Thematically, the increased skill cost makes sense because you become more like a bloodfiend. The part where it breaks down is where they try to convince you in game that you get stronger by feeding. They got it backwards, and it really breaks the experience. Every other vampire in the game is punished if they don't drink blood, lore wise. Player vampires are punished if they do drink blood. It's really a jarring break with the lore, and one that's really hard to even roleplay.
Yea, I'm a vampire and all, but not one of those blood drinking vampires, because if I were to actually drink, I'd lose my mind, abilities, and looks! Feeding feels more like a poor life choice than a requirement of a cursed existence.
Skill balance aside, the fact that they got the experience and feel of vampirism so wrong is really concerning to me. The fact that they are apparently done with this in spite of significantly negative feedback is also concerning. There was a poll on the PTS forum when this all presumably still had developer attention, and the vast majority of respondents told them the rework was bad and needed work. Since that wasn't enough to warrant change, I think there is little hope.
Honestly, it would make a world of difference if someone from Zos would acknowledge the significantly negative feedback, and put out a definitive statement letting us know whether they intend to do any further work on vampires.
Nomadic_Atmoran wrote: »They learned a long time ago that responding to player feedback almost never goes well for them. People attack them whether they are right, wrong and often times about completely off topic things. Why address your feedback if theres going to be mudslinging regardless of how they respond? Might as well look it over, take it into consideration and just not acknowledge the players while doing it.
You can't demand communication when the community itself doesn't have the self-control to handle bad news or answers they don't like without it turning ugly.
I think that skill line needs some tweaks here and there to make it viable and fun choice for magicka and stamina damage dealers at least.
Here is a list of what should be changed/added IMO:Something or maybe everything may seem imbalanced, but its just ideas.
- Blood for Blood scales from highest offensive stat, and get more crit chance for every 10% of missing target health for bonus execute damage in melee range; also increases healing received from vampiric abilities and passives by 10%, reduces healing from other sources by 75% for 5 seconds after cast.
- Arterial burst is 28 meters ranged, procs burning and chilled status effects (blood boil and blood freeze) with 10% chance at full target health plus 10% chance for every 10% of target's HP missing.
- Sated Fury gives you a shield for 33% of the total health cost you spent while it was toggled on (but 60% of max HP is the cap for micromanagement for burst/save phases). Duration is 8 seconds.
- Simmering Frenzy reduces damage taken by 10% when toggled on in addition to existing effects.
- Drain Vigor becomes a single target tether with 22 meter range, scales with stamina, heals for 75% of the damage done and increases stam regen by 100. Duration is 10 seconds. You can press the button again to rush in a swarm of bats to the target dealing some damage and healing yourself, but tether duration is reduced by 2 seconds.
- Exhilarating Drain becomes a single target DoT with 28 meter range, scales with magicka, heals for 75% of the damage done and affects target with minor lifesteal. Duration is 10 seconds.
- Hypnosis and Stupefy get a new effect: ability damages all affected targets when stun ends (or target breaks free) and heals you for 30%/100% of the damage dealt respectively.
- Blood Mist and Elusive Mist give you minor expedition when toggled and for 3 seconds after leaving mist form.
- Swarming Scion affects all targets damaged by the bat swarm with minor lifesteal.
- Perfect Scion give you minor intellect and endurance when slotted.
- Feed heals you and reduces HP regen penalty by 10% for 1 hour. Stacks up to 2 times.
- Feed heals you and reduces HP regen penalty by 10% for 1 hour. Stacks up to 2 times.
- Feed heals you and reduces HP regen penalty by 10% for 1 hour. Stacks up to 2 times.
I agree with everything on the list, but that little part about the feeding would be amazing! Hits home with the feeding makes you stronger, incentivizes you to keep on feeding, and is long enough to be noticeable without going over the 4 hour stage timer!
Maybe have it degrade by 1 stack every hour so both stacks combined equal 2 hours ((50% of the time on a stage)) so it isn't too fleeting of a buff.
I think that skill line needs some tweaks here and there to make it viable and fun choice for magicka and stamina damage dealers at least.
Here is a list of what should be changed/added IMO:Something or maybe everything may seem imbalanced, but its just ideas.
- Blood for Blood scales from highest offensive stat, and get more crit chance for every 10% of missing target health for bonus execute damage in melee range; also increases healing received from vampiric abilities and passives by 10%, reduces healing from other sources by 75% for 5 seconds after cast.
- Arterial burst is 28 meters ranged, procs burning and chilled status effects (blood boil and blood freeze) with 10% chance at full target health plus 10% chance for every 10% of target's HP missing.
- Sated Fury gives you a shield for 33% of the total health cost you spent while it was toggled on (but 60% of max HP is the cap for micromanagement for burst/save phases). Duration is 8 seconds.
- Simmering Frenzy reduces damage taken by 10% when toggled on in addition to existing effects.
- Drain Vigor becomes a single target tether with 22 meter range, scales with stamina, heals for 75% of the damage done and increases stam regen by 100. Duration is 10 seconds. You can press the button again to rush in a swarm of bats to the target dealing some damage and healing yourself, but tether duration is reduced by 2 seconds.
- Exhilarating Drain becomes a single target DoT with 28 meter range, scales with magicka, heals for 75% of the damage done and affects target with minor lifesteal. Duration is 10 seconds.
- Hypnosis and Stupefy get a new effect: ability damages all affected targets when stun ends (or target breaks free) and heals you for 30%/100% of the damage dealt respectively.
- Blood Mist and Elusive Mist give you minor expedition when toggled and for 3 seconds after leaving mist form.
- Swarming Scion affects all targets damaged by the bat swarm with minor lifesteal.
- Perfect Scion give you minor intellect and endurance when slotted.
- Feed heals you and reduces HP regen penalty by 10% for 1 hour. Stacks up to 2 times.