Mist Form is more difficult to use than Bolt Escape.
I'm not good at setting landing points, so Mist Form's dash distance is always less than 15 meters.
With bad luck, my dash distance is less than 3 meters.
I wish Mist Form was easier to use.
MincMincMinc wrote: »Personally Mist form should have stayed the old previous toggle mist. If we keep removing everything unique with the skill system we will only further boil the game into a singular playstyle where pokemon proc sets are the only "diversity" left.....and we know all proc builds end up playing the same, but "Look" unique.
The ground target circle makes it too slow and clunky for a mobility skill. Even with auto ground cast turned on it's still slow and prone to double casting the skill forcing you to waste a global cooldown and eat the 33% increased cost. It needs to work like Streak where you press it and it activates no ground circles.MincMincMinc wrote: »Personally Mist form should have stayed the old previous toggle mist. If we keep removing everything unique with the skill system we will only further boil the game into a singular playstyle where pokemon proc sets are the only "diversity" left.....and we know all proc builds end up playing the same, but "Look" unique.
ESO is already at the point of being a singular playstyle game outside of solo content and for the next 7 months there is no hope for anything different. We can keep our fingers crossed that they come out firing on all cylinders in Spring of 2026, but I've been burned by that one too many times.
The_Isatope8 wrote: »The theme and function of old mist form was great, but the current iteration has its merits and I think that it should still be a part of Vampires kit somehow. Maybe make it so that one of their skills replaces the normal dodge-roll with current mist forms dash while slotted, or build it into one of their passives somehow.
Silvains_Demon wrote: »I would have to say that when it comes to Mist Form, Mist Form and Evasive Mist Form should be similar to the Sorcerer's Bolt Skill, while Blood Mist Form should just be toggleable, controllable, and gives some sort of Tank-like effect while in form while keeping the 20-sec effect it has now when the ability is turned on and then it stays for 20 seconds after it is turned off.
Best of both worlds.
If anything, they need to get their act together and make sure that the benefits of being a vampire match the penalties. Because if the penalties are this severe, then the benefits need to be hiked up. Stages 1 & 2 should be for people that want to dabble in vampirism as a skill line (like all the others), while 3 & 4 are for people who want to make it a core aspect of their build (treating it like a Class Skill Line. Same needs to happen for Werewolf).
YandereGirlfriend wrote: »Best idea that I've read in here would be to keep one ground-cast morph and then to revert the old Blood Mist toggle for the other.
Return options to the players.
Pet issue: the Major Evasion from Elusive needs to be buffed to at least 20 seconds. 4 seconds is a bizarre choice.Silvains_Demon wrote: »I would have to say that when it comes to Mist Form, Mist Form and Evasive Mist Form should be similar to the Sorcerer's Bolt Skill, while Blood Mist Form should just be toggleable, controllable, and gives some sort of Tank-like effect while in form while keeping the 20-sec effect it has now when the ability is turned on and then it stays for 20 seconds after it is turned off.
Best of both worlds.
If anything, they need to get their act together and make sure that the benefits of being a vampire match the penalties. Because if the penalties are this severe, then the benefits need to be hiked up. Stages 1 & 2 should be for people that want to dabble in vampirism as a skill line (like all the others), while 3 & 4 are for people who want to make it a core aspect of their build (treating it like a Class Skill Line. Same needs to happen for Werewolf).
This is a very fine line because for most of the game's history the vampire passives outweighed the penalties and were thus mandatory for any competitive players to take. That was very unhealthy. Likely, at least for passives, the penalties always need to outweigh the benefits.
Skills are a different story, though, and I fully support any and all efforts made to improve vampire active abilities and to make them more effective and thematic. If you take vampire it should be because you want to actually play like a vampire not just check some min/max box on a build guide.
I like that the new mist form is allowing us to move like the vampires from the Greymoor trailer. "What you see is what you get" is a good practice in my eyes. The old version was not bad, but it wasn't perfect either - and in parts just bothersome cheese. If they can sort out the severe input lag on the current version that would be great. Power could be tweaked a little bit, I suspect Strike from the Shadows might be factored in too heavily when it comes to the overall ability balancing, especially compared to the old version. The above suggested increased buff duration would be sensible for Elusive, and a larger radius for the Blood Mist would be good.
Silvains_Demon wrote: »YandereGirlfriend wrote: »Best idea that I've read in here would be to keep one ground-cast morph and then to revert the old Blood Mist toggle for the other.
Return options to the players.
Pet issue: the Major Evasion from Elusive needs to be buffed to at least 20 seconds. 4 seconds is a bizarre choice.Silvains_Demon wrote: »I would have to say that when it comes to Mist Form, Mist Form and Evasive Mist Form should be similar to the Sorcerer's Bolt Skill, while Blood Mist Form should just be toggleable, controllable, and gives some sort of Tank-like effect while in form while keeping the 20-sec effect it has now when the ability is turned on and then it stays for 20 seconds after it is turned off.
Best of both worlds.
If anything, they need to get their act together and make sure that the benefits of being a vampire match the penalties. Because if the penalties are this severe, then the benefits need to be hiked up. Stages 1 & 2 should be for people that want to dabble in vampirism as a skill line (like all the others), while 3 & 4 are for people who want to make it a core aspect of their build (treating it like a Class Skill Line. Same needs to happen for Werewolf).
This is a very fine line because for most of the game's history the vampire passives outweighed the penalties and were thus mandatory for any competitive players to take. That was very unhealthy. Likely, at least for passives, the penalties always need to outweigh the benefits.
Skills are a different story, though, and I fully support any and all efforts made to improve vampire active abilities and to make them more effective and thematic. If you take vampire it should be because you want to actually play like a vampire not just check some min/max box on a build guide.
Yeah, I can agree to the need to bump up Evasion as well. As for penalties outweighing the benefits? I think that's potentially debatable. I guess it just depends on which way ESO would like to go. I, for one, like the philosophy that if I take extra Fire damage, then Frost damage should be reduced. If I am undead, then Disease and Poison damage should be reduced but I take extra from Holy damage or Silvered skills. Seems weird, but it adds checks and balances to a degree. Or, if I take penalties to Health Regeneration, I should have benefits in some way as a counter to that.
The reason I use the "Penalties = Benefits" is to encourage use, with the ability to counter in some form. I do think ESO should try figuring out and leaning on a "Counter-Triad" of some sort where most things are just able to work with eachother, but if a build becomes too strong (in this case, a vampire build), then it has a directed way to counter.
For this kind of thing, I guess Vampires would be resistant to those who use Frost, Poison, and Disease but are weak to those who use Fire, Holy, and Silvered. I noticed mostly that in PvP, you have a good amount of people using Poison and Disease. This would shake things up by making it to where it's a 3-sided game in some sense. Though... this concept only is for PvP. It's harder to expand into PvE content depending on what that content is. At some point, they should just make Werewolf and Vampires it's very own class in a sense with Healing, Damage, and Tank, but when you get turned, you only pick 1 of the 3 (sort of like a subclass).
Goodness... I need to remake and push another revision idea at some point. Right now, that concept is my favorite. Need to push it at some point.