Not sure what your exact template is but i must respectfully disagree. My Vamp alt does just fine, even in PVP. And, tbqh, i don't understand why so many players complain about Vamp so much, since after all it's meant to be fringe.MindOfTheSwarm wrote: »Let’s face it Vampire skills are great for solo content but terrible for endgame
I'm going to agree with NeeScrolls. Vampires are supposed to be fringe and the fact that they aren't the best at anything is probably for the best, otherwise people would feel like they HAD to be a vampire, which is what ZOS was trying to move away from with the update.
I'm going to agree with NeeScrolls. Vampires are supposed to be fringe and the fact that they aren't the best at anything is probably for the best, otherwise people would feel like they HAD to be a vampire, which is what ZOS was trying to move away from with the update.
I'm going to agree with NeeScrolls. Vampires are supposed to be fringe and the fact that they aren't the best at anything is probably for the best, otherwise people would feel like they HAD to be a vampire, which is what ZOS was trying to move away from with the update.
I wouldn't remove Mesmerize but would rather instead fix it by making it stun all enemies in the cone, but it only becomes unblockable when the target is facing you. Then take your bat swarm thing and replace Blood Mist with it since Blood Mist is basically a PvE ability that no longer works very well in PvE against enemies with any sort of decent damage.
Also Vampire is strong in solo PvE and absolutely denied from group PvE due to many nerfs over the year since it's rework release. Most of it has to do with the non-vampire cost increase in conjunction with the fact Vampire's most powerful and useful abilities lock you out of outside healing. Pretty painful combo that pushes vampires out of group play, even in PvP. If ZOS rectified that we'd see a lot more vampires again.
MindOfTheSwarm wrote: »VevvevI wouldn't remove Mesmerize but would rather instead fix it by making it stun all enemies in the cone, but it only becomes unblockable when the target is facing you. Then take your bat swarm thing and replace Blood Mist with it since Blood Mist is basically a PvE ability that no longer works very well in PvE against enemies with any sort of decent damage.
Also Vampire is strong in solo PvE and absolutely denied from group PvE due to many nerfs over the year since it's rework release. Most of it has to do with the non-vampire cost increase in conjunction with the fact Vampire's most powerful and useful abilities lock you out of outside healing. Pretty painful combo that pushes vampires out of group play, even in PvP. If ZOS rectified that we'd see a lot more vampires again.
Agreed. Which is why I removed the extra cost to non vamp skills. The execute on Vampiric Drain and Bat Swarm ideas were to give the line viable skills. The penalty is increased Fire Damage and Health Recovery, the former of which is made more severe to compensate for the extra power my idea brings to the skill line. Also, the option for which Scion to take let’s vamps feel unique from each other too with Perfect Scion Vampires opting for less penalty and a slight buff, while Ancient Scion Vampires can stay at stage 1 for a huge power spike to their abilities but take 50% more Flame Damage and have -100% Health Recovery. Furthermore, I feel higher stages should trick NPC’s into thinking you are a normal human. Higher stages should look more human as you have fed more and thus stay looking youthful. While Stage 1 look terrible due to not being fed.
MindOfTheSwarm wrote: »Perfect Scion: While active you become a stage 5 Vampire doubling the bonuses from your passives but negating the penalties. Duration is increased by 4 seconds.
Ancient Scion: While slotted, your Vampire abilities gain a damage bonus depending on your current stage. The lower the stage the greater the bonus. 1/2/3/4 Vampire Ability Damage Bonus: 25%/15%/8%/2%.
MindOfTheSwarm wrote: »Evicerate: No change.
Arterial Burst: Becomes a Stamina Morph. If this skill deals Critical Damage it causes the target to Bleed for 300 Damage every second for 2 seconds.
Blood for Blood: No Change.
MindOfTheSwarm wrote: »Blood Frenzy: No Change.
Simmering Frenzy: Lose no health while your Vampire Ultimate is active. While slotted you gain 1 Ultimate every time you deal damage to an enemy. This effect can occur once every second.
Sated Fury: Killing enemies while this effect is active will heal you for 1500 Health and reset the stacking damage penalty.
MindOfTheSwarm wrote: »Vampiric Drain: Deals 600% more damage to enemies under 25% health.
Blood Link: The skill becomes a tether allowing you to use other skills while the effect is active and it’s duration is doubled but lose the execute bonus.
Insatiable Thirst: Killing an enemy with this skill awards 20 Ultimate. Killing an enemy with this skill while your Vampire Ultimate is active will increase your Vampire Ultimate duration by 4 seconds.
Mesmerise ha some tweaks, but is a perfect fit for a vampire. Instead of removing it, i rather like to see some additional debuffs to enemies.MindOfTheSwarm wrote: »Mesmerise: Removed
A bat swarm as a baseline skill is all i really want for vampire, maybe replace blood frenzy with it and make it cost health as a toogle.MindOfTheSwarm wrote: »Bat Swarm: New skill: Summon a swarm of bats around you for 10 seconds that deal 550 Physical Damage every second to enemies in the area. This skill scales off your highest offensive stats.
Vampire Bats: The bats heal you for 20% of the damage they deal.
Bat Shroud: The bats no longer surround you and instead surround a target enemy. Dealing 20% more damage to the target enemy but 30% less to nearby enemies.
It is already very strong in pvp and this is a straight up buff and adding the damage reduction back to pvp will not solve the problem it has. The Problem is that a tank can use it in pve, which wasnt a problem until latest patch.MindOfTheSwarm wrote: »Mist Form: PvE Damage reduction reduced to 30% mitigation.
Cleansing Mist: Purge 1 negative effect every 2 seconds while active. Skill costs more.
Elusive Mist: No Change.
I dont think that you have played on release a vampire, because back then the flame damage was that high and a vampire was unplayable against any fire enemy. Doing this change will make it unplayable again. There have to be another way to make stages benefitial for vampire skills in a tradeof.MindOfTheSwarm wrote: »Passives:
Feed: Allows you to feed on an unsuspecting target, killing them and increasing your Vampire Stage. Higher Stages make you a stronger Vampire. Stages decrease over time.
1/2/3/4: Health Recovery: -100%/-80%/-60%/-40%
1/2/3/4: Flame Damage Taken:
+50%/+40%/+30%/+20%
1/2/3/4: Vampire Ability Cost:
-10%/-15%/-20%/-25%
1/2/3/4: Vampire Ability Damage:
+2%/+4%/+6%/+8%
All other passives remain unchanged.
validifyedneb18_ESO wrote: »Hot take coming in;
This game is not that hard, being a vampire is really not that much of a disadvantage as long as you've well geared and know what you're doing, in a group that is likewise. (From someone that used to co-run and raid lead a mediocre veteran trials guild)
If you chase the meta, you will always be a meta slave. Nothing wrong with that but you have to accept the loss of freedom of choice in such cases.
validifyedneb18_ESO wrote: »Hot take coming in;
This game is not that hard, being a vampire is really not that much of a disadvantage as long as you've well geared and know what you're doing, in a group that is likewise. (From someone that used to co-run and raid lead a mediocre veteran trials guild)
If you chase the meta, you will always be a meta slave. Nothing wrong with that but you have to accept the loss of freedom of choice in such cases.
oh yeah! A walking bomb affected by Plaguebreak xDCleansing Mist: Purge 1 negative effect every 2 seconds while active. Skill costs more.
phaneub17_ESO wrote: »I would probably use Vampire if it were more like a Werewolf with Magicka based melee attacks. I like one of the Vampiric Drain morphs into a gap closer, if you are 8-22 meters away it makes you vanish then reappear behind your target that immobilizes or snare them, casting while under 8 meters to drain, dealing physical (if max stamina is higher) or magic damage. Change Mesmerize into something like a bat's sonic scream as a melee cleave/cone attack that causes ear-splitting bleed (if max stamina is higher) or magic damage and sets all targets hit off-balance, one morph remains the same hitting 360 around you instead of a frontal attack while the other morph gains the stun effect. Eviscerate is fine as the single target power attack, also dealing poison (if max stamina is higher) or magic damage.
The way Vampire passives and skills are setup, they can become more versatile for Stamina or Hybrid builds as well.