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Hope for the final Q3/Q4 DLC and what they can do to fix the vampire re-vamp

  • Spectral_Force
    Spectral_Force
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    Josira wrote: »
    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.
    I honestly think an execute/reverse execute would fit Vampires really well thematically - with a reverse execute, you'd be dealing more damage to targets that are "full of blood", while with a straight execute you'd be "going for the kill". I wouldn't mind if Eviscerate was changed to either of those.
    I can kind of see where they were coming from with Eviscerate scaling based on your health, and it's a neat idea on paper I suppose, but in combat it's better to stay topped off, and you really don't want to go below half health (because the lower your health is, the easier you are to kill (duh)). So while doing more damage at low health sounds fun in theory, in practice you'd want to avoid that state in the first place.
    I've unearthed the Legendary Antiquity of Mêlée Island and all I got was this stupid T-shirt!
  • XomRhoK
    XomRhoK
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    ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
    So new visuals of vampire skills already in the game, and ZOS will not change them, because some players can like this visuals.
    I see two ways for ZOS to please the part of the players who don't like current visuals or miss some functionality of vampire skills.
    1) By changing some morphs of the skills. Several vampire skills have morphs that looks almost the same and one of the morph is completely useless, so this morphs can be merged and free slot can be used for new morph with another visuals and functionality.
    My post from Vampire feedback thread with examples of such changes for some skills and morphs:
    1) Vampiric Drain. After latest revamp Vampiric Drain lost half of the damage and don't looks like flow of blood anymore. I know that you(ZOS) don't like to change the visuals of things that are already in the game, because someone can liked it, so my suggestion is to merge both current morphs of Vampiric Drain into one(Drain Vigor seems useless anyway) and other morph make oriented on damage with old Invigorated Drain visuals and sound, maybe with a slightly wider blood flow than before or with visuals similar to new vampire NPC drain skill, something that looks and sounds like a flow of blood.

    2) Blood Scion. He tall, bulky, glows and looks like horned Xivkyn, not a vampire, he has human-like stance and moves and he uses weapon. But, again, i know that you don't like to change the visuals of things that are already in the game, so my suggestion is to merge both current morphs of Blood Scion into one(Perfect Scion seems useless anyway) and other morph make look similar to Bloodknight NPC, maybe without helm and with less armor. Bloodknight NPC has not so bulky armor, has no horns, don't glows, has a more predatory stance, uses his claws to attack. Due to claw attacks make this morph restricted to use weapon skills while transformed, this will add uniqueness to the morphs. Also scale down both Blood Scion and Bloodknight at leaast at 10%, because now they looks too huge.
    2) By introducing new vampire themed item sets and mythic items, which will be focused on skills alteration and procs with vampiric visuals, not on just stats changes.
    My post from Vampire feedback thread with examples of such changes for some skills and morphs:
    Some players including me are unhappy with changed visuals for old vampire skills and lack of classic vampire themed visuals, such as bats and real looking, not cartoonish blood, for new skills. If you have no intention to change visuals to existing vampire skill line, then at least make several item sets with appropriate old school vampire visuals to provide an option for players who don't like the visual style of new vampire skills. You have two thematic vampire DLCs ahead, so it will fit well.
    Ideas for new item sets:
    1) 5pc set bonus: When you use Roll Dodge you are turning into swarm of bats and damage all enemies in the way for X damage after that you gain Major Expedition for 4 seconds.
    This bonus can be more damage oriented without Major Expedition. Can be with Physical damage, because of Stamina use for Roll Dodge or with Magical damage and use Magicka for Roll Dodge or a mixture. Can be with Major Expedition or larger distance of Roll Dodge to compensate lack of gap closer in vampire kit.
    Visuals can be similar to those vampires have in opening Greymoor cutscene at 1:18.
    2) Monster set: After some trigger summon Gargoyle which fight on your side for 15 seconds. Similar to Maw of the Infernal monster set.
    Visuals:
    xVWJHgN.jpg
    3) Mythic item: Gauntlets with sharp claws on the fingers parts. This gauntlets allows you to fight without weapon with unarmed attacks. When you use this gauntlets you unarmed combat stance and animation of unarmed Light and Heavy attacks become similar to those Bloodfiend NPCs have and you forced to use this animations. Weapon become invisible, it continue to add its damage, trait, set bonus, enchantment and poison or enchantment and poison can be replaced by unique proc. Also while you wearing this gloves you can't use weapon skills.
    This gauntlets will greatly fit khajiits, argonians, vampires and werewolves.
    Gauntlets may be similar to Xivkyn heavy gauntlets and Heavy attack can looks like series of 4 attacks similar to Bloodfiend NPC skill.
    Visuals:
    7Gewp8d.jpg
    eG1CgGl.gif

    But most important, please, don't use bright, glowing, cartoonish visuals for new vampiric sets, use more "realistic" visuals in old vampire skills style.
    Edited by XomRhoK on June 11, 2020 12:32PM
  • Noxavian
    Noxavian
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    XomRhoK wrote: »
    ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
    So new visuals of vampire skills already in the game, and ZOS will not change them, because some players can like this visuals.
    I see two ways for ZOS to please the part of the players who don't like current visuals or miss some functionality of vampire skills.
    1) By changing some morphs of the skills. Several vampire skills have morphs that looks almost the same and one of the morph is completely useless, so this morphs can be merged and free slot can be used for new morph with another visuals and functionality.
    My post from Vampire feedback thread with examples of such changes for some skills and morphs:
    1) Vampiric Drain. After latest revamp Vampiric Drain lost half of the damage and don't looks like flow of blood anymore. I know that you(ZOS) don't like to change the visuals of things that are already in the game, because someone can liked it, so my suggestion is to merge both current morphs of Vampiric Drain into one(Drain Vigor seems useless anyway) and other morph make oriented on damage with old Invigorated Drain visuals and sound, maybe with a slightly wider blood flow than before or with visuals similar to new vampire NPC drain skill, something that looks and sounds like a flow of blood.

    2) Blood Scion. He tall, bulky, glows and looks like horned Xivkyn, not a vampire, he has human-like stance and moves and he uses weapon. But, again, i know that you don't like to change the visuals of things that are already in the game, so my suggestion is to merge both current morphs of Blood Scion into one(Perfect Scion seems useless anyway) and other morph make look similar to Bloodknight NPC, maybe without helm and with less armor. Bloodknight NPC has not so bulky armor, has no horns, don't glows, has a more predatory stance, uses his claws to attack. Due to claw attacks make this morph restricted to use weapon skills while transformed, this will add uniqueness to the morphs. Also scale down both Blood Scion and Bloodknight at leaast at 10%, because now they looks too huge.
    2) By introducing new vampire themed item sets and mythic items, which will be focused on skills alteration and procs with vampiric visuals, not on just stats changes.
    My post from Vampire feedback thread with examples of such changes for some skills and morphs:
    Some players including me are unhappy with changed visuals for old vampire skills and lack of classic vampire themed visuals, such as bats and real looking, not cartoonish blood, for new skills. If you have no intention to change visuals to existing vampire skill line, then at least make several item sets with appropriate old school vampire visuals to provide an option for players who don't like the visual style of new vampire skills. You have two thematic vampire DLCs ahead, so it will fit well.
    Ideas for new item sets:
    1) 5pc set bonus: When you use Roll Dodge you are turning into swarm of bats and damage all enemies in the way for X damage after that you gain Major Expedition for 4 seconds.
    This bonus can be more damage oriented without Major Expedition. Can be with Physical damage, because of Stamina use for Roll Dodge or with Magical damage and use Magicka for Roll Dodge or a mixture. Can be with Major Expedition or larger distance of Roll Dodge to compensate lack of gap closer in vampire kit.
    Visuals can be similar to those vampires have in opening Greymoor cutscene at 1:18.
    2) Monster set: After some trigger summon Gargoyle which fight on your side for 15 seconds. Similar to Maw of the Infernal monster set.
    Visuals:
    xVWJHgN.jpg
    3) Mythic item: Gauntlets with sharp claws on the fingers parts. This gauntlets allows you to fight without weapon with unarmed attacks. When you use this gauntlets you unarmed combat stance and animation of unarmed Light and Heavy attacks become similar to those Bloodfiend NPCs have and you forced to use this animations. Weapon become invisible, it continue to add its damage, trait, set bonus, enchantment and poison or enchantment and poison can be replaced by unique proc. Also while you wearing this gloves you can't use weapon skills.
    This gauntlets will greatly fit khajiits, argonians, vampires and werewolves.
    Gauntlets may be similar to Xivkyn heavy gauntlets and Heavy attack can looks like series of 4 attacks similar to Bloodfiend NPC skill.
    Visuals:
    7Gewp8d.jpg
    eG1CgGl.gif

    But most important, please, don't use bright, glowing, cartoonish visuals for new vampiric sets, use more "realistic" visuals in old vampire skills style.

    IF they added in vampire themed sets that changed skills around that would be sick.

    Honestly, I think gear changing abilities/giving new abilities is the next step for gear after mythics tbh. We need further ways to customize our skills.
  • Ratzkifal
    Ratzkifal
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    If I was in charge of the vampire revamp and follow-up changes I would...
    • make one morph of drain a viable 1s-channelled ranged dot spammable comparable to jabs, with the other morph having the stronger heal and the ultimate generation
    • change the first passive that describes your affliction so that it:
      1. decreases the cost of your vampire abilities by 1%/2%/3%/4% for each vampire ability slotted instead of increasing your non-vampire skill cost
      2. makes feeding lower your stage again and using blood scion gets you immediately to stage 4
    • add special interactions when using Blade of Woe as a vampire so that you cut someone's throat with the blade and then drink from the wound on their neck so that it counts as both feeding and assassinating. Or alternatively make Blade of Woe a memento instead of a synergy (can't exactly use it in pvp zones anyway, so not a big loss there)
    The main issue with vampirism before the update was that people were only vampires for the recovery but even without the increased non-vampire ability cost my version of vampires only benefits you if you are actually planning on taking advantage of the vampire skills and rewards you more the more you specialize, but it does not punish you as hard for not wanting to do so. The health recovery and fire damage drawbacks still exist so the choice of becoming a vampire or not is still meaningful and not something you just do for the sake of having it.
    The drain change is inspired by the way vampires have been fighting in Skyrim (spam drain) but it also distinguishes itself from NB's swallow soul by being a dot and channelled ability similar to templar jabs.
    The feeding-reversal-reversal is simply because I prefer having our vampirism be more in line with the way it works for the other vampires out in the world that aren't us.
    This Bosmer was tortured to death. There is nothing left to be done.
  • burglar
    burglar
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    Noxavian wrote: »
    Edaphon wrote: »
    eJ191yw.gif


    There won't be any major vampire changes anytime soon, just give it a rest.

    nope. Refuse to give it a rest until something is done about it.

    People used this kind of reasoning to get the decreased detection radius change to bosmers reverted. We all know what happened with that. :o
    Bosmer Melee Magicka Nightblade
  • Sephyr
    Sephyr
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    XomRhoK wrote: »
    ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
    So new visuals of vampire skills already in the game, and ZOS will not change them, because some players can like this visuals.

    But that's the thing. They don't really have that rule because people may not like them. They have that 'rule' there because of efficacy, relevancy, and workflow. In the earlier years, it was easier to get something visually changed because that percentage of the playerbase was able to communicate with the developers and the art content creators. Since the game grew and thus the playerbase grew, that's grown more and more impossible due to the sheer volume of content requests both from future content that's already on the plate to the literal thousands sent in feedback reports, posts on the forum, and through even social media now. It's not because someone may like it. It's because they literally cannot sift through them all. Been there, done that, one minute I was fine, the next I was singing Supercalifragilisticexistentialcrisis. Trust and believe, it's not because they're afraid of making some people mad or upset due to changes. Because if that was literally the case? We'd never have nerfs, we'd never have ability changes.

    That being said, there's proof of what I just said.
    • Vampiric Drain's visuals was completely changed and it was staple with Vampire's skill line.
    • Mist Form's visuals was changed and it too was staple with Vampire's skill line.
    • Noxious Breath and a slew of other abilities were changed visually to fit for Poison DKs.
    • A number of lighting and particle effects were changed with the introduction of Thieves Guild, hence the outrage over upgrading hardware.
    • Textures were again overhauled in Morrowind.
    • Summerset we seen the introduction of even more changes to lighting/particle effects.
    • Elsweyr changed the look of several textures on old Khajiiti statues that were reflected in the base game as well as MoL.

    There's way too many others to count (you get the point), but the reason why most of those things were changed? Relevancy, especially since this is a vampire themed chapter. Efficacy, in the case of DKs, and then the lighting and textures are both for relevancy, efficacy, and consistency. I distinctly remember the DKs having a big upset over it because the lore just didn't make sense. They still followed through with it.

    So no. They won't change the abilities because people may or may not like them. They'll change them if it's relevant and it's not impeding on the current content workflow and that's why we got mostly copy/pasted abilities in the first place visually.
    Edited by Sephyr on June 12, 2020 12:57AM
  • Noxavian
    Noxavian
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    Sephyr wrote: »
    XomRhoK wrote: »
    ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
    So new visuals of vampire skills already in the game, and ZOS will not change them, because some players can like this visuals.

    But that's the thing. They don't really have that rule because people may not like them. They have that 'rule' there because of efficacy, relevancy, and workflow. In the earlier years, it was easier to get something visually changed because that percentage of the playerbase was able to communicate with the developers and the art content creators. Since the game grew and thus the playerbase grew, that's grown more and more impossible due to the sheer volume of content requests both from future content that's already on the plate to the literal thousands sent in feedback reports, posts on the forum, and through even social media now. It's not because someone may like it. It's because they literally cannot sift through them all. Been there, done that, one minute I was fine, the next I was singing Supercalifragilisticexistentialcrisis. Trust and believe, it's not because they're afraid of making some people mad or upset due to changes. Because if that was literally the case? We'd never have nerfs, we'd never have ability changes.

    That being said, there's proof of what I just said.
    • Vampiric Drain's visuals was completely changed and it was staple with Vampire's skill line.
    • Mist Form's visuals was changed and it too was staple with Vampire's skill line.
    • Noxious Breath and a slew of other abilities were changed visually to fit for Poison DKs.
    • A number of lighting and particle effects were changed with the introduction of Thieves Guild, hence the outrage over upgrading hardware.
    • Textures were again overhauled in Morrowind.
    • Summerset we seen the introduction of even more changes to lighting/particle effects.
    • Elsweyr changed the look of several textures on old Khajiiti statues that were reflected in the base game as well as MoL.

    There's way too many others to count (you get the point), but the reason why most of those things were changed? Relevancy, especially since this is a vampire themed chapter. Efficacy, in the case of DKs, and then the lighting and textures are both for relevancy, efficacy, and consistency. I distinctly remember the DKs having a big upset over it because the lore just didn't make sense. They still followed through with it.

    So no. They won't change the abilities because people may or may not like them. They'll change them if it's relevant and it's not impeding on the current content workflow and that's why we got mostly copy/pasted abilities in the first place visually.

    I was thinking this myself.

    There is literally nothing stopping them from editing this line if enough people cause a stink about it.
  • volkeswagon
    volkeswagon
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    They need to revamp the vamp ramp as I find it rather damp whenever I enter the vamp camp. And a vamp lamp with ample amps would be nice as well.
    Edited by volkeswagon on June 12, 2020 3:35AM
  • Austinseph1
    Austinseph1
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    It's partially interesting but the vamp skill like doesn't make it worth going past stage 1, if even used at all. Most of the line is catered to ganking in PvP and I only use the spamable when I have a competent healer but that's it, in PvE the skills have no legitimate use. Bat swarm is a joke, fury isn't worth it, the ulti is easily overshadowed by others, drain is a joke, and the fear is situational. The meele is FAR too short ranger, I have to be inside of an enemy to use it and I don't have that sort of hobby. It's a mediocre remake that looks like it has bells and whistles without actually being very useful. It's poorly designed with short foresight.
  • Nova_J
    Nova_J
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    It's partially interesting but the vamp skill like doesn't make it worth going past stage 1, if even used at all. Most of the line is catered to ganking in PvP and I only use the spamable when I have a competent healer but that's it, in PvE the skills have no legitimate use. Bat swarm is a joke, fury isn't worth it, the ulti is easily overshadowed by others, drain is a joke, and the fear is situational. The meele is FAR too short ranger, I have to be inside of an enemy to use it and I don't have that sort of hobby. It's a mediocre remake that looks like it has bells and whistles without actually being very useful. It's poorly designed with short foresight.

    I agree, I'm just not really having fun playing them. The spammable is a pain to use and like you said, only if you have a good healer. No point to stay in stage 4 (running around invisible was cool the first hour but then I realised it's pretty pointless) the 24% decrease in vamp skill cost isn't even worth it honestly. While I'm playing everything just feels.....forced. It shouldn't feel like a chore just to use the skills but it honestly does.
  • XomRhoK
    XomRhoK
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    Sephyr wrote: »
    XomRhoK wrote: »
    ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
    So new visuals of vampire skills already in the game, and ZOS will not change them, because some players can like this visuals.

    But that's the thing. They don't really have that rule because people may not like them. They have that 'rule' there because of efficacy, relevancy, and workflow. In the earlier years, it was easier to get something visually changed because that percentage of the playerbase was able to communicate with the developers and the art content creators. Since the game grew and thus the playerbase grew, that's grown more and more impossible due to the sheer volume of content requests both from future content that's already on the plate to the literal thousands sent in feedback reports, posts on the forum, and through even social media now. It's not because someone may like it. It's because they literally cannot sift through them all. Been there, done that, one minute I was fine, the next I was singing Supercalifragilisticexistentialcrisis. Trust and believe, it's not because they're afraid of making some people mad or upset due to changes. Because if that was literally the case? We'd never have nerfs, we'd never have ability changes.

    That being said, there's proof of what I just said.
    • Vampiric Drain's visuals was completely changed and it was staple with Vampire's skill line.
    • Mist Form's visuals was changed and it too was staple with Vampire's skill line.
    • Noxious Breath and a slew of other abilities were changed visually to fit for Poison DKs.
    • A number of lighting and particle effects were changed with the introduction of Thieves Guild, hence the outrage over upgrading hardware.
    • Textures were again overhauled in Morrowind.
    • Summerset we seen the introduction of even more changes to lighting/particle effects.
    • Elsweyr changed the look of several textures on old Khajiiti statues that were reflected in the base game as well as MoL.

    There's way too many others to count (you get the point), but the reason why most of those things were changed? Relevancy, especially since this is a vampire themed chapter. Efficacy, in the case of DKs, and then the lighting and textures are both for relevancy, efficacy, and consistency. I distinctly remember the DKs having a big upset over it because the lore just didn't make sense. They still followed through with it.

    So no. They won't change the abilities because people may or may not like them. They'll change them if it's relevant and it's not impeding on the current content workflow and that's why we got mostly copy/pasted abilities in the first place visually.

    This is not my assumption, it were in some of the Matt Firor's interview, can't find in which one.

    In your list textures and lighting are upgrades, so they changed Noxious Breath, because they made Stamina DK poison themed and Stonefist later. And now they changed visuals of vampire skills, i can understand change for Blood Mist, because of new theme and healing, but why they changed Vampiric Drain so drastically i can't understand.
  • Sephyr
    Sephyr
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    XomRhoK wrote: »
    Sephyr wrote: »
    XomRhoK wrote: »
    ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.
    So new visuals of vampire skills already in the game, and ZOS will not change them, because some players can like this visuals.

    But that's the thing. They don't really have that rule because people may not like them. They have that 'rule' there because of efficacy, relevancy, and workflow. In the earlier years, it was easier to get something visually changed because that percentage of the playerbase was able to communicate with the developers and the art content creators. Since the game grew and thus the playerbase grew, that's grown more and more impossible due to the sheer volume of content requests both from future content that's already on the plate to the literal thousands sent in feedback reports, posts on the forum, and through even social media now. It's not because someone may like it. It's because they literally cannot sift through them all. Been there, done that, one minute I was fine, the next I was singing Supercalifragilisticexistentialcrisis. Trust and believe, it's not because they're afraid of making some people mad or upset due to changes. Because if that was literally the case? We'd never have nerfs, we'd never have ability changes.

    That being said, there's proof of what I just said.
    • Vampiric Drain's visuals was completely changed and it was staple with Vampire's skill line.
    • Mist Form's visuals was changed and it too was staple with Vampire's skill line.
    • Noxious Breath and a slew of other abilities were changed visually to fit for Poison DKs.
    • A number of lighting and particle effects were changed with the introduction of Thieves Guild, hence the outrage over upgrading hardware.
    • Textures were again overhauled in Morrowind.
    • Summerset we seen the introduction of even more changes to lighting/particle effects.
    • Elsweyr changed the look of several textures on old Khajiiti statues that were reflected in the base game as well as MoL.

    There's way too many others to count (you get the point), but the reason why most of those things were changed? Relevancy, especially since this is a vampire themed chapter. Efficacy, in the case of DKs, and then the lighting and textures are both for relevancy, efficacy, and consistency. I distinctly remember the DKs having a big upset over it because the lore just didn't make sense. They still followed through with it.

    So no. They won't change the abilities because people may or may not like them. They'll change them if it's relevant and it's not impeding on the current content workflow and that's why we got mostly copy/pasted abilities in the first place visually.

    This is not my assumption, it were in some of the Matt Firor's interview, can't find in which one.

    In your list textures and lighting are upgrades, so they changed Noxious Breath, because they made Stamina DK poison themed and Stonefist later. And now they changed visuals of vampire skills, i can understand change for Blood Mist, because of new theme and healing, but why they changed Vampiric Drain so drastically i can't understand.

    A few things here;
    • You misunderstood Matt. I know exactly what you're talking about and he was meaning the creative direction (change only happens if it follows the creative direction vs. changing things without relevancy to said direction). NOT because a bunch of Joe Blows got upset on a forum. Doing it the way you're assuming is not only unprofessional, nothing would literally get done as there's a ton of things people are unhappy with that have recently changed in the past three years along with DX11 not even fully being implemented.
    • You also misunderstand the point of what I listed. Those are things that were changed due to relevancy and efficacy. We can even extrapolate that by going into the mounts and pets as it's more cost efficient to reskin them than it is to re-mesh entirely. This also includes copying a transformation from an already existing skill line. It saves time and in development that time is money. Again - been there, been in the industry. I hated it.
    • The list of lighting and textures are not in fact upgrades of the aforementioned usage of DX11 (or the lack thereof). When the Thieves Guild was released, everything was virtually the same until very small amounts were rolled out in future content patches. This is why areas like Morrowind, Summerset, Elsweyr, Western Skyrim, and Blackreach look very different than say Rivenspire.

    That list goes on and on. Could they go back and change the other areas to look the same? Yep! But is it cost efficient on their current deadlines? Not really. Especially when they've already scaled down their team and are still looking for people based on their needs? It's not going to be easy to fit that in with the development cycles. Not because someone is, again, on the forum upset that a motif looks horrible or that it's changed. That's why it's rarely changed. Because they don't want to clog up the art asset pipeline (been in that situation, it's not cool to do that to your workers). Since it's relevant and the content is relatively new? That's why we have a forum and that this is the best time to make a stink about getting things changed. That's why Necromancer is currently broken. Nobody cared.


    Edited by Sephyr on June 12, 2020 9:10AM
  • Thevampirenight
    Thevampirenight
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    ✭✭
    XomRhoK wrote: »
    ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.

    [/spoiler]

    But most important, please, don't use bright, glowing, cartoonish visuals for new vampiric sets, use more "realistic" visuals in old vampire skills style.
    [/spoiler][/i]

    The rule is very stupid, because they made the one mistake of taking away barbie options and open attire options in favor of a most modest look.all they need to do is make assurances that they will not destroy sexy attires by making them more modest and ugly and I think they would be good and in good faith restore the old options to the game in another motif. Models and other textures should be updated and given quality of life improvements. While not changing the very sexy attire options that men and even women players of the game liked. That is the cardinal mistake Zenimax did with the Redguard Motif is doing that to it . Had they just updated the redguard stuff but kept the look of the old motif people would have been very happy to have updated barbie options.
    You can see how great the old redguard looked and why people were so pissed off about it just by looking at it.

    JN8Gz8Y.jpg
    hh7TJAQ.png

    They really looked good the old style all they needed to do was update the textures while keeping the look to be higher quality and they would have been great. Instead they changed it to something most people hated because they took away barbie options and people hated it.
    Edited by Thevampirenight on June 12, 2020 7:38AM
    PC NA
    Please add Fangs to Vampires.
  • Sephyr
    Sephyr
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    ✭✭
    XomRhoK wrote: »
    ZOS has a rule: "Don't change visuals of something that is already in the game". They learned it from bad experience with changing visuals of the basic redguard armor, if i remember correctly, some vocal players asked to change redguard armor for some reason and ZOS changed it, but after that other part of player, who were silent before that, started to demand to turn all changes back, because they liked initial visuals of redguard armor. After that ZOS try to avoid changing visuals in the game, with rare exceptions, such as Stonefist skill.

    [/spoiler]

    But most important, please, don't use bright, glowing, cartoonish visuals for new vampiric sets, use more "realistic" visuals in old vampire skills style.
    [/spoiler][/i]

    The rule is very stupid, because they made the one mistake of taking away barbie options and open attire options in favor of a most modest look.all they need to do is make assurances that they will not destroy sexy attires by making them more modest and ugly and I think they would be good and in good faith restore the old options to the game in another motif. Models and other textures should be updated and given quality of life improvements. While not changing the very sexy attire options that men and even women players of the game liked. That is the cardinal mistake Zenimax did with the Redguard Motif is doing that to it . Had they just updated the redguard stuff but kept the look of the old motif people would have been very happy to have updated barbie options.
    You can see how great the old redguard looked and why people were so pissed off about it just by looking at it.

    JN8Gz8Y.jpg
    hh7TJAQ.png

    They really looked good the old style all they needed to do was update the textures while keeping the look to be higher quality and they would have been great. Instead they changed it to something most people hated because they lost their sexy motifs for their sexy style men and women in the game they took away barbie options and people hated it.

    I seen the change more due to the direction they wanted the Redguard motifs to look like. Which is in essence the point. Can they change something? Yes. But clearly they didn't give into the demand of how people were upset. If that was an actual rule, they'd have changed it back and went "my bad". But to me it screams creative direction and the cost efficiency to make something better. If they can do it in a quick, inexpensive way? Chances are we'll see it. If they can't and it's relevant (IE vampirism), it's usually slated for the relevant theme of the DLC. If abilities or Stamina vs Magicka has no identity? Ability visuals and art assets are changed to give them more identity which goes into efficacy (mechanical).

    That's why when we have issues with something in it's relevant DLC/year, it's the best time to make a stink about it. It's both relevant to the development cycle and it doesn't impede on future development. Which should bring us back to the main topic as professionalism in that regard got way off track.

    Unless they add things in Q3/Q4, we're ultimately stuck with the visuals we have because it's;
    • Not part of their creative direction on where they want to take the line (which I'm sure most of us here disagree with).
    • Not cost efficient because they'd have to backtrack on content to make sure it's in line with the visuals of the current development cycle (IE; 2021's theme).

    It's a guessing game at this point.
  • Dark_Lord_Kuro
    Dark_Lord_Kuro
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    Noxavian wrote: »
    Sephyr wrote: »
    Vevvev 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.

    Dk whip is melee
  • Ratzkifal
    Ratzkifal
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    Noxavian wrote: »
    Sephyr wrote: »
    Vevvev 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.

    Dk whip is melee

    And mag DKs are wishing for a melee magicka weapon. It's the exact same issue there.
    This Bosmer was tortured to death. There is nothing left to be done.
  • navystylz_ESO
    navystylz_ESO
    ✭✭✭✭
    Noxavian wrote: »
    This is a post talking about what things they can do to fix the vampire re-vamp. IF YOU THINK THE VAMPIRE REVAMP IS FINE AS IS THIS THREAD IS NOT FOR YOU


    Step 1: Add Bat-swarm gap closer.

    Step 2: ????

    Step 3: Profit.


    Jokes aside, let us seriously discuss what they can do to fix the vampire re-vamp. Obviously, I propose a bat-swarm gap closer. I also propose they do one of these two options here:

    Haven't put many hours into my Vamp and having a PvE and PvP build that's been working so far (by work I don't mean excelling like no vamp builds) I have a better sense of what has been working for me.

    Abilities

    1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
    2. Blood Mist. Usually always slotted unless I 'really' need push more damage by having another damage oriented ability slotted. Has saved my arse so many times. Great for stopping damage and getting heals in. I just swapped to Elusive Mist for PvP and was thinking that I could probably just keep it that way for PvE build as well. This is more out of not wanting to keep swapping back and forth if I get into more PvP, because Expedition is built into Twisting Paths.
    3. Drains. Don't use it. At all. Completely useless ability if you don't need to oh crap save yourself from a near frenzy death.
    4. Mesmerize/Hypnosis. Always slotted for overland/pvp. Wish it was more reliable. Practically useless outside of solo play and talking to NPCs because they need to be facing you. I drop this off for group content.
    5. Simmering Frenzy. Still biggest sore point for me. Was the ability I was most excited for to play the game of managing health well in combat to hold the damage boost at max stacks as long as possible. Then it was nerfed to death in 6.0.3 PTS patch. No I rarely, rarely use it. When I do use it, 95% of the time it's in conjunction with Scion. Which is horrible. An ability shouldn't only feel good while your Ultimate is going. And if it's required to have your Ult on to be remotely useful, should be a part of the Ultimate. It's just way too kamikaze. At least Thrassian Strangler have a similar dmg boost vs protecting your life, but with ability to cut the stacks at whatever point you want and not be killed to nearly no health. IDK... maybe Simmering is just completely dead. Swapped to Sated when I made the PvP build so will see if this feels better.
    6. Swarming Scion. The only choice for Ult. The other is an absolute joke. So costly. Even as a Nightblade with ability to generate a lot of ult there is a world of difference in time it takes to charge up from when it was just Bat Swarm. I know the ability is pretty strong, but it doesn't really 'feel' that impactful. The issues with stunned to transform into it, and stun to transform out has to go. I don't think Scion really fits the bill for enabling hit and run tactics they said they wanted. Feels like it just boosts sustain pretty well, but not burstiness to it. And I feel like the animations in it is not as smooth in human form. Feels like some stuff just doesn't fire right and Scion just isn't the gain it should be.

    Passives

    1. Dropped off cloak when not in PvP as I just sprint invis when needed. That's cool I guess.
    2. Not sure I notice any difference with Undeath making me more survivable. I feel like I'm taking spikes of damage that chunk me worse than before the change TBH. Can't magine how bad it would feel without Undeath then.

    Quality of Life

    1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
    2. No health regen is super, super, ANNOYING. Constantly having to attack something to heal, else spam sap essence or use a resto staff is just obnoxious. It's like something thrown in there just to annoy the crap out of you.
    3. All the penalties are noticeable. I don't feel like a badass vampire. I feel like a cursed idiot running around using something that just isn't that good, but is my character's identity since day 1 of early access. The increase vampire ability and normal ability cost is noticeable. I can manage it, but knowing what I'm dealing with for no real gain is just bad design. Without frenzy being used often, there's no real feel to a tradeoff of curse vs gains.

    Things Needed
    1. Fix Frenzy into something that's actually usable. The best part of the vampire rework IMO is now the worst. It just feels bad as is.
    2. Fix NPCs
    3. Fix the outrageous costs and still remaining weaker than non-vamp.
    4. Do something for drain. It's not even used.
    5. Make people want to actually use Arterial Burst or Perfect Scion.

    P.S. Thank you for the gorgeous Vampire Noble Costume. I wanted that since I seen it on the Ashen Lord. That being said. You absolutely have to use some kind of skin to hide your hideous face... so...
    P.S.S Can we please get a vampire themed skin that let's us always look like stage 1 vampire?? Preferable the old stage 1 where only the iris of the eyes changed color. That was a gorgeous look without looking like my dude is always on drugs. But if not, for the love of god we'd like a skin that doesn't add some absurd EXTRA scales, lava, glow, unrealistic crap to your cheeks and eyes.

    stage1.1.JPG
    Edited by navystylz_ESO on June 12, 2020 2:05PM
  • Sephyr
    Sephyr
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    ✭✭
    1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
    --
    1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
    --
    2. Fix NPCs

    I use Arterial Burst for both PvE and PvP. If you don't have any good self healing, it's the safer alternative. As for charming, Mesmerize is what we use, though it's not consistent in either side of the term. Some NPCs are able to be Mesmerized while others aren't. Biggest comparison are;
    • Bag upgrade merchant in Daggerfall outside the bank. Can't be mesmerized, yet every shop keep can.
    • Banker in Daggerfall doesn't even care that you're a Stage 4 vampire.
    • Western Skyrim is broken with it. Bankers, Guild Merchants, and a slew of others aren't usable.

    Alternatives;
    • Use Coldharbour's facilities.
    • Port to Cyrodiil.

    I may end up writing a guide for all of this at some point. Off-site though because I want to actually vent my frustrations without being censored.
    Edited by Sephyr on June 12, 2020 1:59PM
  • navystylz_ESO
    navystylz_ESO
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    Sephyr wrote: »

    I use Arterial Burst for both. If you don't have any good self healing, it's the safer alternative. As for charming, Mesmerize is what we use, though it's not consistent in either side of the term. Some NPCs are able to be Mesmerized while others aren't. Biggest comparison are;
    • Bag upgrade merchant in Daggerfall outside the bank. Can't be mesmerized, yet every shop keep can.
    • Banker in Daggerfall doesn't even care that you're a Stage 4 vampire.
    • Western Skyrim is broken with it. Bankers, Guild Merchants, and a slew of others aren't usable.

    Alternatives;
    • Use Coldharbour's facilities.
    • Port to Cyrodiil.

    I may end up writing a guide for all of this at some point. Off-site though because I want to actually vent my frustrations without being censored.

    Yep. That's pretty unacceptable for something like Guild Traders to be overlooked like that IMO. That's my biggest gripe with fix NPCs. I'm fine with using charm. I'm not fine having to use a purifying blood mara whenever I want to shop.
  • Sephyr
    Sephyr
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    ✭✭
    Sephyr wrote: »

    I use Arterial Burst for both. If you don't have any good self healing, it's the safer alternative. As for charming, Mesmerize is what we use, though it's not consistent in either side of the term. Some NPCs are able to be Mesmerized while others aren't. Biggest comparison are;
    • Bag upgrade merchant in Daggerfall outside the bank. Can't be mesmerized, yet every shop keep can.
    • Banker in Daggerfall doesn't even care that you're a Stage 4 vampire.
    • Western Skyrim is broken with it. Bankers, Guild Merchants, and a slew of others aren't usable.

    Alternatives;
    • Use Coldharbour's facilities.
    • Port to Cyrodiil.

    I may end up writing a guide for all of this at some point. Off-site though because I want to actually vent my frustrations without being censored.

    Yep. That's pretty unacceptable for something like Guild Traders to be overlooked like that IMO. That's my biggest gripe with fix NPCs. I'm fine with using charm. I'm not fine having to use a purifying blood mara whenever I want to shop.

    Yeah, the messing with the food is really super clunky. I'm glad that the merchants in Coldharbour realized that it was Justice System exempt because they're loaded with Purified Bloody Maras for pretty cheap, at least on PC-NA. But it's still REALLY annoying. I'm willing to bet there's some factional witchcraft going on there.
  • navystylz_ESO
    navystylz_ESO
    ✭✭✭✭
    Vevvev 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?

    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.

    A weakness should have trade offs. The only acceptable tradeoff of making yourself CONSIDERABLY weaker than not being a vampire are:

    1. The gameplay is so ridiculously fun you just don't care. Still not idea, but I could see people going whatever, I love it.
    2. You actually GAIN something in return.

    You get a lot of penalties.
    You don't gain damage.
    QoL goes down. Constantly healing yourself and some NPC not talking to you even when mezed.
    All your costs are higher.

    You get a couple things that let you be a bit more stealthy easier.
    You get sprint stealth which doesn't make much difference to a Nightblade
    You get strike from shadows, which is unreliable /costs you having to tap mist if you aren't a nightblade.

    Pretty confident their big tradeoff was supposed to be frenzy letting you boost your damage by a lot by playing around managing your health. Which outside of Swarming Scion is near unuable. But if you want to play the game of tap on, tap off, to maintain it somewhat, even then it doesn't make you as good or better than if you just weren't a vampire.

    We're sooooo sorry if a mere extra 100-150 regen was so amazing to people prior to the change they felt compelled to be a vampire. But that's not true. It was they could get the regen without actually having to commit to being a vampire, which meant none of the penalties applied to them. That didn't mean there weren't adequate penalties without adding the new ones.
    Edited by navystylz_ESO on June 12, 2020 2:25PM
  • Noxavian
    Noxavian
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    ✭✭
    Vevvev 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?

    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.

    A weakness should have trade offs. The only acceptable tradeoff of making yourself CONSIDERABLY weaker than not being a vampire are:

    1. The gameplay is so ridiculously fun you just don't care. Still not idea, but I could see people going whatever, I love it.
    2. You actually GAIN something in return.

    You get a lot of penalties.
    You don't gain damage.
    QoL goes down. Constantly healing yourself and some NPC not talking to you even when mezed.
    All your costs are higher.

    You get a couple things that let you be a bit more stealthy easier.
    You get sprint stealth which doesn't make much difference to a Nightblade
    You get strike from shadows, which is unreliable /costs you having to tap mist if you aren't a nightblade.

    Pretty confident their big tradeoff was supposed to be frenzy letting you boost your damage by a lot by playing around managing your health. Which outside of Swarming Scion is near unuable. But if you want to play the game of tap on, tap off, to maintain it somewhat, even then it doesn't make you as good or better than if you just weren't a vampire.

    We're sooooo sorry if a mere extra 100-150 regen was so amazing to people prior to the change they felt compelled to be a vampire. But that's not true. It was they could get the regen without actually having to commit to being a vampire, which meant none of the penalties applied to them. That didn't mean there weren't adequate penalties without adding the new ones.

    I just want my bat swarm gap closer 😔
  • JMadFour
    JMadFour
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    1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?


    As a MagSorc, I use Arterial Burst for 2 reasons.

    1) Auto Crit + Critical Surge = fast healing from low health.

    2) And this is by far the more important reason - Blood for Blood does not proc Crystal Frags (Because it costs health and not magicka).

    Edited by JMadFour on June 13, 2020 7:25AM
  • ApostateHobo
    ApostateHobo
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    Sephyr wrote: »
    1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
    --
    1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
    --
    2. Fix NPCs

    I use Arterial Burst for both PvE and PvP. If you don't have any good self healing, it's the safer alternative.

    Yeah as a magblade I'm already squishy enough don't need to be constantly low on health from using my spammable, so I'd rather play it safe with arterial burst instead. Also tends to be very hit or miss whether you get a competent healer, or a healer that is even actually a healer for that matter, so health costs are a no from me until further notice haha.
  • Noxavian
    Noxavian
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    Sephyr wrote: »
    1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
    --
    1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
    --
    2. Fix NPCs

    I use Arterial Burst for both PvE and PvP. If you don't have any good self healing, it's the safer alternative.

    Yeah as a magblade I'm already squishy enough don't need to be constantly low on health from using my spammable, so I'd rather play it safe with arterial burst instead. Also tends to be very hit or miss whether you get a competent healer, or a healer that is even actually a healer for that matter, so health costs are a no from me until further notice haha.

    I dont suppose you or @JMadFour would know what would be better for a magcro? Blood for blood or arterial burst.

    Ive also been on the fence with what blood frenzy morph to use.
  • JMadFour
    JMadFour
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    Noxavian wrote: »
    Sephyr wrote: »
    1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
    --
    1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
    --
    2. Fix NPCs

    I use Arterial Burst for both PvE and PvP. If you don't have any good self healing, it's the safer alternative.

    Yeah as a magblade I'm already squishy enough don't need to be constantly low on health from using my spammable, so I'd rather play it safe with arterial burst instead. Also tends to be very hit or miss whether you get a competent healer, or a healer that is even actually a healer for that matter, so health costs are a no from me until further notice haha.

    I dont suppose you or @JMadFour would know what would be better for a magcro? Blood for blood or arterial burst.

    Ive also been on the fence with what blood frenzy morph to use.

    I'd say B4B for Necro, they have insane self-healing as is.

    I don't use Blood Frenzy at all.

    But don't take my word for it, I am no expert, nor am I a Veteran Trial raider or elite pvper or any crap like that. I'm just a normal casual.
    Edited by JMadFour on June 13, 2020 3:19AM
  • ApostateHobo
    ApostateHobo
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    Noxavian wrote: »
    Sephyr wrote: »
    1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
    --
    1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
    --
    2. Fix NPCs

    I use Arterial Burst for both PvE and PvP. If you don't have any good self healing, it's the safer alternative.

    Yeah as a magblade I'm already squishy enough don't need to be constantly low on health from using my spammable, so I'd rather play it safe with arterial burst instead. Also tends to be very hit or miss whether you get a competent healer, or a healer that is even actually a healer for that matter, so health costs are a no from me until further notice haha.

    I dont suppose you or @JMadFour would know what would be better for a magcro? Blood for blood or arterial burst.

    Ive also been on the fence with what blood frenzy morph to use.

    I'd say try out both see which you prefer. Because you can get recommendations from people all day saying what they like, but in the end I think it's best to choose whatever you enjoy most or feel most comfortable with.
  • Sephyr
    Sephyr
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    Noxavian wrote: »
    Sephyr wrote: »
    1. Blood for Blood. Always slotted. Does it's thing. Does anyone even use the other morph? I mean Arterial burst removes the nice health cost which allows you to spam boost it's damage and in PvE you're crit is always high enough to not need a guaranteed one. Is this like PvP oriented morph?
    --
    1. They need make all vendor style NPC charmable. Not being able to talk to traders without popping a purifying mara is bad.
    --
    2. Fix NPCs

    I use Arterial Burst for both PvE and PvP. If you don't have any good self healing, it's the safer alternative.

    Yeah as a magblade I'm already squishy enough don't need to be constantly low on health from using my spammable, so I'd rather play it safe with arterial burst instead. Also tends to be very hit or miss whether you get a competent healer, or a healer that is even actually a healer for that matter, so health costs are a no from me until further notice haha.

    I dont suppose you or @JMadFour would know what would be better for a magcro? Blood for blood or arterial burst.

    Ive also been on the fence with what blood frenzy morph to use.

    I prefer Arterial Burst since the corpse mechanic sometimes fail in high scale battles (especially in PvP). PvE I could manage with Blood for Blood, but I still preferred Arterial Burst being that I got annoyed at the one shot mechanics in solo vets. :(
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