I liked how vampirism was reworked, an entire chapter based on vampires was made, complete with plenty of vampiric options for the player even outside from the story including but not limited to, houses, styles, costumes, furnishing... and what incentives does one have to play a vampire in their current state other than sprinting through a delve to the boss or being somewhat gimmicky but not quite viable in PvP? Nothing, and they're not strong incentives. Meanwhile werewolves have plenty of incentives to be one and can do well, even really well, on most situations. Which is why they're seen doing all kinds of activities, whereas I've only seen vampires running through delves with that invisible spring they get - even before this nerf.
Just make Mist's mitigation scale with stage for god's sake. Problem solved. No PvE vamp tanks ever up their stage, at least the ones that I've met (myself included). They're a Stage 1 vamp ONLY for access to Mist.
PvP stays the same because most PvP Vampires are using it for the undeath passive anyway. If Stage 3 were to result in 60% mitigation, it would still be useful in PvP.
If a PvE tank wants the 80% mitigation, force them to be a Stage 4 vamp and take the skill cost increase.
Oh, and fix the Bahsei fight. I've never seen a skill get so obliterated so meaninglessly. Scaling is a much more intelligent solution and actually fits within the "Kiss/Curse" narrative vamps have been forced into. Removing it entirely will make it 100% useless. No PvPers use Blood Mist.
[snip] I just put together an interesting build based on fog. [snip] You really got me ZOS!
Thannazzar wrote: »TBH the only real change that was needed for Vampire was the revised bite/feed animations.
At this stage would be happy if they just kept the passives, dumped the slotted powers and reduced the cost uplift of non-vamp powers by stage.
Lost hope of ever getting:
- Bat swarm gap closer
- Bat swarm transformation mount or quick travel
- A decent power to replace drain
- An alternative to the visual abomination of the transform ultimate
- Any change that actually makes Vamps fun to play.
Thannazzar wrote: »The key problem is ZOS never ask themselves: 'Will this change make the game more or less fun to play?'
Konstant_Tel_Necris wrote: »So now vampire mist PvP only tool, what next make werewolf Savage Strength armor into crit resistance?
Thannazzar wrote: »The key problem is ZOS never ask themselves: 'Will this change make the game more or less fun to play?'
SpiritKitten wrote: »Why do y'all keep calling for Vampire to just be removed? I LOVE my vampire, and I hardly ever use Mistform (except on some of the harder bosses). She's one of my mains. She's fine, stop acting like other players don't want to keep our vampires.
In case you were wondering, my vamp runs at stage 4 always and is a stamcro. She's freaking beautiful and wears the nighthollow motif. Dark elf. She's dual wield/bow and only uses the necro colossus ulti. She wears darloc brae, night terror, ring of the wild hunt or pale order, and 1 Kra'gh for pen. She also uses poison.
I also run her as my main Imperial City sneak build for questing there.
She's my Dark Brotherhood/Thieves Guild character and when not murdering runs with Mirri (her dark elf sister-in-crime) for heals. She can solo a lot of content. Can I tank the world bosses anymore without mistform? Probably no. But otherwise an awesome, fun, and immersive character. She's still totally viable as a playstyle.
Eccentric_Vampire wrote: »At this point, if vampirism wasn't such a big part of my main character, I'd probably cure him.