ManwithBeard9 wrote: »I'm really bummed they're keeping cost increase on stage 1. This will effectively render all my stamina vamps not only useless but detrimental as well, because they only had the skill line for the regen passive, and although I'm very fond of the look, and grown used to it, I'll have to sadly cure them.
And that is one of the main reasons ZOS is making the changes. The benefit from the passives far outweighed any negatives.
ManwithBeard9 wrote: »I'm really bummed they're keeping cost increase on stage 1. This will effectively render all my stamina vamps not only useless but detrimental as well, because they only had the skill line for the regen passive, and although I'm very fond of the look, and grown used to it, I'll have to sadly cure them.
And that is one of the main reasons ZOS is making the changes. The benefit from the passives far outweighed any negatives.
"Far"?
You think a lumpy 7% more recovery on a 900 recovery dps build changed the game? While 75% of all magical damage is fire and forces a vamp to be extra careful? That is risk versus reward and marks good game design.
Or was it the benefit of completing a lacking class kit, like mag DK and mobility in PvP? Well, now those classes remain lacking, so great achievement!
ManwithBeard9 wrote: »ManwithBeard9 wrote: »I'm really bummed they're keeping cost increase on stage 1. This will effectively render all my stamina vamps not only useless but detrimental as well, because they only had the skill line for the regen passive, and although I'm very fond of the look, and grown used to it, I'll have to sadly cure them.
And that is one of the main reasons ZOS is making the changes. The benefit from the passives far outweighed any negatives.
@ManwithBeard9 I don't know if you understood what I wrote, but I am not lamenting the loss of the passive, but the fact I will have to cure vamprism on my stam toons, since I will have no use for the skill line, and I am saddened by this, since I love the look on them.
More or less a general statement. Too many people want the benefits without and risk and now that it's being changed are throwing a hissy fit, not saying you are. But what is funny is that you LIKE the vamp look when I mainly see people wanting to hide it.
Hope they're ready for the *** storm that's coming when this hits live lol
I just informed a friend on Facebook about the changes. He doesn't use the forums or PTS and was simply excited for Greymoor based on the cinematic trailers. After I told him about the passives, he's not so excited anymore. And he asked me why this went past PTS. I could only respond: "Well, ZOS.".
ManwithBeard9 wrote: »I'm really bummed they're keeping cost increase on stage 1. This will effectively render all my stamina vamps not only useless but detrimental as well, because they only had the skill line for the regen passive, and although I'm very fond of the look, and grown used to it, I'll have to sadly cure them.
And that is one of the main reasons ZOS is making the changes. The benefit from the passives far outweighed any negatives.
"Far"?
You think a lumpy 7% more recovery on a 900 recovery dps build changed the game? While 75% of all magical damage is fire and forces a vamp to be extra careful? That is risk versus reward and marks good game design.
Or was it the benefit of completing a lacking class kit, like mag DK and mobility in PvP? Well, now those classes remain lacking, so great achievement!
Hope they're ready for the *** storm that's coming when this hits live lol
I just informed a friend on Facebook about the changes. He doesn't use the forums or PTS and was simply excited for Greymoor based on the cinematic trailers. After I told him about the passives, he's not so excited anymore. And he asked me why this went past PTS. I could only respond: "Well, ZOS.".
You should see the recent vampire thingy trailer they have added to facebook a few days before.
People on my friends list and in the comments are so excited. And yes, the trailer is well done and as always, manages well to hide how dull the actual gameplay of eso is.
So yea, people are unaware of how bad vampire will be and how they will suffer from the drawbacks.Propaganda is still the strongest force on earth.
dcam86b14_ESO wrote: »I'm cool with it, i dont see the issue honestly.
dcam86b14_ESO wrote: »I'm cool with it, i dont see the issue honestly.
Hope they're ready for the *** storm that's coming when this hits live lol
I just informed a friend on Facebook about the changes. He doesn't use the forums or PTS and was simply excited for Greymoor based on the cinematic trailers. After I told him about the passives, he's not so excited anymore. And he asked me why this went past PTS. I could only respond: "Well, ZOS.".
You should see the recent vampire thingy trailer they have added to facebook a few days before.
People on my friends list and in the comments are so excited. And yes, the trailer is well done and as always, manages well to hide how dull the actual gameplay of eso is.
So yea, people are unaware of how bad vampire will be and how they will suffer from the drawbacks.Propaganda is still the strongest force on earth.
MashmalloMan wrote: »ManwithBeard9 wrote: »I'm really bummed they're keeping cost increase on stage 1. This will effectively render all my stamina vamps not only useless but detrimental as well, because they only had the skill line for the regen passive, and although I'm very fond of the look, and grown used to it, I'll have to sadly cure them.
And that is one of the main reasons ZOS is making the changes. The benefit from the passives far outweighed any negatives.
"Far"?
You think a lumpy 7% more recovery on a 900 recovery dps build changed the game? While 75% of all magical damage is fire and forces a vamp to be extra careful? That is risk versus reward and marks good game design.
Or was it the benefit of completing a lacking class kit, like mag DK and mobility in PvP? Well, now those classes remain lacking, so great achievement!
10% not 7% regen. While that most likely only provided around 80-100 regen for pve DD's, free sustain = more damage. When stamina builds only invest around 300-400 regen in to food or enchantments, that free 10% does a lot to help you get by and focus on straight damage stats, that could be the difference between a damage enchantment on your jewelry or a regen enchantment. I know I'm able to get by with only about 1300 stamina regen after multipliers, losing 90 regen is going to make pve a little harder on sustain. I should of never had to rely on it to begin with.
Since the con's were never very detrimental (your kidding yourself if you think they are), it was far more benefiting to be a stage 2/3 vampire to get free sustain than it was to be human when your trying your best to push dps as much as possible in the first place. You should avoid damage to begin with, fire damage taken was only a real con in solo pve like some VMA rounds or pvp depending on the meta. If DK's are doing well 1 patch, you can bet your going to feel the fire damage taken a lot more than when they're not around. 75% of all magical damage is not fire in pvp, not even close.
You also realize ZOS has the statistics to see that most people in PVE compositions were vampires strictly for passives, I know I've made all my pve toons stage 2/3 vampires because of it and I'm glad I finally no longer feel shoehorned into becoming a vampire for DD's. Hell, tanks go stage 3 vampire all the time, it's recommended in most builds. Thus why ZOS has gone on record as stating they're intentions with the vampire changes were to reward actively choosing to use vampire abilities, instead of vampires being too rewarding for passives alone. HP Regen is useless and 15-20% fire damage taken is completely negated by Undeath and the huge amount of mitigation CP can offer you.
I don't have 9 toons as vampire in pve/pvp because I love Vampires for RP. I have them as vampires because I'd be stupid not to take advantage of those passives. Not a single toon I have uses any vampire abilities, yet they're all vampires. I'm not the only one who chooses to play this way.
MashmalloMan wrote: »ManwithBeard9 wrote: »I'm really bummed they're keeping cost increase on stage 1. This will effectively render all my stamina vamps not only useless but detrimental as well, because they only had the skill line for the regen passive, and although I'm very fond of the look, and grown used to it, I'll have to sadly cure them.
And that is one of the main reasons ZOS is making the changes. The benefit from the passives far outweighed any negatives.
"Far"?
You think a lumpy 7% more recovery on a 900 recovery dps build changed the game? While 75% of all magical damage is fire and forces a vamp to be extra careful? That is risk versus reward and marks good game design.
Or was it the benefit of completing a lacking class kit, like mag DK and mobility in PvP? Well, now those classes remain lacking, so great achievement!
10% not 7% regen. While that most likely only provided around 80-100 regen for pve DD's, free sustain = more damage. When stamina builds only invest around 300-400 regen in to food or enchantments, that free 10% does a lot to help you get by and focus on straight damage stats, that could be the difference between a damage enchantment on your jewelry or a regen enchantment. I know I'm able to get by with only about 1300 stamina regen after multipliers, losing 90 regen is going to make pve a little harder on sustain. I should of never had to rely on it to begin with.
Since the con's were never very detrimental (your kidding yourself if you think they are), it was far more benefiting to be a stage 2/3 vampire to get free sustain than it was to be human when your trying your best to push dps as much as possible in the first place. You should avoid damage to begin with, fire damage taken was only a real con in solo pve like some VMA rounds or pvp depending on the meta. If DK's are doing well 1 patch, you can bet your going to feel the fire damage taken a lot more than when they're not around. 75% of all magical damage is not fire in pvp, not even close.
You also realize ZOS has the statistics to see that most people in PVE compositions were vampires strictly for passives, I know I've made all my pve toons stage 2/3 vampires because of it and I'm glad I finally no longer feel shoehorned into becoming a vampire for DD's. Hell, tanks go stage 3 vampire all the time, it's recommended in most builds. Thus why ZOS has gone on record as stating they're intentions with the vampire changes were to reward actively choosing to use vampire abilities, instead of vampires being too rewarding for passives alone. HP Regen is useless and 15-20% fire damage taken is completely negated by Undeath and the huge amount of mitigation CP can offer you.
I don't have 9 toons as vampire in pve/pvp because I love Vampires for RP. I have them as vampires because I'd be stupid not to take advantage of those passives. Not a single toon I have uses any vampire abilities, yet they're all vampires. I'm not the only one who chooses to play this way.
It was seven percent. Because of the way the game calculates regen, you didn't get a full 10% increase from the passive. More like seven.
Undeath doesn't help if you get oneshot by stuff you would otherwise survive. You shouldn't get hit, but dodging a lethal power attack every now and then versus having to dodge every medium fire attack because it kills you is quite the difference.
Why would you make vampires a pseudo-class? We have CLASSES for active abilities. Vampirism worked because it altered your class in minor passive ways. Now everyone will get rid of it because 5 skills aren't 15 skills and the "vampire class" is crap.
In fact, you know what "class" we wanted?
VAMPIRE LORD.
Not this cheap goliath reskin with a third of a class' kit.
ZOS have completely failed their customers' wishes.
MashmalloMan wrote: »MashmalloMan wrote: »ManwithBeard9 wrote: »I'm really bummed they're keeping cost increase on stage 1. This will effectively render all my stamina vamps not only useless but detrimental as well, because they only had the skill line for the regen passive, and although I'm very fond of the look, and grown used to it, I'll have to sadly cure them.
And that is one of the main reasons ZOS is making the changes. The benefit from the passives far outweighed any negatives.
"Far"?
You think a lumpy 7% more recovery on a 900 recovery dps build changed the game? While 75% of all magical damage is fire and forces a vamp to be extra careful? That is risk versus reward and marks good game design.
Or was it the benefit of completing a lacking class kit, like mag DK and mobility in PvP? Well, now those classes remain lacking, so great achievement!
10% not 7% regen. While that most likely only provided around 80-100 regen for pve DD's, free sustain = more damage. When stamina builds only invest around 300-400 regen in to food or enchantments, that free 10% does a lot to help you get by and focus on straight damage stats, that could be the difference between a damage enchantment on your jewelry or a regen enchantment. I know I'm able to get by with only about 1300 stamina regen after multipliers, losing 90 regen is going to make pve a little harder on sustain. I should of never had to rely on it to begin with.
Since the con's were never very detrimental (your kidding yourself if you think they are), it was far more benefiting to be a stage 2/3 vampire to get free sustain than it was to be human when your trying your best to push dps as much as possible in the first place. You should avoid damage to begin with, fire damage taken was only a real con in solo pve like some VMA rounds or pvp depending on the meta. If DK's are doing well 1 patch, you can bet your going to feel the fire damage taken a lot more than when they're not around. 75% of all magical damage is not fire in pvp, not even close.
You also realize ZOS has the statistics to see that most people in PVE compositions were vampires strictly for passives, I know I've made all my pve toons stage 2/3 vampires because of it and I'm glad I finally no longer feel shoehorned into becoming a vampire for DD's. Hell, tanks go stage 3 vampire all the time, it's recommended in most builds. Thus why ZOS has gone on record as stating they're intentions with the vampire changes were to reward actively choosing to use vampire abilities, instead of vampires being too rewarding for passives alone. HP Regen is useless and 15-20% fire damage taken is completely negated by Undeath and the huge amount of mitigation CP can offer you.
I don't have 9 toons as vampire in pve/pvp because I love Vampires for RP. I have them as vampires because I'd be stupid not to take advantage of those passives. Not a single toon I have uses any vampire abilities, yet they're all vampires. I'm not the only one who chooses to play this way.
It was seven percent. Because of the way the game calculates regen, you didn't get a full 10% increase from the passive. More like seven.
Do you have evidence to back this up or are you just looking at your character sheet when you get the passive after you've already increased your Regen by other multipliers like armor and CP. Correct me if I'm wrong, but all Regen multipliers should be additive with one another, so 10 percent is 10 percent.
For example, if you had no multipliers on with 1000 base Regen (no one goes this high in PvE). Added in armor for 20%, potion for 20%, CP for 15% and a class passive like nb's for 15% you'd have +70% Regen for a total of 1700.
If you then added vampire, your base 1000 would increase by +10%, not the 1700. If you expected the 1700 would increase by 10% for +170 totaling 1870, but then saw you only got 1800, I'd see why you may think the 10% only adds 7%. In this exact example, +100 Regen from the passive would appear as only a 5.8% increase to your overall Regen which is correct, but the passive is still a 10% increase to your base value.
The place where your argument of 7% is better suited for is damage done bonuses that are multiplicative with one another where +10% damage done does not directly increase your total dps by 10% because it's diluted by CP, class passives, swords/fire and shock staff, minor/major berserk, and minor/major slayer. A 10% increase is usually closer to half of what you'd expect for your total DPS after all those other multipliers.Undeath doesn't help if you get oneshot by stuff you would otherwise survive. You shouldn't get hit, but dodging a lethal power attack every now and then versus having to dodge every medium fire attack because it kills you is quite the difference.
Every medium fire attack is an over exaggeration, fire damage taken is a joke for what live vampirsm offers because you have CP, armor, self buffs and group buffs.. not to mention undeath. The only place your usually going to die, is by not following some mechanic. Not all damage is fire damage to begin with, yes it's the most common element, but it's not all damage. Your going to get pure benefit out of undeath when it isn't fire damage. Being aware of when and if you should be vampire stage 3 or stage 1 is entirely up to the player and the content your running. You can go through something like all of VMA and only decrease yourself to stage 1 on the fire stage while getting free mitigation on almost every other stage. I've personally stopped doing that. Recovering from execute phases in this game is extremely important and undeath helps you do that very well.
People have largely agreed for years that the cons of being a vampire can easily be mitigated to offer much better pros so it's news to me that suddenly, the fire damage taken was "enough" of a con that everyone had to think long and hard about being a vampire. Except that's not true, there's a reason some people are curing 18 of their toons. That doesn't sound like a balanced choice to be human, pts is. So I'm happy to cure my toons and I'm happy to see true vampires that actually use vampire skills going forward. I don't like feeling shoe horned.
Let's not forget, fire damage taken is going down to 13 % and undeath has doubled in potency working from 50% HP to 100% HP so increasing your ability cost is a fair trade. An even easier trade if your actually using vampire skills.
For any stealth NB's that relied on vampire stage 4 to get no sneak penalty, they now can choose to go to stage 1 where the cons are non existent for something that useful. Even stage 2 greatly helps the ganking playstyle.Why would you make vampires a pseudo-class? We have CLASSES for active abilities. Vampirism worked because it altered your class in minor passive ways. Now everyone will get rid of it because 5 skills aren't 15 skills and the "vampire class" is crap.
It still greatly alters your playstyle with passives if that's what you wanted, the passives are much stronger, the con of increased cost is too. Even trade.
ZOS had 2 choices.
A ) Redesign vampire to behave exactly like werewolf that requires a transformation to use a set amount of skills, therefore the skills would NEED to be a full complete kit like werewolf. Passives would only activate for the most part in vampire form, cutting off all access to your regular skills. THIS is the true sub-class option you're acting like they chose, but they didn't.
Or
B ) Stay true to ESO and previous elder scrolls titles. Being a vampire does not require a transformation, it's something that augments your existing playstyle with risk vs reward, pros vs cons. This is speculation, but it seems true: In their view, designing a complete tool kit that covered everything from a dot, spammable, execute, gap closer, heal and self buff like werewolf would of made much less sense than providing options for classes that may be missing specific tools. Your suppose to integrate vampire skills with your base skills, not completely rely on all 6 of them and only them alone. You have 12 skill slots as a vampire where a werewolf in their form has only 5. I think it's obvious why the 6 skills are not designed like werewolf.
This is where people are probably on the fence between A and B, but I feel like they made the right choice by going option B. The issue lies within how they chose to design some of the skills, specifically speaking blood frenzy and drain from their base concept. No amount of fine tuning will make these skills any more interesting because they're flawed from their core design. They're not fun to use.In fact, you know what "class" we wanted?
VAMPIRE LORD.
Not this cheap goliath reskin with a third of a class' kit.
ZOS have completely failed their customers' wishes.
So your option A then, but your also option B, you can't have it both ways, if it was a full on transformation, you would no longer have access to an open skill line or strong passives that you can use with your base class. I wouldn't say all of the player base wanted it that way, most people just wanted a complete skill line of 6 skills and they did that... To a crappy degree, but they did that.
Designing NPCs with more interesting active abilities people actually want to use is the biggest mistake they've made.
TX12001rwb17_ESO wrote: »Why do people feel that a meager 10% boost to Magicka and Stamina regeneration was worth 75%-50% Health Regeneration reduction?
For the people who like the new vampirism, I'd like to ask the following (no shade or anything, I legit want to see it from a different PoV)
- How are you personally engaging with the line in regards to managing Stages and feeding?
- Do you have abilities that you feel pairs well with your class's (as well as your character's) identity/aesthetic?
- What do you do about the stall times in your Blood Scion form if you use it?
- If you use Fury/Frenzy, how do you manage the health cost?
- If you're running Stage 4, how are you managing your -100% health recovery? Do you use sets that give you healing that isn't through health regen (if so, which)? Class heals (if so, which)?
- What parts of the rework do you find personally engaging and rewarding? Note: That's not about the passives.
- Do you find vampirism engages well with the Justice System and if so, how are you engaging in it?
ManwithBeard9 wrote: »I'm really bummed they're keeping cost increase on stage 1. This will effectively render all my stamina vamps not only useless but detrimental as well, because they only had the skill line for the regen passive, and although I'm very fond of the look, and grown used to it, I'll have to sadly cure them.
And that is one of the main reasons ZOS is making the changes. The benefit from the passives far outweighed any negatives.
"Far"?
You think a lumpy 7% more recovery on a 900 recovery dps build changed the game? While 75% of all magical damage is fire and forces a vamp to be extra careful? That is risk versus reward and marks good game design.
Or was it the benefit of completing a lacking class kit, like mag DK and mobility in PvP? Well, now those classes remain lacking, so great achievement!
Paradisius wrote: »For the people who like the new vampirism, I'd like to ask the following (no shade or anything, I legit want to see it from a different PoV)
- How are you personally engaging with the line in regards to managing Stages and feeding?
- Do you have abilities that you feel pairs well with your class's (as well as your character's) identity/aesthetic?
- What do you do about the stall times in your Blood Scion form if you use it?
- If you use Fury/Frenzy, how do you manage the health cost?
- If you're running Stage 4, how are you managing your -100% health recovery? Do you use sets that give you healing that isn't through health regen (if so, which)? Class heals (if so, which)?
- What parts of the rework do you find personally engaging and rewarding? Note: That's not about the passives.
- Do you find vampirism engages well with the Justice System and if so, how are you engaging in it?
I am more mixed than anything on the new Vampire, but I feel like I should throw out my 2 cents anyway
1. On the live servers I kinda just stay at stage 4 anyway, 25% fire damage did not bother me. So I plan to do the same. (Besides, I really like the new feeding animations)
2. I main a Magicka Necro so to some extent there is synergy (In that in a normal scenario I will usually be in melee range to avoid blastbone delay/weirdness in a rotation, and the lower my health is the more critical healing my Living Death abilities do)
3. This one really annoys me, if they basically copied Bone Goliath, why isnt it seamless like the Goliath? Anyways, i usually pop scion on my back bar and dont cast Spirit Guardian, then proceed with the normal rotation. As for exiting scion? I kinda just live with the stun (Though I hope they address it)
4. Before the 6.0.3 Patch managing Blood Frenzy with just the Spirit Guardian was simplicity itself. Now I make sure to turn it on only during my front bar rotation, and turn it off before I go into my backbar. (Though Im still on the fence about using the ability in general, this was just through 6.0.3 testing)
5. Spirit Guardian covers this topic as well for me
6. Personally, before 6.0.3 it was the Vampiric cost reduction. Going into stage 4 made your abilities really powerful for the low cost. Now however..well I have very mixed feelings about it, going into stage 4 just breaks even and feels less rewarding.
7. Lore about Noxophilic Sanguivoria being vampires that blend in with society being thrown into the brazier aside, the Justice system is interesting. However the whole "use mesmerize to use banks merchants" only works sometimes, otherwise not a bad change to me.
MashmalloMan wrote: »Do you have evidence to back this up or are you just looking at your character sheet when you get the passive after you've already increased your Regen by other multipliers like armor and CP. Correct me if I'm wrong, but all Regen multipliers should be additive with one another, so 10 percent is 10 percent.
Any and all cents are warranted @Paradisius ! Despite my major salt about the line, I genuinely want to try to see it from other points of view because I'm still rather undecided on what I should do for myself and I'm always willing to admit that I'll be missing things. I may end up making a threat of it's own, simply because I think it's warranted. I think I'll wait until after it hits the live servers to do that though, once things have calmed down and seeing the official release natch potes as some things could still change (and if they do, I hope it's for the better for everyone involved).
I do have a few followups if you don't mind!
- You mentioned that you main a Magicka Necro, are you interested in using the Vampire spammable? If so, are you still using staves to do so? (I'm on the fence with that dual wield passive for extra spell damage myself)
- With Blood Frenzy, do you find it difficult to turn off in high activity scenarios? Things like being overwhelmed by trash mobs while also having to deal with mechanics.
- Do you feel that Blood Scion is generally worth the slot? If so, which morph do you prefer more and what do you like about it?