1337VV4ff135 wrote: »This vampire overhaul would have been a wonderful time to introduce Major Lifesteal into the game, and Blood Frenzy would have been an ideal skill introduce it with.
If you want to have a toggle skill skill cost health/sec while preventing us from being healed by anyone but ourselves, that's
fine--just make our attacks heal for x/sec when dealing damage and cap the health cost of keeping the ability toggled.
If "Blood Frenzy ticks all the boxes of what it means to be a vampire" by turning the character into a self-destructive beast, then have it operate mechanically similar to Werewolf; Do you want to keep the ability on without dying? Keep dealing damage!
1337VV4ff135 wrote: »This vampire overhaul would have been a wonderful time to introduce Major Lifesteal into the game, and Blood Frenzy would have been an ideal skill introduce it with.
If you want to have a toggle skill skill cost health/sec while preventing us from being healed by anyone but ourselves, that's
fine--just make our attacks heal for x/sec when dealing damage and cap the health cost of keeping the ability toggled.
If "Blood Frenzy ticks all the boxes of what it means to be a vampire" by turning the character into a self-destructive beast, then have it operate mechanically similar to Werewolf; Do you want to keep the ability on without dying? Keep dealing damage!
I also think anyone who says playing vamp gimps their damage is most definitely not using it right. You have an extra 960 spell/wep dmg to give yourself on command. I’m touching 4K spell damage fully buffed on my vamp. It’s easy to build over 4k damage builds on stam, but mag is different so I love the fact that I can do that now.
Paradisius wrote: »I also think anyone who says playing vamp gimps their damage is most definitely not using it right. You have an extra 960 spell/wep dmg to give yourself on command. I’m touching 4K spell damage fully buffed on my vamp. It’s easy to build over 4k damage builds on stam, but mag is different so I love the fact that I can do that now.
There is some truth in their statements, imo. Sure in 1~5 second bursts Frenzy is an amazing tool (assuming you dont get cced) but in long fights the weapon/spell damage isnt worth upkeeping. Lets assume for a moment that under ideal conditions and not putting yourself too low to die to a rock being thrown at you, on a parse dummy that translates to 50~60% uptime. On paper 50% uptime on high spell/weapon damage seems great right? well..it ends up being the same as just using a dot instead.
Now of course, this discrepancy can vary on the class, but I would argue that it would more or less stay the same, be a marginal increase, or be a marginal decrease versus slotting a dot. Now imo, having to play seasaw with my health while also worrying about a real fight, I would want a much more impactful result than just "roughly the same".
If we talk pvp then thats really where this ability can shine, but against, extreme risk even with sated. If you get cced or miss your burst window, you are nearly dead yourself for no reward. Overall its a matter of not gimping your damage, but breaking even in most cases while being extremely risky to use, the reward is nowhere close to impactful as the risk is.
All I’m saying is I think we all need more time to learn that skill specifically and overall how to synergize the skill line as a whole with our classes before writing it off. I’m not perfect with it but the potential is there and I like what I see
All I’m saying is I think we all need more time to learn that skill specifically and overall how to synergize the skill line as a whole with our classes before writing it off. I’m not perfect with it but the potential is there and I like what I see
I think people have had more than enough time to test vampire skills.
Its great that you found a way to make your vampire work for ganking in PvP, but I don’t see much use in PvE, aside from Blood for Blood and that is really sad.
I tried to make a vampire build work for PvE and you know what I found? As a vampire, I am more powerful, the less I advance through the stages and the fewer vampire skills I use. What I ended up with was a build using blood for blood as a spammable, smiliar to Alcast’s build. Everything else resulted in a massive damage loss (for example based on Frenzy and Jabs while Vamp ult is active and using the Vampire Lord set).
There are several reasons why the vampire skill line is next to useless:
- There are barely any synergies at all, only drawbacks on top of drawbacks.
The most important vampire skills aggravate each other’s weaknesses. Reduced health recovery AND increasing(!) health cost of frenzy while unable to be healed by someone else AND a spammable that costs health.
Now, you could say that we can use other skills, like templar Jabs to work around some of the drawbacks, but using non-vampire skills is penalised with increasing skill cost.
- The entire concept of sacrificing ones own health for power is mostly unsuitable for PvE. Also, I do not really understand the lore aspect of it. I thought vampires mainly gain power by sucking the life force out of others, not by killing themselves.
- Frenzy is too risky and makes you a one-shot victim in most PvE content. Also: it is much easier to get the spell damage by using sets that have fewer or no drawbacks.
Just compare the bonus from frenzy with Molag Kena. As a vampire I have to sacrifice a lot more for a similar buff plus have to deal with the clunky switching the buff on and off.
- Getting the 300 spell damage from the passive by entering mist form is a bit clunky.
- In general, vampires become only weaker by advancing stages: to get mostly situational/flavor passives, all drawbacks increase and you only gain some vamp ability cost reduction, which is of little use, because you cannot effectively build for PvE damage using mostly vampire skills.
- Even at stage 4, the ultimate is too expensive and too short to make enough of a difference. I tried making a build that uses frenzy and Blood for Blood while transformed, but the increased damage while transformed could not make up for the damage loss plus all the drawbacks while not transformed.
All I’m saying is I think we all need more time to learn that skill specifically and overall how to synergize the skill line as a whole with our classes before writing it off. I’m not perfect with it but the potential is there and I like what I see
I think people have had more than enough time to test vampire skills.
Its great that you found a way to make your vampire work for ganking in PvP, but I don’t see much use in PvE, aside from Blood for Blood and that is really sad.
I tried to make a vampire build work for PvE and you know what I found? As a vampire, I am more powerful, the less I advance through the stages and the fewer vampire skills I use. What I ended up with was a build using blood for blood as a spammable, smiliar to Alcast’s build. Everything else resulted in a massive damage loss (for example based on Frenzy and Jabs while Vamp ult is active and using the Vampire Lord set).
There are several reasons why the vampire skill line is next to useless:
- There are barely any synergies at all, only drawbacks on top of drawbacks.
The most important vampire skills aggravate each other’s weaknesses. Reduced health recovery AND increasing(!) health cost of frenzy while unable to be healed by someone else AND a spammable that costs health.
Now, you could say that we can use other skills, like templar Jabs to work around some of the drawbacks, but using non-vampire skills is penalised with increasing skill cost.
- The entire concept of sacrificing ones own health for power is mostly unsuitable for PvE. Also, I do not really understand the lore aspect of it. I thought vampires mainly gain power by sucking the life force out of others, not by killing themselves.
- Frenzy is too risky and makes you a one-shot victim in most PvE content. Also: it is much easier to get the spell damage by using sets that have fewer or no drawbacks.
Just compare the bonus from frenzy with Molag Kena. As a vampire I have to sacrifice a lot more for a similar buff plus have to deal with the clunky switching the buff on and off.
- Getting the 300 spell damage from the passive by entering mist form is a bit clunky.
- In general, vampires become only weaker by advancing stages: to get mostly situational/flavor passives, all drawbacks increase and you only gain some vamp ability cost reduction, which is of little use, because you cannot effectively build for PvE damage using mostly vampire skills.
- Even at stage 4, the ultimate is too expensive and too short to make enough of a difference. I tried making a build that uses frenzy and Blood for Blood while transformed, but the increased damage while transformed could not make up for the damage loss plus all the drawbacks while not transformed.
You make some good points and yeah I’ll say the skill line needs to be reworked to be viable in PVE that’s for certain. Right now it’s better suited for PVP I agree. Also while you may have had plenty of time I’m a console player who’s only had access to the new vamp for 7 days now so that was really directed towards console players. I’m still experimenting with different sets and which skills to use. In fact I’d been off ESO for about 2 months prior. I always get bored in the final months leading up to a new chapter.
Me and a friend last night came up with an interesting way to fix vampire drain. Have it deal damage to the target equal to the amount of health you restore. So while Blood Frenzy and Blood for Blood drain health to hurt your foe you can then use vampiric drain to restore health while low, and keep the pressure on them. If you have a really large health pool and got hurt pretty bad the vampiric drain spell with this kind of system would be very rewarding to use.
A vampire class would be kinda immersion breaking for me because in the elder scrolls it’s always been a condition that gives you a few new tricks.IMO take the feedback from all the posts above, find the common denominator and "fix" vampires as a skill line.
NOW also make vampires a CLASS. Call them "Purebloods/Vampire Lord" (changed/created directly by Molag Bal). Do whatever you need to with the skills to make a fun and compelling vampire class. Grey out the vampire/werewolf skill lines. Make the vampire class a purchase option to play the class, like how we had to pay for wardens through morrowind. This pacifies not losing out on crownstore sales from those who purchase the skill lines.
Roll this into a year end update that ties off this year with a bang (I know, classes take time to create, develop, test and implement...you gonna be crunching at home now).
Some basic ideas of skill lines to help get started. I think a good starting point is to use similar abilities from current vampire but make them more "pureblood" in lore (description) and strength.
• Similar ability to mist form, but turn the vamp into a swarm of bats, make the ability a little more potent.
• A feed ability that does x damage and returns x health.
• A sorcerer bolt type ability. Vampire rushes forward through enemy, does bleed damage. Long fast blur animation 20 yards
• I'd like to see a day night ability, but not something that is + at night and - during the day. Abilities that punish are not as fun as abilities that reward. I was thinking a + to health, mag,stam regen at night, and a + to something else during the day.
• Stealth/invis ability like nightblade
• Enhanced Strengh/sight/speed/healing like lore. Sight could allow seeing enemies through walls, seeing their heat/blood signature.
• Super key distinction between class and skill line. Class should get a Shapeshifting ability (maybe tie into bat/mist ability), and some form of Psychokinesis ability.
I have loved the vampire skill line since my first days in ESO, but its never pulled me in as something I can or want to play daily. The skill line feels like "vampire light". I imagine this last revamp (no pun intended) was to make the skill line more appealing, but it still feels like an addon. Werewolves always felt better in this regard.
So, I obviously do not expect to see this happen. I imagine internally you have already mulled this over to the nth degree. I am just taking the time to write this to give my impression/opinion on the matter from a paying customer perspective.
Deathlord92 wrote: »I would be happy with just the skill cost increase removed but it would be very nice if vampire was made fun to play for both magic and stamina builds and at the same time being strong in end game. I want to feel like a vampire while playing it
Playing as a "vampire" will never feel like you are playing as a "vampire", as long as it's an addon to a sorc, or warden, or templar or whatever.
StarOfElyon wrote: »The increased skill cost for non-vamp skills is terrible. There is currently no blessing to being a stage one vampire, so why are there so many curses?
Increased skill cost + Reduced health regen + increased fire damage taken + no benefits = WHY EVEN HAVE A STAGE ONE VAMP AT ALL?
StarOfElyon wrote: »The increased skill cost for non-vamp skills is terrible. There is currently no blessing to being a stage one vampire, so why are there so many curses?
Increased skill cost + Reduced health regen + increased fire damage taken + no benefits = WHY EVEN HAVE A STAGE ONE VAMP AT ALL?