i think their could have been other way to fix the issue, if for example mist form would wipes all your aggro on everything around you when you use it it would prevent tanks from taunting and mistfrom right away...
this skills now is totally useless in pve
i think their could have been other way to fix the issue, if for example mist form would wipes all your aggro on everything around you when you use it it would prevent tanks from taunting and mistfrom right away...
this skills now is totally useless in pve
Urzigurumash wrote: »The passives are nearly indispensable in PvP, they're really good there.
The point is to guarantee that vampire is not a requirement for anything. Unfortunately, due to the nature of min/maxing, any time a vampire skill becomes useful in any situation, it becomes considered a requirement for an optimized group. The whole point is for vampire to be absolutely suboptimal in every situation except for soloing overland content, where it doesn't matter anyway.
Vampire is always in a complicated position. The skilline has downsides so it has to over something to be worth it, on the other side the offering should not be to good to prevent players from being forces into Vampire (what we ha din the past). Thats realy hard to do right and you will likely see the vampire going back and forth between good and not worth it.
About the nerf itself, that is easily explained. You sue that single skill to make the encounter easier to beat it. Now the encounter might need fixing, but even if you do what tells you that the Vampire is not staying as a must have because its still easier with the skill? To prevent this the nerf makes sense.
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:
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.
Something or maybe everything may seem imbalanced, but its just ideas.
Vampire is always in a complicated position. The skilline has downsides so it has to over something to be worth it, on the other side the offering should not be to good to prevent players from being forces into Vampire (what we ha din the past). Thats realy hard to do right and you will likely see the vampire going back and forth between good and not worth it.
About the nerf itself, that is easily explained. You sue that single skill to make the encounter easier to beat it. Now the encounter might need fixing, but even if you do what tells you that the Vampire is not staying as a must have because its still easier with the skill? To prevent this the nerf makes sense.
Vampire was never a "must have". It was one of the best options but was never a requirement to complete any content in the game besides the vamp intro quest. That narrative is the reason why all this is happening and it really needs to change.
[*] Speaking of which, Blood for Blood costing health makes absolutely no sense if you then back down from that idea again by removing the main draw of having a health cost spammable - gaining sustain by using health as a resource and letting your healer heal you.
[*] Also the whole missing health scaling and always being a crit below 50% health is silly as well. In both PvP and PvE you are always either dead or at full health. This scaling would work in a game like WoW where you can see your health bar slowly ticking down while you wait for your abilities to come off cooldown, but not in ESO. This would only work in ESO if vampires could not be healed (as I said, bad idea) and received 99% less damage so that their health bars slowly deplete instead of being a volatile mess. Anything that is a volatile mess is a pain to deal with and won't make vampires any more interesting.
[*] Another volatile mess is Blood Frenzy. The most useful spell in their kit, but aside from being thematically weird it also is way too tricky to be useful for 99% of players in actual combat situations. I'd say move the sustain penalty onto this skill instead and then get rid of the health cost and healing immunity.
TX12001rwb17_ESO wrote: »- Unnatural Movement currently provides no benefit to combat, the greatest passive power a vampire has helps them run away? what I would instead do is make Unnatural Movement provide immunity to Snares.
Vampire is always in a complicated position. The skilline has downsides so it has to over something to be worth it, on the other side the offering should not be to good to prevent players from being forces into Vampire (what we ha din the past). Thats realy hard to do right and you will likely see the vampire going back and forth between good and not worth it.
About the nerf itself, that is easily explained. You sue that single skill to make the encounter easier to beat it. Now the encounter might need fixing, but even if you do what tells you that the Vampire is not staying as a must have because its still easier with the skill? To prevent this the nerf makes sense.
Vampire was never a "must have". It was one of the best options but was never a requirement to complete any content in the game besides the vamp intro quest. That narrative is the reason why all this is happening and it really needs to change.
It was. Additional sustain was pushing vampire to be meta in both PvE and PvP.
Whatever we have now is better than "oops all vampires".
TX12001rwb17_ESO wrote: »- Vampirism would not reduce your healing rate based on stage, instead it would reduce your healing taken from others by 3% per stage up to a 12% reduction when at stage 4, as compensation your base health regeneration would be increased by 150 per stage up to 600 faster health regeneration when at stage 4.
TX12001rwb17_ESO wrote: »- Vampirism would not reduce your healing rate based on stage, instead it would reduce your healing taken from others by 3% per stage up to a 12% reduction when at stage 4, as compensation your base health regeneration would be increased by 150 per stage up to 600 faster health regeneration when at stage 4.
This caught my eye and I did not read the rest.
I do not see why someone would receive less healing just because they are a vampire. I do not see it has a good game mechanic at all.
Further, health regen in ESO is not good unless someone goes all in so this is not a very good trade-off. 600 health regen is ~300 HP per second. That is not very noticeable.
TX12001rwb17_ESO wrote: »- Vampirism would not reduce your healing rate based on stage, instead it would reduce your healing taken from others by 3% per stage up to a 12% reduction when at stage 4, as compensation your base health regeneration would be increased by 150 per stage up to 600 faster health regeneration when at stage 4.
This caught my eye and I did not read the rest.
I do not see why someone would receive less healing just because they are a vampire. I do not see it has a good game mechanic at all.
Further, health regen in ESO is not good unless someone goes all in so this is not a very good trade-off. 600 health regen is ~300 HP per second. That is not very noticeable.
Think it goes back to the Skyrim thing of you need special undead healing spells to actually heal vampires. Normal restoration spells wouldn't work on vampire allies, but somehow normal restoration spells worked on you as a vampire. It's weird but his suggestion feels like a callout to that.
TX12001rwb17_ESO wrote: »- Vampirism would not reduce your healing rate based on stage, instead it would reduce your healing taken from others by 3% per stage up to a 12% reduction when at stage 4, as compensation your base health regeneration would be increased by 150 per stage up to 600 faster health regeneration when at stage 4.
This caught my eye and I did not read the rest.
I do not see why someone would receive less healing just because they are a vampire. I do not see it has a good game mechanic at all.
Further, health regen in ESO is not good unless someone goes all in so this is not a very good trade-off. 600 health regen is ~300 HP per second. That is not very noticeable.
Think it goes back to the Skyrim thing of you need special undead healing spells to actually heal vampires. Normal restoration spells wouldn't work on vampire allies, but somehow normal restoration spells worked on you as a vampire. It's weird but his suggestion feels like a callout to that.
This is an MMORPG so it needs to follow different logic in such matters.
Urzigurumash wrote: »The passives are nearly indispensable in PvP, they're really good there.
The passive have more negatives than positives unless you're a bomb build (bombblade specifically).
Vampire is always in a complicated position. The skilline has downsides so it has to over something to be worth it, on the other side the offering should not be to good to prevent players from being forces into Vampire (what we ha din the past). Thats realy hard to do right and you will likely see the vampire going back and forth between good and not worth it.
About the nerf itself, that is easily explained. You sue that single skill to make the encounter easier to beat it. Now the encounter might need fixing, but even if you do what tells you that the Vampire is not staying as a must have because its still easier with the skill? To prevent this the nerf makes sense.
Vampire was never a "must have". It was one of the best options but was never a requirement to complete any content in the game besides the vamp intro quest. That narrative is the reason why all this is happening and it really needs to change.
It was. Additional sustain was pushing vampire to be meta in both PvE and PvP.
Whatever we have now is better than "oops all vampires".
Right now, sustain and crit makes khajit the best mag dps. Does that mean that all mag dps have to be khajit now?? Meta does not equal only option. Vamps were used for best sustain just like inferno staffs were used for best single target dps.