I just want skill cost increase removed, and yes, gap closer. We have 3 major roles - dps, tanks, healers. Out of three, only dps can be somewhat viable as vamps after this update. So, revamp made almost two thirds of vamps, to cure themselves. Its like improving the game, to make players quit playing. Also, why make melee spammable, if there is no gap closer, to get into melee range?
gatekeeper13 wrote: »I turned my nightblade into a vampire. Now I die more often from my own skills (e.g Blood Frenzy) than enemy players.
I just want skill cost increase removed, and yes, gap closer. We have 3 major roles - dps, tanks, healers. Out of three, only dps can be somewhat viable as vamps after this update. So, revamp made almost two thirds of vamps, to cure themselves. Its like improving the game, to make players quit playing. Also, why make melee spammable, if there is no gap closer, to get into melee range?
BrownChicken wrote: »
No! I do not want vampirism to be necessary for players. Vampirism must have serious flaws.
ApostateHobo wrote: »I really hope they do something about it in a future update. Even just removing the cost increase would be a huge improvement. Going to play around with it today see if I can do something halfway decent on my magblade, but I have a sneaking suspicion I'm just going to be dying more often.
ApostateHobo wrote: »I really hope they do something about it in a future update. Even just removing the cost increase would be a huge improvement. Going to play around with it today see if I can do something halfway decent on my magblade, but I have a sneaking suspicion I'm just going to be dying more often.
One thing I will say that helped me with the cost increase was swapping out one of my sets for a resource set that also added damage in places (there's only a few that'll fit that bill). The other was my race. Best advice I can give is build as a vampire, not your class. I had to change my comfy ranged playstyle to a melee short-form. I'm getting used to it and being Stage 4, but it could be far better considering the potential they could've put into it.
BrownChicken wrote: »
No! I do not want vampirism to be necessary for players. Vampirism must have serious flaws.
So you don't think a multiplicative increase in flame damage and literally 0% health regeneration at stage 4 is a serious flaw? Not also to mention the prismatic weapon glyph and 20% increased damage from fighter's guild abilities?
ApostateHobo wrote: »ApostateHobo wrote: »I really hope they do something about it in a future update. Even just removing the cost increase would be a huge improvement. Going to play around with it today see if I can do something halfway decent on my magblade, but I have a sneaking suspicion I'm just going to be dying more often.
One thing I will say that helped me with the cost increase was swapping out one of my sets for a resource set that also added damage in places (there's only a few that'll fit that bill). The other was my race. Best advice I can give is build as a vampire, not your class. I had to change my comfy ranged playstyle to a melee short-form. I'm getting used to it and being Stage 4, but it could be far better considering the potential they could've put into it.
Yeah I was thinking of swapping out one of my sets for maybe crafty alfiq or bright throat's because my sustain is gonna suuuck. Luckily I already tend to play more in melee range, so I've got that going for me I guess. And seriously there was so much potential, instead we get this really rushed wonky mess. I hope they fix it, but I wouldn't be surprised if they only ever make minor changes to some numbers.
BrownChicken wrote: »
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
BrownChicken wrote: »
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
Where'd you get that idea from? I've always been advocating making the flame damage weakness more, and instead the devs made it less. I have 0 issues giving vampires weaknesses but a cost increase shouldn't be one of them since it makes no sense at all. It also completely kills build ideas since stamina builds can't even take advantage of many of the passives without having their sustain gutted. Had there been a stamina morph of Eviscerate or the skills scaled with max stats I wouldn't have thought of it as badly as I do right now. This is coming from a person that plays almost exclusively magicka builds btw.
BrownChicken wrote: »
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
Where'd you get that idea from? I've always been advocating making the flame damage weakness more, and instead the devs made it less. I have 0 issues giving vampires weaknesses but a cost increase shouldn't be one of them since it makes no sense at all. It also completely kills build ideas since stamina builds can't even take advantage of many of the passives without having their sustain gutted. Had there been a stamina morph of Eviscerate or the skills scaled with max stats I wouldn't have thought of it as badly as I do right now. This is coming from a person that plays almost exclusively magicka builds btw.
Same. The build diversity is just severely lacking. While I get the idea that "Vampires are Magicka and Werewolves are Stamina", it simply doesn't work for the vampire bit. Especially with Eviscerate's morphs. Drain Vigor doesn't return enough Stamina to slot on a Stamina-based character because the heal is useless compared to Vigor from PvP. Literally the only thing Vampirism has going for it for Stamina is Mist Form and the Stage 2 passives.Look at all those boxes ticked of what it means to be a vampire.
BrownChicken wrote: »
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
Where'd you get that idea from? I've always been advocating making the flame damage weakness more, and instead the devs made it less. I have 0 issues giving vampires weaknesses but a cost increase shouldn't be one of them since it makes no sense at all. It also completely kills build ideas since stamina builds can't even take advantage of many of the passives without having their sustain gutted. Had there been a stamina morph of Eviscerate or the skills scaled with max stats I wouldn't have thought of it as badly as I do right now. This is coming from a person that plays almost exclusively magicka builds btw.
Same. The build diversity is just severely lacking. While I get the idea that "Vampires are Magicka and Werewolves are Stamina", it simply doesn't work for the vampire bit. Especially with Eviscerate's morphs. Drain Vigor doesn't return enough Stamina to slot on a Stamina-based character because the heal is useless compared to Vigor from PvP. Literally the only thing Vampirism has going for it for Stamina is Mist Form and the Stage 2 passives.Look at all those boxes ticked of what it means to be a vampire.
The worst part out of all of this is they didn't consider the fact that since they decided to go full in on the magicka side of things with vampires, giving them a....melee ability as their main dmg dealer seems outlandish. because magicka HAS no melee weapons.
I don't really know of any other melee magicka ability in the game that isn't an AoE.
Especially in a skill line that has no mobility.... Which again, let me say, vampires with 0 mobility is the wackest thing I've ever heard.
BrownChicken wrote: »
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
Where'd you get that idea from? I've always been advocating making the flame damage weakness more, and instead the devs made it less. I have 0 issues giving vampires weaknesses but a cost increase shouldn't be one of them since it makes no sense at all. It also completely kills build ideas since stamina builds can't even take advantage of many of the passives without having their sustain gutted. Had there been a stamina morph of Eviscerate or the skills scaled with max stats I wouldn't have thought of it as badly as I do right now. This is coming from a person that plays almost exclusively magicka builds btw.
Same. The build diversity is just severely lacking. While I get the idea that "Vampires are Magicka and Werewolves are Stamina", it simply doesn't work for the vampire bit. Especially with Eviscerate's morphs. Drain Vigor doesn't return enough Stamina to slot on a Stamina-based character because the heal is useless compared to Vigor from PvP. Literally the only thing Vampirism has going for it for Stamina is Mist Form and the Stage 2 passives.Look at all those boxes ticked of what it means to be a vampire.
The worst part out of all of this is they didn't consider the fact that since they decided to go full in on the magicka side of things with vampires, giving them a....melee ability as their main dmg dealer seems outlandish. because magicka HAS no melee weapons.
I don't really know of any other melee magicka ability in the game that isn't an AoE.
Especially in a skill line that has no mobility.... Which again, let me say, vampires with 0 mobility is the wackest thing I've ever heard.
https://www.youtube.com/watch?v=DkEpW-caWgoBrownChicken wrote: »
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
Where'd you get that idea from? I've always been advocating making the flame damage weakness more, and instead the devs made it less. I have 0 issues giving vampires weaknesses but a cost increase shouldn't be one of them since it makes no sense at all. It also completely kills build ideas since stamina builds can't even take advantage of many of the passives without having their sustain gutted. Had there been a stamina morph of Eviscerate or the skills scaled with max stats I wouldn't have thought of it as badly as I do right now. This is coming from a person that plays almost exclusively magicka builds btw.
Same. The build diversity is just severely lacking. While I get the idea that "Vampires are Magicka and Werewolves are Stamina", it simply doesn't work for the vampire bit. Especially with Eviscerate's morphs. Drain Vigor doesn't return enough Stamina to slot on a Stamina-based character because the heal is useless compared to Vigor from PvP. Literally the only thing Vampirism has going for it for Stamina is Mist Form and the Stage 2 passives.Look at all those boxes ticked of what it means to be a vampire.
The worst part out of all of this is they didn't consider the fact that since they decided to go full in on the magicka side of things with vampires, giving them a....melee ability as their main dmg dealer seems outlandish. because magicka HAS no melee weapons.
I don't really know of any other melee magicka ability in the game that isn't an AoE.
Especially in a skill line that has no mobility.... Which again, let me say, vampires with 0 mobility is the wackest thing I've ever heard.
Indeed. I think they're trying to shoehorn in more vampiric abilities like Mist Form and Mesmerize into giving that illusion of mobility (stun and flee) as well as cater toward the vocalized portion of the playerbase that would be upset that vampires are 'stealing' from the 'nightblade toolkit'. I was able to find gameplay of the 2017 introduction of the Clouding Swarm teleport utility it had and uuuuugh.https://www.youtube.com/watch?v=DkEpW-caWgo
And I get the complaints against it. Class identity. I get that. But when the entire line is intended to replace most of your class abilities? Where's it's identity? I flat out lost all creative respect when I heard the line "Blood Frenzy ticks all the boxes of what it means to be a vampire." It doesn't. It has no identity, it's visually underwhelming, and it's completely the opposite of what vampirism really stands for. They're cold, calculating predators that ambush their prey. Not the "I'm going to commit suicide via using this ability I have". Honestly, I'd much rather a bat gap closer again. That'd honestly tide me over until they eventually nerf Eviscerate.
BrownChicken wrote: »
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
Where'd you get that idea from? I've always been advocating making the flame damage weakness more, and instead the devs made it less. I have 0 issues giving vampires weaknesses but a cost increase shouldn't be one of them since it makes no sense at all. It also completely kills build ideas since stamina builds can't even take advantage of many of the passives without having their sustain gutted. Had there been a stamina morph of Eviscerate or the skills scaled with max stats I wouldn't have thought of it as badly as I do right now. This is coming from a person that plays almost exclusively magicka builds btw.
Same. The build diversity is just severely lacking. While I get the idea that "Vampires are Magicka and Werewolves are Stamina", it simply doesn't work for the vampire bit. Especially with Eviscerate's morphs. Drain Vigor doesn't return enough Stamina to slot on a Stamina-based character because the heal is useless compared to Vigor from PvP. Literally the only thing Vampirism has going for it for Stamina is Mist Form and the Stage 2 passives.Look at all those boxes ticked of what it means to be a vampire.
The worst part out of all of this is they didn't consider the fact that since they decided to go full in on the magicka side of things with vampires, giving them a....melee ability as their main dmg dealer seems outlandish. because magicka HAS no melee weapons.
I don't really know of any other melee magicka ability in the game that isn't an AoE.
Especially in a skill line that has no mobility.... Which again, let me say, vampires with 0 mobility is the wackest thing I've ever heard.
Indeed. I think they're trying to shoehorn in more vampiric abilities like Mist Form and Mesmerize into giving that illusion of mobility (stun and flee) as well as cater toward the vocalized portion of the playerbase that would be upset that vampires are 'stealing' from the 'nightblade toolkit'. I was able to find gameplay of the 2017 introduction of the Clouding Swarm teleport utility it had and uuuuugh.https://www.youtube.com/watch?v=DkEpW-caWgo
And I get the complaints against it. Class identity. I get that. But when the entire line is intended to replace most of your class abilities? Where's it's identity? I flat out lost all creative respect when I heard the line "Blood Frenzy ticks all the boxes of what it means to be a vampire." It doesn't. It has no identity, it's visually underwhelming, and it's completely the opposite of what vampirism really stands for. They're cold, calculating predators that ambush their prey. Not the "I'm going to commit suicide via using this ability I have". Honestly, I'd much rather a bat gap closer again. That'd honestly tide me over until they eventually nerf Eviscerate.
The kicker here is that mist-form isn't faster than sprinting. So technically, you wouldnt get as far away with mist form + stun than you would with stun + sprint away. Which I think is kind of dumb within itself. Elusive mist should be VERY fast. I'm talking 60% extra movement speed. Did you know that apparently it once gave a 70% movement speed buff?????
If mist form was made to actually be fast, it could kinda act as a gapcloser.
I find it ironic that a morph dedicated to speed literally can be outran by someone sprinting (:
BrownChicken wrote: »
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
Where'd you get that idea from? I've always been advocating making the flame damage weakness more, and instead the devs made it less. I have 0 issues giving vampires weaknesses but a cost increase shouldn't be one of them since it makes no sense at all. It also completely kills build ideas since stamina builds can't even take advantage of many of the passives without having their sustain gutted. Had there been a stamina morph of Eviscerate or the skills scaled with max stats I wouldn't have thought of it as badly as I do right now. This is coming from a person that plays almost exclusively magicka builds btw.
Same. The build diversity is just severely lacking. While I get the idea that "Vampires are Magicka and Werewolves are Stamina", it simply doesn't work for the vampire bit. Especially with Eviscerate's morphs. Drain Vigor doesn't return enough Stamina to slot on a Stamina-based character because the heal is useless compared to Vigor from PvP. Literally the only thing Vampirism has going for it for Stamina is Mist Form and the Stage 2 passives.Look at all those boxes ticked of what it means to be a vampire.
The worst part out of all of this is they didn't consider the fact that since they decided to go full in on the magicka side of things with vampires, giving them a....melee ability as their main dmg dealer seems outlandish. because magicka HAS no melee weapons.
I don't really know of any other melee magicka ability in the game that isn't an AoE.
Especially in a skill line that has no mobility.... Which again, let me say, vampires with 0 mobility is the wackest thing I've ever heard.
Indeed. I think they're trying to shoehorn in more vampiric abilities like Mist Form and Mesmerize into giving that illusion of mobility (stun and flee) as well as cater toward the vocalized portion of the playerbase that would be upset that vampires are 'stealing' from the 'nightblade toolkit'. I was able to find gameplay of the 2017 introduction of the Clouding Swarm teleport utility it had and uuuuugh.https://www.youtube.com/watch?v=DkEpW-caWgo
And I get the complaints against it. Class identity. I get that. But when the entire line is intended to replace most of your class abilities? Where's it's identity? I flat out lost all creative respect when I heard the line "Blood Frenzy ticks all the boxes of what it means to be a vampire." It doesn't. It has no identity, it's visually underwhelming, and it's completely the opposite of what vampirism really stands for. They're cold, calculating predators that ambush their prey. Not the "I'm going to commit suicide via using this ability I have". Honestly, I'd much rather a bat gap closer again. That'd honestly tide me over until they eventually nerf Eviscerate.
The kicker here is that mist-form isn't faster than sprinting. So technically, you wouldnt get as far away with mist form + stun than you would with stun + sprint away. Which I think is kind of dumb within itself. Elusive mist should be VERY fast. I'm talking 60% extra movement speed. Did you know that apparently it once gave a 70% movement speed buff?????
If mist form was made to actually be fast, it could kinda act as a gapcloser.
I find it ironic that a morph dedicated to speed literally can be outran by someone sprinting (:
Yeah, I definitely noticed that. It's why it's a big illusion. They seemingly don't want to buff the already fast Swift builds, but I don't get it considering that not only is there a speed cap, you can get to the speed cap with Ring of the Wild Hunt and Darloc Brae in stealth along with a slew of other ways from natural class, guild line, and PvP abilities with 100% uptime. Oh and stacking Swift. It's totally perplexing from a design standpoint why there's this sluggish behavior in the base ability and both morphs. That's why I opted for Blood Mist though. If I was going to be slow, I may as well get a health return by it since the Stage 4 sprint-invisibility is faster. While I don't regen and my 'natural' abilities all have a crazy cost increase, I've managed to be okay and am right under the line with a half-arsed rotation on a 6mil dummy without synergies or someone buffing me.
Also, let's look at some weirdness as well. You can stealth while mist forming. Meaning that if you use a set like Darloc Brae and have something else like Warlock to give you flat magicka value returns back and you can literally stay in Mist Form almost permanently. Why? I don't know. But Mara forbid that extra speed with Mist Form, amirite?
Vamp absolutely needs a gap closer.
OR Eviscerate needs to be ranged. either/or, imo.
Also, let me restore Magicka with Melee HAs, so I can use a Sword like all the Vampires in the trailers do. Just slap a Passive in some neutral skill line for it.
BrownChicken wrote: »
Do you really want vampirism to have no weaknesses and just be another battle skill line? I am glad that I can finally save my characters from vampirism. Now vampirism feels like a separate gameplay, and not just passivation for 10% regeneration, as it was before.
Where'd you get that idea from? I've always been advocating making the flame damage weakness more, and instead the devs made it less. I have 0 issues giving vampires weaknesses but a cost increase shouldn't be one of them since it makes no sense at all. It also completely kills build ideas since stamina builds can't even take advantage of many of the passives without having their sustain gutted. Had there been a stamina morph of Eviscerate or the skills scaled with max stats I wouldn't have thought of it as badly as I do right now. This is coming from a person that plays almost exclusively magicka builds btw.
Same. The build diversity is just severely lacking. While I get the idea that "Vampires are Magicka and Werewolves are Stamina", it simply doesn't work for the vampire bit. Especially with Eviscerate's morphs. Drain Vigor doesn't return enough Stamina to slot on a Stamina-based character because the heal is useless compared to Vigor from PvP. Literally the only thing Vampirism has going for it for Stamina is Mist Form and the Stage 2 passives.Look at all those boxes ticked of what it means to be a vampire.
The worst part out of all of this is they didn't consider the fact that since they decided to go full in on the magicka side of things with vampires, giving them a....melee ability as their main dmg dealer seems outlandish. because magicka HAS no melee weapons.
I don't really know of any other melee magicka ability in the game that isn't an AoE.
Especially in a skill line that has no mobility.... Which again, let me say, vampires with 0 mobility is the wackest thing I've ever heard.
Indeed. I think they're trying to shoehorn in more vampiric abilities like Mist Form and Mesmerize into giving that illusion of mobility (stun and flee) as well as cater toward the vocalized portion of the playerbase that would be upset that vampires are 'stealing' from the 'nightblade toolkit'. I was able to find gameplay of the 2017 introduction of the Clouding Swarm teleport utility it had and uuuuugh.https://www.youtube.com/watch?v=DkEpW-caWgo
And I get the complaints against it. Class identity. I get that. But when the entire line is intended to replace most of your class abilities? Where's it's identity? I flat out lost all creative respect when I heard the line "Blood Frenzy ticks all the boxes of what it means to be a vampire." It doesn't. It has no identity, it's visually underwhelming, and it's completely the opposite of what vampirism really stands for. They're cold, calculating predators that ambush their prey. Not the "I'm going to commit suicide via using this ability I have". Honestly, I'd much rather a bat gap closer again. That'd honestly tide me over until they eventually nerf Eviscerate.
The kicker here is that mist-form isn't faster than sprinting. So technically, you wouldnt get as far away with mist form + stun than you would with stun + sprint away. Which I think is kind of dumb within itself. Elusive mist should be VERY fast. I'm talking 60% extra movement speed. Did you know that apparently it once gave a 70% movement speed buff?????
If mist form was made to actually be fast, it could kinda act as a gapcloser.
I find it ironic that a morph dedicated to speed literally can be outran by someone sprinting (:
Yeah, I definitely noticed that. It's why it's a big illusion. They seemingly don't want to buff the already fast Swift builds, but I don't get it considering that not only is there a speed cap, you can get to the speed cap with Ring of the Wild Hunt and Darloc Brae in stealth along with a slew of other ways from natural class, guild line, and PvP abilities with 100% uptime. Oh and stacking Swift. It's totally perplexing from a design standpoint why there's this sluggish behavior in the base ability and both morphs. That's why I opted for Blood Mist though. If I was going to be slow, I may as well get a health return by it since the Stage 4 sprint-invisibility is faster. While I don't regen and my 'natural' abilities all have a crazy cost increase, I've managed to be okay and am right under the line with a half-arsed rotation on a 6mil dummy without synergies or someone buffing me.
Also, let's look at some weirdness as well. You can stealth while mist forming. Meaning that if you use a set like Darloc Brae and have something else like Warlock to give you flat magicka value returns back and you can literally stay in Mist Form almost permanently. Why? I don't know. But Mara forbid that extra speed with Mist Form, amirite?
That is kind of a big theme with this year's vampire rework, huh? An illusion of a vampire rework. It is kinda funny, actually, because apparently they designed some REALLY COOL abilities/concepts for the NPCs, but couldn't transfer that to the skill line for some reason. I Just want a bat gap closer at this point. If we're going to be melee based, give us some mobility.
Also yeah, imagine having an entire morph dedicated to speed that you can't sprint in, yet it isn't faster than normal sprint. The old morph used to be 70%....they should of moved it back with the re-work. But knowing ZOS, they probably forgot it used to be so fast. Seriously, go find some old vids with it. It used to be so cool....
But yeah, apparently sneaking and staying in mist form permanently is ok, but *using a morph called elusive mist to go fast* is wrong? At that point, why not replace it with a bat swarm teleport or something? If Im not going to be as fast as I sprint in it, then what is the point???????
I can only hope that Q3/Q4 bring some sort of change. If not, none of this will ever be touched until they eventually add in more bloodlines probably. Though, I think ESO is going to die before more bloodlines get added in.
A gap closer would fix vampire....mechanically. still would be an underwelming skill line.
Honestly if they dont change anything in the last quarter dlc though..we are likely stuck with it.
But
I had an idea for vampiric drain. maybe instead its an execute. does 300% more damage depending on the targets missing health..OR maybe its like a heal execute. restores up to 300% more hp depending on your missing health? or maybe a reverse execute,doing the extra damage depending on your missing health like eviscerate.
Regardless. even if we did get the gap closer. we still wouldnt have...good art and animations.
Personally I really really want a redesign of blood scion..then claw light and heavy attacks...then a gapcloser.
But a Gapcloser would make this at least a functional skill line
Oh. and you know who said that infamous quote about blood frenzy? its the creative director. not just a dev.
So...yeah..wow.
[snip]
Speaking of blood frenzy,a numbers tweak wont save it. it will either always be too underpowered or (godforbid) too overpowered. tweaking the numbers just wont work on a skill such as this. the whole skill needs to be replaced.