened up a much wider array of builds people can use.
But the point being made is that those people who wanted to play with the new vampire skills could do so and get they most benefit from stage 4.
They still can. Nothin stopping em. I don't know why some of you think that you have to be forced into it to play that way.Oathunbound wrote: »when replacing my current spammable with the vamp one and adding blood frenzy made my dps on average 10-18k higher
Did it ever occur to you that maybe that's why it was nerfed?
Considering that i had to trade in a ranged spammable for melee and activate a skill that both constanly drained my health and blocked all sources of outside healing, plus increased flame damage, 0 health regen and base skill cost increase then yes the dps increase is worth it.
Almost everyone sees dummy parses and think "wow this is op/the new meta" and don't ever consider that in order to achive that dps would come at extreme risk in a trial/dungeon environment would come at considerable risk. Now the potential dps has fallen to a point that its not worth this risk to run any vamp skills let alone being a vamp at all
All that says to me is that maybe the skill was over-nerfed. Not that the change to the skill cost buff/debuff needs to be reverted.
"Paradisius wrote: »
The normal ability cost increase being reduced is fine with me, but now Vampire skills cost quite alot because they were balanced with the 40% reduction in mind, now that its cut by 16%, whats even the point? Its ironic that 6.0.3 change to Vampires mostly benefited the ones who didnt want to use the skills, while hindering the ones that did
Or perhaps their ability costs are a bit too high to begin with, regardless of stage. I just don't know why some people are insisting that the only way to play a vampire is to make everything else too expensive to use.
Or perhaps their ability costs are a bit too high to begin with, regardless of stage. I just don't know why some people are insisting that the only way to play a vampire is to make everything else too expensive to use.
- they make vampires melee/close ranged base (Mezmorize/eviscerate/Drain essence, all short range abilities) but dont give us a gap closer.
- Blood Frenzy and Eviscerate both consume health as a resource, but we have no real direct heal, or Hot heal.
the whole concept of the Vampire skill line doesn't make any sense. werewolf on the other hand has a gap closer, a claw attack that is also a HOT heal, and a howl that is a direct heal. all the things you need to sustain yourself in close quarters combat. not sure what they were thinking with Vampire when they were cooking up ideas for the skill line.
I mean, Vampiric Drain doesn't really fit the bill of "real direct heal" despite being there and technically providing healing. If an ability is pointless/trash and the entire kit doesn't synergize 'efficiently' with one another, then the point still stands. As a vampire, killing yourself is a big focus as we see. Gaining benefits from killing yourself makes sense and appears throughout the kit but ultimately, are you supposed to kill yourself? Where's the safety net there to really keep you afloat in like "oh ***" situations and whatnot besides the ultimate, partly Sated Fury's burst heal (which is still also one of the very sources killing you) or Mist Form which lets you escape and emphasizes the hit and run style of combat for the skill line I suppose. But how do you maintain your Health throughout the process?
As someone mentioned, at least implementing like Life Steal in the kit would've made a lot of sense. Could probably have been a passive for just slotting Blood Frenzy at the minimum. Not to say that would be enough, but that seemed like an absolute given for a kit that also revolves around blood magic. Just a lot that was missed.