Of course, solo builds ARE viable in PvP, but the PvP environment actively works against dedicated vampire builds - Healing and damage is halved, while health cost abilities remain the same, meaning their cost is effectively doubled. Being low health is actively discouraged as entering execute range is like lying your head on the executioner('s) block. In PvP, Vampirism is only really used on ganking builds that abuse the extra power spikes it gives, and for undeath and elusive mist. This is because most of the Vampire skill line abilities and morphs - new, old, and reworked - are incredibly ineffective and/or uninspiring in not only PvP, but also PvE.You can cut off the healers for increasing your damage but now you're very prone to dying and need to be self sufficient, and by being self sufficient now you're not as powerful a DPS as you could be and miss out on certain buffs making this exponentially more of an issue. All paths of the vampire with the exceptions of the vampire healer and tank all lead to a solo build. Vampire is not group friendly and that is the death nail in the coffin.
Not arguing about your opinion as I respect it. However, I do ask how the measurement that the revamp of the skill line has failed spectacularly in respect to Zenimax's goal?
What seems to be their stated goal in the related patch notes is "improving the entire experience as a Vampire" I take that as making it more than just "a few passives/buffs and one skill". Granted, from what I understand of the old design vs the new design I would expect a lot of players have abandoned the skill one because it no longer fits their style of play. However, this seems required if the skill line is to be more than just some passives.
As for the point about cutting off healers to increase damage seemingly causing players to die. Well, that is a personal choice each player has to make. If they are having problems surviving with the manner they are trying to play then maybe the player should consider changing things up a bit.
A guildmate told me how he was told to cure their vampirism (before the said changes) because he was dying to fire too much. Well, sounds like the same thing is being discussed in this thread, just with a twist due to the new design. So it does not seem the new design is against the rules of the game. Just my opinion tossed in here at the end.
TheUndeadAmulet wrote: »Not arguing about your opinion as I respect it. However, I do ask how the measurement that the revamp of the skill line has failed spectacularly in respect to Zenimax's goal?
What seems to be their stated goal in the related patch notes is "improving the entire experience as a Vampire" I take that as making it more than just "a few passives/buffs and one skill". Granted, from what I understand of the old design vs the new design I would expect a lot of players have abandoned the skill one because it no longer fits their style of play. However, this seems required if the skill line is to be more than just some passives.
Measuring success is pretty difficult and relatively subjective. If the goal of the revamp was simply "improving the entire experience as a vampire", then the fact that you CAN have a (slightly) different gameplay experience when playing as a vampire is a success. Prior the rework, vampirism wasn't an experience - it was 2 passives and a skill that players abused. Vampires were functionally the same as normal players, therefore any real gameplay changes as a result of being a vampire is an improvement. I say the revamp failed spectacularly because the vampire playstyle is largely just two skills in PvE, and one skill and passives in PvP, when it has the potential to be so much more. Increasing vampire stages increases the cost of normal skills while decreasing the cost of vampire skills, so obviously we are supposed to rely more on vampire skills as we advance. But there is no dedicated vampire DoT, no (usable) heal, no (usable) stun, no AoE potential outside of swarming scion. It is missing tools that are required to create a viable vampire-focused build, so what ends up happening is an extreme reliance on skills outside the vampire skill line. This muddies the unique playstyle that the vampirism skill line encourages. You don't advance vampire stages to reduce the cost of the skills, you do it to gain access to the passives.As for the point about cutting off healers to increase damage seemingly causing players to die. Well, that is a personal choice each player has to make. If they are having problems surviving with the manner they are trying to play then maybe the player should consider changing things up a bit.
A guildmate told me how he was told to cure their vampirism (before the said changes) because he was dying to fire too much. Well, sounds like the same thing is being discussed in this thread, just with a twist due to the new design. So it does not seem the new design is against the rules of the game. Just my opinion tossed in here at the end.
The issue isn't the risk-reward playstyle itself. The issue is that playstyle demands self-reliance, which inevitably reduces damage. So you're essentially cutting out the healers interactions with you for minimal, if any, damage gain. The healer has their own contribution to the group reduced for little group benefit. It's an overall group negative, not just an individual negative.
Hope that clears things up
TheUndeadAmulet wrote: »Hypnosis outclasses stupefy in usability.
TheUndeadAmulet wrote: »Hypnosis outclasses stupefy in usability.
No it doesn't, if anything Hypnosis is absolutely worthless. Less range, still requires the target to look at you, and has no additional effects. Stupefy has a longer range so you can catch people as you close in, and if they don't have a purge if they try to run away they're snared for 5 seconds.
Other than that I agree with most of the post. Only here cause I got pinged.
ESO_Nightingale wrote: »TheUndeadAmulet wrote: »Hypnosis outclasses stupefy in usability.
No it doesn't, if anything Hypnosis is absolutely worthless. Less range, still requires the target to look at you, and has no additional effects. Stupefy has a longer range so you can catch people as you close in, and if they don't have a purge if they try to run away they're snared for 5 seconds.
Other than that I agree with most of the post. Only here cause I got pinged.
stupefy is the better morph both of them are just awful due to the RP and lack of other effects. it's just lackluster all around.
Elendir2am wrote: »I wonder why some of the players in my guild got instruction to get infected with vampirism for veteran Rockgrove HM when it's so bad.
Elendir2am wrote: »I wonder why some of the players in my guild got instruction to get infected with vampirism for veteran Rockgrove HM when it's so bad.
ESO_Nightingale wrote: »TheUndeadAmulet wrote: »Hypnosis outclasses stupefy in usability.
No it doesn't, if anything Hypnosis is absolutely worthless. Less range, still requires the target to look at you, and has no additional effects. Stupefy has a longer range so you can catch people as you close in, and if they don't have a purge if they try to run away they're snared for 5 seconds.
Other than that I agree with most of the post. Only here cause I got pinged.
stupefy is the better morph both of them are just awful due to the RP and lack of other effects. it's just lackluster all around.
Agreed, if I was forced to use it I'd pick Stupefy since I have good time on target and would rather take the range and additional CC. But that rule of having them look at you is just mean because you can't land it in PvP reliably, and if an NPC spazzes out and does that weird 180 spin over and over you won't land the stun on them either. Someone suggested having it refund the Magicka cost if nobody gets stunned and I think that'd be a good compromise if ZOS wants to leave it as is. Waste too much Magicka just trying to land it once.
Disagree with OP and other naysayers. The point of the "new" vamp is not to have every skill useful to every build, but rather to fill out build weak spots. Want a magicka melee spammable like a DK but don't have one in your class or weapons? Now you do. Want a magicka fear but don't have one? Now you do. Want fast ult generation but don't have it in your build? Now you do.
Claims that vamp is all about undeath and mist are fallacious. When just -a little- built for, vamp ult is one of the, if not the strongest ult in the game. The "kiss curse" (lol) dmg toggle leads to all kinds of build variation and fun in pve and pvp. The fourth stage passive is extremely powerful in other than dungeon or trials play. Want all your magicka back while remaining invulnerable? Strap on Prisoner's and run around for a sec, magicka now FULL. All sorts of possibilities that I don't even think people realize in the vamp tree.
What they did with vamp was made something useful and fun that didn't utterly trivialize higher PvE or PvP, IMO job accomplished and well accomplished.
If there were some tweak needed, it would be a -small- reduction of normal skill cost in later stages. It's a bit harsh atm.
There is potential in many of the skills but most of them are inferior when compared with other competing options.[/quote]YandereGirlfriend wrote: »
There is potential in many of the skills but most of them are inferior when compared with other competing options.YandereGirlfriend wrote: »
Disagree, and also skips over the entire first paragraph of my reply. The point is not to be superior skills, but to fill in build gaps without being unbalanced and to add some flavor. Finally, most of what is in vamp is unique so as a matter of fact and not opinion, there are several skills/passives with no competing options whatsoever. There is no frenzy toggle, strike from the shadows, BFB, insta ult drain or stage four passive elsewhere in the game.
Magicka warden doesn't have a reliable stun.. so stupefy actually fits nicely in their kit. Bar space is an issue but that aside.
ESO_Nightingale wrote: »ESO_Nightingale wrote: »TheUndeadAmulet wrote: »Hypnosis outclasses stupefy in usability.
No it doesn't, if anything Hypnosis is absolutely worthless. Less range, still requires the target to look at you, and has no additional effects. Stupefy has a longer range so you can catch people as you close in, and if they don't have a purge if they try to run away they're snared for 5 seconds.
Other than that I agree with most of the post. Only here cause I got pinged.
stupefy is the better morph both of them are just awful due to the RP and lack of other effects. it's just lackluster all around.
Agreed, if I was forced to use it I'd pick Stupefy since I have good time on target and would rather take the range and additional CC. But that rule of having them look at you is just mean because you can't land it in PvP reliably, and if an NPC spazzes out and does that weird 180 spin over and over you won't land the stun on them either. Someone suggested having it refund the Magicka cost if nobody gets stunned and I think that'd be a good compromise if ZOS wants to leave it as is. Waste too much Magicka just trying to land it once.
I suggested that on another thread that is now on page 2 as of writing.
YandereGirlfriend wrote: »YandereGirlfriend wrote: »There is potential in many of the skills but most of them are inferior when compared with other competing options.
Disagree, and also skips over the entire first paragraph of my reply. The point is not to be superior skills, but to fill in build gaps without being unbalanced and to add some flavor. Finally, most of what is in vamp is unique so as a matter of fact and not opinion, there are several skills/passives with no competing options whatsoever. There is no frenzy toggle, strike from the shadows, BFB, insta ult drain or stage four passive elsewhere in the game.
I mean, if you're the one person on the planet who thinks that the vampire stun is better than class stuns or even the Fighters Guild stun, then more power to you. Just know that you're far in the minority on that account.
Same thing goes for Drain - or at least one morph of Drain. The ult-gen morph, as I stated in the other thread, is useful but only really on a PvE tank doing relatively casual content. That's a pretty niche use-case to dedicate scarce ability slots from the tree toward. The Stamina morph is straight-up bad though and I am yet to see it used by anyone in-game during any type of content.
I actually like Toggle as well but does it really need two different morphs that do basically the same thing? Not in my eyes. Keep one and do something more interesting with the other.
Mist Form is fine but seeing anyone actually use Blood Mist is rare. In PvP, it's always the Major Expedition morph because moving with stock movement speed will get you killed even with 75% mitigation. If someone uses Blood Mist in RP PvE content then that's good for them but, again, is that really worth hogging up an entire morph?
Even the spammable - do we really need two melee morphs? How do we have a vampire spammable that does not also have a life-steal component on it? Talk about a missed opportunity. Speaking of opportunities, can we get one of the morphs to cost Stamina and/or scale off of max stats? Werewolf just hybridized its bonuses so doing the same for some aspects of vampire shouldn't be off the table.
Overall though, vampire has so many redundant (and bad) morphs that it completely fails to provide any means to: a) steal health from enemies, b) heal others, c) provide a class-agnostic DoT, d) provide ANY named buffs/debuffs, e) provide a gap-closer, etc. Those are pretty damning failures given that the on-paper idea from the developers was that they wanted the player to use more vampire abilities than they did before.
Most players who care about vampires would actually like to be able to use 100% vampire skills to shape their entire build around. But that is impossible with so many missing core pieces. Yet we have two morphs of a bad stun, two morphs of Toggle, etc. It is both extravagant and wasteful - especially when any player can see that NPC vampires have access to all manner of amazing skills that precisely fill those holes.
And the most exasperating part is that all of this and more was communicated to the developers repeatedly over the last year but nothing at all has been done to improve the vampire kit.
JayKwellen wrote: »ESO_Nightingale wrote: »ESO_Nightingale wrote: »TheUndeadAmulet wrote: »Hypnosis outclasses stupefy in usability.
No it doesn't, if anything Hypnosis is absolutely worthless. Less range, still requires the target to look at you, and has no additional effects. Stupefy has a longer range so you can catch people as you close in, and if they don't have a purge if they try to run away they're snared for 5 seconds.
Other than that I agree with most of the post. Only here cause I got pinged.
stupefy is the better morph both of them are just awful due to the RP and lack of other effects. it's just lackluster all around.
Agreed, if I was forced to use it I'd pick Stupefy since I have good time on target and would rather take the range and additional CC. But that rule of having them look at you is just mean because you can't land it in PvP reliably, and if an NPC spazzes out and does that weird 180 spin over and over you won't land the stun on them either. Someone suggested having it refund the Magicka cost if nobody gets stunned and I think that'd be a good compromise if ZOS wants to leave it as is. Waste too much Magicka just trying to land it once.
I suggested that on another thread that is now on page 2 as of writing.
I think it would still be a trash fire in PvP unless the "facing you" requirement is dropped, simply because it's impossible to ever know where anyone actually is since we're all pretty much permanently positionally desynched all the time.
Still, if it refunded the cost when it didn't work it might end up worth considering, because as it stands now the cost is unacceptable when it misses >50% of the time anyway. Plus it's not like I'd have access to any other good unblockable offensive stuns to use in its place. And before anyone mentions it yes, I know about using turn evil, and no, I still think it's a horrible idea for mag -- just because it can work doesn't mean it's a good option.
Speaking of turn evil, that's probably what bugs me the most about hypnosis. ZOS had no problem taking NB's unique ability, turning it stam, and making it available to everyone (while also making better than NBs own fear too). So how come mag instead gets this uniquely awful skill that's not really good for anything but RP?
YandereGirlfriend wrote: »YandereGirlfriend wrote: »There is potential in many of the skills but most of them are inferior when compared with other competing options.
Disagree, and also skips over the entire first paragraph of my reply. The point is not to be superior skills, but to fill in build gaps without being unbalanced and to add some flavor. Finally, most of what is in vamp is unique so as a matter of fact and not opinion, there are several skills/passives with no competing options whatsoever. There is no frenzy toggle, strike from the shadows, BFB, insta ult drain or stage four passive elsewhere in the game.
I mean, if you're the one person on the planet who thinks that the vampire stun is better than class stuns or even the Fighters Guild stun, then more power to you. Just know that you're far in the minority on that account.
Same thing goes for Drain - or at least one morph of Drain. The ult-gen morph, as I stated in the other thread, is useful but only really on a PvE tank doing relatively casual content. That's a pretty niche use-case to dedicate scarce ability slots from the tree toward. The Stamina morph is straight-up bad though and I am yet to see it used by anyone in-game during any type of content.
I actually like Toggle as well but does it really need two different morphs that do basically the same thing? Not in my eyes. Keep one and do something more interesting with the other.
Mist Form is fine but seeing anyone actually use Blood Mist is rare. In PvP, it's always the Major Expedition morph because moving with stock movement speed will get you killed even with 75% mitigation. If someone uses Blood Mist in RP PvE content then that's good for them but, again, is that really worth hogging up an entire morph?
Even the spammable - do we really need two melee morphs? How do we have a vampire spammable that does not also have a life-steal component on it? Talk about a missed opportunity. Speaking of opportunities, can we get one of the morphs to cost Stamina and/or scale off of max stats? Werewolf just hybridized its bonuses so doing the same for some aspects of vampire shouldn't be off the table.
Overall though, vampire has so many redundant (and bad) morphs that it completely fails to provide any means to: a) steal health from enemies, b) heal others, c) provide a class-agnostic DoT, d) provide ANY named buffs/debuffs, e) provide a gap-closer, etc. Those are pretty damning failures given that the on-paper idea from the developers was that they wanted the player to use more vampire abilities than they did before.
Most players who care about vampires would actually like to be able to use 100% vampire skills to shape their entire build around. But that is impossible with so many missing core pieces. Yet we have two morphs of a bad stun, two morphs of Toggle, etc. It is both extravagant and wasteful - especially when any player can see that NPC vampires have access to all manner of amazing skills that precisely fill those holes.
And the most exasperating part is that all of this and more was communicated to the developers repeatedly over the last year but nothing at all has been done to improve the vampire kit.
What's interesting is that a lot of the people coming in saying "Vampire" is fine don't really understand why topics like these matter. But then again, I've given up trying to participate in these threads because trying to reason with folks who don't understand that it makes the line better for everyone.
We lost a gap closer. I miss the old Bat Swarm.
We lost the ability to feed on enemy players. My PvP/RP guild disbanded because of it.
We lost a reliable stun and we lost reliable drain. Two stun sources (couldn't stack it, but both were reliable) gone.
I don't give two guars about Supernatural Recovery. Those four things were the only things that mattered to the most dedicated vampire communities out there and it's gone. Group gameplay with vampires is abysmal with one spammable practically useless because of it's mechanics. Ramping spell/physical damage isn't that exciting and it's never ticked the box on what it meant to be a vampire. People don't have to feed still to reap one of the best passives in the game (just like Supernatural Recovery was). I could go on and on, but your post was pretty on point why many of us just gave up.
The fact that ZOS did not turn the og gap closer morph of bats into an individual skill is a crime in itself *looks at eviscerate*.
YandereGirlfriend wrote: »YandereGirlfriend wrote: »There is potential in many of the skills but most of them are inferior when compared with other competing options.
Disagree, and also skips over the entire first paragraph of my reply. The point is not to be superior skills, but to fill in build gaps without being unbalanced and to add some flavor. Finally, most of what is in vamp is unique so as a matter of fact and not opinion, there are several skills/passives with no competing options whatsoever. There is no frenzy toggle, strike from the shadows, BFB, insta ult drain or stage four passive elsewhere in the game.
I mean, if you're the one person on the planet who thinks that the vampire stun is better than class stuns or even the Fighters Guild stun, then more power to you. Just know that you're far in the minority on that account.
Same thing goes for Drain - or at least one morph of Drain. The ult-gen morph, as I stated in the other thread, is useful but only really on a PvE tank doing relatively casual content. That's a pretty niche use-case to dedicate scarce ability slots from the tree toward. The Stamina morph is straight-up bad though and I am yet to see it used by anyone in-game during any type of content.
I actually like Toggle as well but does it really need two different morphs that do basically the same thing? Not in my eyes. Keep one and do something more interesting with the other.
Mist Form is fine but seeing anyone actually use Blood Mist is rare. In PvP, it's always the Major Expedition morph because moving with stock movement speed will get you killed even with 75% mitigation. If someone uses Blood Mist in RP PvE content then that's good for them but, again, is that really worth hogging up an entire morph?
Even the spammable - do we really need two melee morphs? How do we have a vampire spammable that does not also have a life-steal component on it? Talk about a missed opportunity. Speaking of opportunities, can we get one of the morphs to cost Stamina and/or scale off of max stats? Werewolf just hybridized its bonuses so doing the same for some aspects of vampire shouldn't be off the table.
Overall though, vampire has so many redundant (and bad) morphs that it completely fails to provide any means to: a) steal health from enemies, b) heal others, c) provide a class-agnostic DoT, d) provide ANY named buffs/debuffs, e) provide a gap-closer, etc. Those are pretty damning failures given that the on-paper idea from the developers was that they wanted the player to use more vampire abilities than they did before.
Most players who care about vampires would actually like to be able to use 100% vampire skills to shape their entire build around. But that is impossible with so many missing core pieces. Yet we have two morphs of a bad stun, two morphs of Toggle, etc. It is both extravagant and wasteful - especially when any player can see that NPC vampires have access to all manner of amazing skills that precisely fill those holes.
And the most exasperating part is that all of this and more was communicated to the developers repeatedly over the last year but nothing at all has been done to improve the vampire kit.
What's interesting is that a lot of the people coming in saying "Vampire" is fine don't really understand why topics like these matter. But then again, I've given up trying to participate in these threads because trying to reason with folks who don't understand that it makes the line better for everyone.