This set is currently pulling out too far ahead compared to other sets, creating a situation where every build feels like it should be running dangerously low on resources all the time, or utilizing powerful contextual group sets to drop low and fill up when needed. While we do want the set to reward its risks, we’re reigning the power back a bit to let other sets shine where they do best.
This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.
I share your sentiments exactly.
The developer's plan seems like a road trip where the destination is always just around the next corner. I know some people will say that's how it is with horizontal progression, gotta keep it fresh. But for those of us who've been here a while, and still enjoy playing the game, dev talk about trusting the process is pretty eye-rolling, as the player base has repeatedly foreseen and predicted issues, while buff/nerf merry-go-round patterns have become painfully obvious, and the process never ends.
As an aside to the Bahsei vs everything else situation, maybe there needs to be a source of minor slayer outside of sets? People might be more inclined to wear other light armour sets if minor slayer was provided elsewhere. Also, it's kind of hilarious that for all their efforts to hybridise we're still going to be in light armour running mostly mag skills, we just pickpocket stam for some more damage. This is entirely due to the game as it is currently designed.
This ability and its morphs are currently enabling incredibly polarizing gameplay; it feeds into an intense risk/reward mechanic that can often be mitigated heavily by specialized classes and builds that stack life steal, paired with deep knowledge of content and combat interactions.
Just going on that, I'd say they have failed with vampire because I am hard pressed to think how they are supposed to provide players with more interesting build choices if we were never supposed to take advantage of more powerful bonuses in unique ways. I mean, what are we supposed to do with Mist Form now? How is nerfed Blood Frenzy an interesting choice? Fire vulnerability, Fighter's Guild vulnerability, and increased ability costs are already a huge downside to being vampire. Why even bother with vampire at all at this point if there's more curse than kiss?ZOS_RobGarrett wrote: »"Kiss-Curse" is a term we use in design to describe the intentional pairing of both positive and negative effects on an individual item/ability/etc. The intent of the design pattern is to broaden the design possibility space (including more powerful versions of effects) and create more interesting choices for players when constructing their builds.
Finedaible wrote: »So much for their "Kiss-curse" philosophy.
It's just "the base Vampire experience" in overland content is way more important then having different and interesting risk/reward tools for an endgame players. Insulting Dev Comment clearly indicates this.
Same goes with hybridisation of everything, which almost denies need for actually thinking on your build/spec, and simplifying rotation (hello 30 seconds dot from Carve). Not sure what we gonna see next, kinda scared of 30 seconds of using spamable with this durations lol. And the question is, where they'll stop with simplification and making everything more accessible. And there's another question: accessible for who? Overland is already braindead easy, and can be cleared without any game knowledge.
But whatever, I guess.
Abandon all hope, ye who enter here, at this point.
francesinhalover wrote: »It's just "the base Vampire experience" in overland content is way more important then having different and interesting risk/reward tools for an endgame players. Insulting Dev Comment clearly indicates this.
Same goes with hybridisation of everything, which almost denies need for actually thinking on your build/spec, and simplifying rotation (hello 30 seconds dot from Carve). Not sure what we gonna see next, kinda scared of 30 seconds of using spamable with this durations lol. And the question is, where they'll stop with simplification and making everything more accessible. And there's another question: accessible for who? Overland is already braindead easy, and can be cleared without any game knowledge.
But whatever, I guess.
Abandon all hope, ye who enter here, at this point.
That vamp skill was op on gank/bomb builds.
Maybe now they can start buffing vamp in other areas.
Plus the skill can now be used more easily by other classes since it requires less healing.
francesinhalover wrote: »It's just "the base Vampire experience" in overland content is way more important then having different and interesting risk/reward tools for an endgame players. Insulting Dev Comment clearly indicates this.
Same goes with hybridisation of everything, which almost denies need for actually thinking on your build/spec, and simplifying rotation (hello 30 seconds dot from Carve). Not sure what we gonna see next, kinda scared of 30 seconds of using spamable with this durations lol. And the question is, where they'll stop with simplification and making everything more accessible. And there's another question: accessible for who? Overland is already braindead easy, and can be cleared without any game knowledge.
But whatever, I guess.
Abandon all hope, ye who enter here, at this point.
That vamp skill was op on gank/bomb builds.
Maybe now they can start buffing vamp in other areas.
Plus the skill can now be used more easily by other classes since it requires less healing.
in my opinion, it was a streamer skill used to drive views, but in real world use it was too much of a hassle to deal with. If I can bomb just as effectively without it.....
People use vamp for one reason, undeath.
From a business standpoint, whether you like or agree with it or not, they are a massive body of players providing free playtesting.
francesinhalover wrote: »That vamp skill was op on gank/bomb builds.
Maybe now they can start buffing vamp in other areas.
Plus the skill can now be used more easily by other classes since it requires less healing.
Finedaible wrote: »So much for their "Kiss-curse" philosophy.
I know right? Moment players realize they don't need X to do Y the whole kiss curse thing falls on its face. They can get rid of X, not be burdened by it, and do Y even better than before after a bit of practice.
Who needs health when you have so much passive healing? With how they're changing it Blood Frenzy will be left on indefinitely for practically no cost. 2k health every 2 seconds? Single heal over time fixes that problem.
TLDR: Bahsei should still be meta, those changes won't change a lot and it also feels like ZOS likes the idea of risk/reward but don't like when people find ways of dealing with risk. If no one finds a way to deal with the risk it is just not gonna be used bc it's risk for a reward you know you won't be able to access.
Finedaible wrote: »Finedaible wrote: »So much for their "Kiss-curse" philosophy.
I know right? Moment players realize they don't need X to do Y the whole kiss curse thing falls on its face. They can get rid of X, not be burdened by it, and do Y even better than before after a bit of practice.
Who needs health when you have so much passive healing? With how they're changing it Blood Frenzy will be left on indefinitely for practically no cost. 2k health every 2 seconds? Single heal over time fixes that problem.
To be clear, I think risk/reward options ("kiss-curse"in ZoS-speak) are good for build depth and player choices, but it only makes sense if there are available means to pursue those greater bonuses. There is no point to a risk/reward mechanic without the possibility of overcoming the risk, even if only momentarily. Presently, in ZoS's vision, it would seem that they believe that simply granting players a false illusion of choice is good enough, but that is just shallow gameplay I would expect from the likes of Team Fortress 2 or some other casual game.
Dalsinthus wrote: »You could say the same thing about the heavy attack sets. People found ways to make it work for pve and ZOS said “nope.” “Play as you want, but not that way.”
BlackArgonian wrote: »Finedaible wrote: »Finedaible wrote: »So much for their "Kiss-curse" philosophy.
I know right? Moment players realize they don't need X to do Y the whole kiss curse thing falls on its face. They can get rid of X, not be burdened by it, and do Y even better than before after a bit of practice.
Who needs health when you have so much passive healing? With how they're changing it Blood Frenzy will be left on indefinitely for practically no cost. 2k health every 2 seconds? Single heal over time fixes that problem.
To be clear, I think risk/reward options ("kiss-curse"in ZoS-speak) are good for build depth and player choices, but it only makes sense if there are available means to pursue those greater bonuses. There is no point to a risk/reward mechanic without the possibility of overcoming the risk, even if only momentarily. Presently, in ZoS's vision, it would seem that they believe that simply granting players a false illusion of choice is good enough, but that is just shallow gameplay I would expect from the likes of Team Fortress 2 or some other casual game.
The thing is there is the option of choice, for 90% of the game you can play entirely how you want. Endgame is constantly getting more and more impossible for your average player, so they are forced into using meta sets to stand a chance.
Bosses should not be burnable to skip mechanics, if you can burn a boss to skip something like enemy summons or portal spawns, by design the content is catering to the better players, who will optimize and only wear meta sets. Simply killing the boss faster is not enough, you get to skip the defining features of the fight too.
This game needs a solo mode for all group content, where you are forced to do the mechanics in order to advanced in the content. I played since beta I know almost every mechanic in this game. For new players, entering a V Dungeon or V Trial is like learning how to fly a plane but its full of passengers, if you screw up other people pay the price.