I want Mist Form's dash distance to always be 15 meters.

pinkpom
pinkpom
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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
    MincMincMinc
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    pinkpom wrote: »
    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.

    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.

    However I agree that current point and click mist doesn't serve its mobility function very well. The point and click concept would work better for a less frequently used skillshot for something like a leap that could be made into more of a big skillshot type ult.
    Zos should hire pvp consultants
  • Deimus
    Deimus
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    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.
    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.
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  • MincMincMinc
    MincMincMinc
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    Deimus wrote: »
    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.
    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.

    Anyone else tired of playing stamblade on everything? Or stamsorc? or Stamwarden?

    I kinda expected this to be the trend when I heard of subclassing. These were the three main stam kits that relied on only a few select skills to work. For years and years stamsorc was basically a joke compared to other classes and only used stormcalling. Now it finally gained two free skill lines. Stamblade was basically in the same state other than cloak. Stamwarden also hardly needed winters or greenbalance.
    Zos should hire pvp consultants
  • Xarc
    Xarc
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    old vampire was good
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  • Silvains_Demon
    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).
  • Solariken
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    Now that vamp mitigation has been nerfed they should make Mist a toggle again, because that was super cool.

    It should also purge snares and immobilizations.
  • Erickson9610
    Erickson9610
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    I like the current Mist Form as a parkour tool, but I totally get why people want it changed in its intended environments.
    PC/NA — Lone Werewolf, the EP Templar Khajiit Werewolf

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  • Rohamad_Ali
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    Yes bring back old mist form.
  • The_Isatope8
    The_Isatope8
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    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.
    Number 1 Templar apologist
  • Silvains_Demon
    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.

    You just reminded me of Diablo 4 where you can get a gear passive that turns your dodges from regular dodges to turning into a swarm of bats for a longer distance dodge.

  • MincMincMinc
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    I think alot of people either dont even know or forget that old mistform was intended to be a pseudo mag block. Earlier on Ice staff never had the mag block passives so alot of players would use mist instead. The 75% mit was better than blocking for alot of builds with the caveat that you couldnt cast during it.

    Mag toons also never had good snare/root immunities, until race against time set the precedent that one skill should hold both major expedition and immunity. IMO a massive error on zos's part because with RATs you now have the game feel like redlight greenlight. People go from 0% movement speed up to 180% with one click. Basically up to 6.5m/s which makes alot of melee and other gameplay mechanics super trivialized if you think about skill ranges and aoe ranges.
    Zos should hire pvp consultants
  • YandereGirlfriend
    YandereGirlfriend
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    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.
    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.
    Edited by YandereGirlfriend on September 26, 2025 3:56AM
  • Silvains_Demon
    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.
    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.
  • Vaqual
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    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.
    Edited by Vaqual on September 30, 2025 2:38AM
  • MincMincMinc
    MincMincMinc
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    Vaqual wrote: »
    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.

    Its not really input lag, its just that there is the ground cast going off which takes up the extra time. On a more commonly used movement skill specifically for escaping deadly situations the skill just loses its purpose leaving you for dead while casting.

    Something like leap long ago was talked about being a ground cast where it would be more of a skill shot instead of using the old gapcloser rules that hold an enemy in place regardless of immunity or if they are roll dodging.
    Zos should hire pvp consultants
  • YandereGirlfriend
    YandereGirlfriend
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    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.
    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.

    Penalties == Benefits could work in a world where that balanced is actually achieved.

    For example, Physical is the most common damage type in the game, so giving resists to Physical, etc. would end up with the benefits far outweighing the penalties, which gets you back into vampire being mandatory to take in PvP.

    Historically, vampire failed and needed to be nerfed because it gave you free massive resource recovery for zero penalty in PvE originally and then it gave you massive 30% mitigation in PvP essentially for free because the increased Flame damage was always lower than the 30% mitigation available from Undeath.

    If the game actually had a widespread "Holy" type and/or has Silvered as a weapon trait or something then that would be more interesting... but it doesn't... and likely never will... so if, in the end, we are just talking about taking more damage from Flame sources and like Dawnbreaker then the benefits will always outweigh the penalties.

    The simplest and best solution is simply to keep the power of vampire quarantined primarily to the active abilities rather than the passives. So that you have to actually play like a vampire in order to leverage being one.
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