All my toons are vampires for the regen passive. I probably wont be after this patch but we will see. From what I am hearing healers will be better equipped for the regen loss anyway. I'm not a role player but can understand why you and others will be happy to play the vampire more often now. No matter what... good players will figure it out and move on. Vampires are cool but I"m kind of happy to not have to hide the vampire skin anymore... lol. Wether you are a trial, pvp, or role player... I hope you all enjoy the game!
It seems to me that ZOS went out of their way to turn Vampire from being just a regen passive, to being an entire playstyle that you need to commit to and build for. The skill cost increase seems to be a way to encourage actually playing as a Vampire, rather than just getting a bite, putting two points into a passive and then ignoring everything else.
There was a poll in the PTS forum about the vampire rework. Currently, it's at 22% votes positive, 78% negative, and that's among the people who enjoy trying new things and tweaking. This trainwreck is going to decimate the vampire population in game, which may very well be what they were trying to do.
Vampire was always Magicka based tbh. that's not a major change.
It's always been Vamp = magicka, Werewolf = Stamina.
TheSeraphim wrote: »
Vampire was always Magicka based tbh. that's not a major change.
It's always been Vamp = magicka, Werewolf = Stamina.
Is that why in Morrowind Vamparism increased your strength, dexterity, hand to hand, blunt weapon, heavy armor? Among other things?
Is it also why in Oblivion Vamparism increased your strength, speed, hand to hand, among other things?
There was a poll in the PTS forum about the vampire rework. Currently, it's at 22% votes positive, 78% negative, and that's among the people who enjoy trying new things and tweaking. This trainwreck is going to decimate the vampire population in game, which may very well be what they were trying to do.
Well, I mean, it's not like anybody was actually a vampire to begin with, yeah?
I think they set out to make Vampire be something you don't just throw 2 extra skill points to and forget about. Which is what it is now, for the most part on live servers.
Whether they succeeded in doing that, remains to be seen.
There was a poll in the PTS forum about the vampire rework. Currently, it's at 22% votes positive, 78% negative, and that's among the people who enjoy trying new things and tweaking. This trainwreck is going to decimate the vampire population in game, which may very well be what they were trying to do.
Well, I mean, it's not like anybody was actually a vampire to begin with, yeah?
I think they set out to make Vampire be something you don't just throw 2 extra skill points to and forget about. Which is what it is now, for the most part on live servers.
Whether they succeeded in doing that, remains to be seen.
There's a good portion of us that wanted the line to be more engaging than just passives. I myself only used it to give vampirism to friends and guildies freely and there's a slew (or rather used to be) of casual RP/PvE guilds that would try to engage with the line on Live. There was indeed a good portion of us actually trying to create vampiric builds.
With the changes on PTS, it's just as lackluster if not more disappointing. And it's not because recovery was yeeted from the toolkit. Here's some of my issues along with what direction they could look (meaning it's not a fully balanced idea, rather a direction they could indeed look) to fix this mess.
- You're punished for feeding with the -100% health regen debuff. This would've been better as a -100% flame resistance (including Dunmer passives) as well as removing any temporary or permanent immunity to Burning. Or if the -100% health regen thing is to be a staple, as the player nears Stage 3 we should gradually be getting back health regen. Maybe +5% per hour as an example.
- The abilities seem to be a rather incomplete toolkit along with no clear direction. Drain Vigor for instance is a magicka drain, but returns Stamina. This would be better suited to return the resource that the character uses the most. Personally, I'd rather have it return more health that way Stage 4 uptime is just a smidge more viable with the -100% health regen debuff in mind.
- Speaking of Stage 4, there's no real benefit to maintain the stage unless you're material harvesting. Spell/Weapon damage should go up per stage, not have a flat value based solely just the passives--essentially reworking Fury/Frenzy into those passives where you're required to use invisibility, stealth, or Mist Form.
- Feeding on NPCs and enemy players should return missing health as well as give players incentive to keep actively feeding, adding a bonus to weapon/spell damage or even resource recovery.
It's also worth noting that there's no daily quests of any kind for both infections and that's a rather large opportunity missed since Dark Brotherood came out because the system can be easily tweaked to allow vamps and werewolves to have their own set of dailies to further engage in the line as well as get another chunk of experience dedicated only to those lines. This would allow more intuitive leveling for Lycanthropy to boot, but that's a little more off topic.
Other than that? I'm rather just underwhelmed because there's no true incentives still. You'll have people hovering at one or two stages for bomb builds or building super niche playstyles centered around AFKing in Mist Form.
vampire is now unplayable style for any stamina
TheSeraphim wrote: »
Vampire was always Magicka based tbh. that's not a major change.
It's always been Vamp = magicka, Werewolf = Stamina.
Is that why in Morrowind Vamparism increased your strength, dexterity, hand to hand, blunt weapon, heavy armor? Among other things?
Is it also why in Oblivion Vamparism increased your strength, speed, hand to hand, among other things?
This isn't Morrowind. Or Oblivion. or Skyrim. Or Arena. Or Daggerfall.
One would think that after 6 years of this game, people would have come to terms with that already.
In ESO, it has always, from day 1, been Vamp = Magicka, Werewolf = Stamina. That's how the game and the skill lines were designed. I offer no opinion on whether it is good or bad thing. Just the facts.
It seems to me that ZOS went out of their way to turn Vampire from being just a regen passive, to being an entire playstyle that you need to commit to and build for. The skill cost increase seems to be a way to encourage actually playing as a Vampire, rather than just getting a bite, putting two points into a passive and then ignoring everything else.
Naturally, the vast majority of the Vampire players, who were only Vampires for the cheap, easy min/max sustain passive (and the cheap easy damage reduction passive, for Tanks) are not pleased by this. I can see how they'd be upset with seemingly getting the easy sustain basically taken from them. They'll need to find other ways to make that up.
Personally, I am more interested in seeing how people will make the new Vampire work in all manners of content.
The reality is, most people who have Vampire characters only had them for the Regen and/or Undeath Passives. Not really interested in actually playing as a Vampire, just throwing a couple skill points for min/maxing. ZOS seems to be explicitly discouraging that with this new Vampire skill line. This sentiment seemingly even made it into quest dialogue for the new Vampire Intro quest, if what I am reading is correct.
People will complain for a bit. A LOT of people will cure their Vampires and write them off as pure trash because min/max. Some folks will make the new Vampire work with specific Vampire builds for all content. Maybe the new Vampire won't ever be allowed into Vet Trials or whatever. Maybe they will. We'll see.
In the long run, Vampire will have a significantly smaller, but significantly more devoted playerbase, imo.
This isn't why most people are complaining. The design of the abilities and kit are the reason why people are complaining..... Not sure where you got the idea everyone was complaining because the kit wasn't just for the passives anymore.
starlizard70ub17_ESO wrote: »Soon, instead of seeing what vampire passives will work well with a given class build, now you're looking to see what class passives will work with a vampire build.
Skykaiser_Ọlọrun wrote: »Or maybe people are unhappy with the rework because it turns vampires into some overly-specific, gimmicky skill line with unimpressive looking abilities (woo...Eviscerate spam...how thrilling...). Cutting down the line's flexibility to turn it into a lolDPSonly option? Harsh penalties that don't justify the mediocre abilities you get in return? Blood Scion looking like a generic-brand version of the Vampire Lord they knew everyone had been expecting?
No, the problem lies entirely with the 10% magicka/stamina regen being gone.
Gabrielzavadski wrote: »
Skykaiser_Ọlọrun wrote: »Or maybe people are unhappy with the rework because it turns vampires into some overly-specific, gimmicky skill line with unimpressive looking abilities (woo...Eviscerate spam...how thrilling...). Cutting down the line's flexibility to turn it into a lolDPSonly option? Harsh penalties that don't justify the mediocre abilities you get in return? Blood Scion looking like a generic-brand version of the Vampire Lord they knew everyone had been expecting?
No, the problem lies entirely with the 10% magicka/stamina regen being gone.
Yeah no clue where this guy got the idea that most people are upset because of losing the 10% regen. Must not of been reading the PTS forms too much
Skykaiser_Ọlọrun wrote: »Or maybe people are unhappy with the rework because it turns vampires into some overly-specific, gimmicky skill line with unimpressive looking abilities (woo...Eviscerate spam...how thrilling...). Cutting down the line's flexibility to turn it into a lolDPSonly option? Harsh penalties that don't justify the mediocre abilities you get in return? Blood Scion looking like a generic-brand version of the Vampire Lord they knew everyone had been expecting?
No, the problem lies entirely with the 10% magicka/stamina regen being gone.
Yeah no clue where this guy got the idea that most people are upset because of losing the 10% regen. Must not of been reading the PTS forms too much
Well, to be fair, there are a few threads and a sprinkling of posts where people are complaining about exactly that. But yeah, I wouldn't say that it ever represented the majority.
Deathlord92 wrote: »I have played a vampire assassin in oblivion skyrim and eso. I play a vampire stamblade and I don’t care about losing the regen passive but I feel like adding the cost increase on non vampire abilities is to much sure I’m definitely going to try and make it work even if I have to stay at stage 1 vampire some of us like playing a vampire simply for role play.