#Vampire quality of life, it's abilities and builds or related skill suggestions

23 messages · Page 1 of 1 (latest)

ruby rock
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I imagine I forgot half the suggestions I wanted to make but this thing is already long enough.

As to quality of life:
-Abilities to check weather and current mob for blood without always heading to the ghoul. Can make it cost blood or some reagent.
-As an alternative or just addition to the above it could be a perfect time to add another 'Familiar Recall Collar' for Truxartis like from Cinnamon for animal town. You are his fledgling afterall.
-Some of the mob types for said blood are extremely hard to come by comparatively to others, elf being a prime example. Adding more spots for these types or doubling up types for daily blood would help a lot.
-A short immunity buff upon reviving when in Sunny areas and burning . Yes proper planning can almost always negate this from happening but It seems to be a problem for a lot of people.
-Some item that works like the Rage to heat potion for cold but instead for blood. Can be limited or tedious to acquire but it would give an option to playing in a bright area in case of need, group content or event content. Could also instead create an item that creates a zone for shadow or safety with a duration to alleviate this. Otherwise things like the Claudia world boss event ect are going to be abysmal based on weather and day/night luck.

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For it's abilities I really only find issue with two of them and their general use cases.

Dominate: It has a long cooldown with a channel(Not interruptible by damage at least), Is melee range, only works on non elites and lasts 20 seconds at max rank. With 2 mods you can reduce the cooldown to 25 seconds for a 5 second differential or 7 including channel time but regardless it's actual benefit of ever using this skill is rather bad. From a solo perspective you have to go out of your way to make sure the charm actually goes off to have a very temporary pet that does not hit very hard. In group content non elites are only in certain places and generally die quickly making this hard to get off and only possibly worth it if the mob provides a debuff you might be able to cheese with.

-Changing the range from melee to 15 or such would help make this less annoying to actually use.
-A few ways to add more use to the charmed mob could be adding a huge threat boost to it's attacks so it works as a temporary body tank.

  • Adding a debuff to it's attacks in some way to be beneficial as boosting it's damage is probably a slippery slope.
    -It's attacks or death could also feed your blood bar or provide a buff to you or your abilities in some way as well.
    -Make the charm duration much longer via the mods perhaps to actually allow some use out of it without the tedious upkeep. Could also go the route of how charm rat works and just last till you leave the zone. If this ends up being an issue with a certain mob somewhere it can always be addressed.
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Enthrall: It's a melee range mez with a long cooldown. Has a mod to increase said range and add more flat damage but also has no % damage mods so it's damage will always be terrible. Couple that with the long cooldown and it ends up being in a rather questionable state. Will most likely just be used to make use of its only other mod for blood burst

(- For 30 seconds after using Enthrall, any vile blood eruptions from Blood Mist deal +99 direct damage(2))

Due to blood mist being currently bugged I can't test if it is indeed supposed to be direct damage, adds a direct damage portion or is misworded. As like most mez abilities the length something stays mezzed is usually not as long as one wants so it would be nice to have the ability offer a little more via mods.

-Add % damage mods to enthrall to help flesh out psych builds
-Give the above blood burst mods to another ability more fitting to allow room for more defining mods
-A debuff mod for next psych damage taken is increased by x or something along those lines. Would setup a nice Enthrall in to Eclipse of Shadows combo or other skill combo pairing ability like agonize, mock ect.
-Short severe debuffs after it is broken. Gives it a use in environments where the mez wont last or matter.

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As to builds some combos on paper seem quite well rounded while others could use a small nudge within the vampires kit itself or the pairing skill. Just going to list it by combos I feel could use a specific change to a build path. As a caveat blood burst itself seems to be where some of the overtuned aspects with pairings might come but without being able to even test it I'm just going to mostly focus on other aspects.

Mentalism: For a psychic pairing with vampirism its pretty well supported with the newish mindworm. Only small change would be to add a conversion mod to System Shock to help this and all other psychic pairings for the skill. Gives you mindworm, system shock, mindreave and agonize from mentalism to go with the 3 from vampire(technically 4 but enthrall as mentioned above has its issues. In the end it would balance it out with what fairy magic ends up giving mentalism just on the psychic side of things and without taking away from said skill.

Necromancy: This pairing is rather good in terms of darkness and indirect psychic but has two small things that could go a long way in to helping it shine. First would be a mod to change Spark of death in to darkness over the base electric. As the ability provides indirect psychic via mods it would fit in better to the build as you provide no electric anywhere else. Secondly would be to spruce of Life Steal some as while it also provides indirect psychic via mods the ability itself is showing its age and is lackluster overall. It has 4 mods to add small amounts of health stolen that could be condensed as its a bit bloated and or turned in to better versions that restore over time or another resource. Beyond that adding in some damage or % mods would be a nice change as it currently does very little. Otherwise drastically increasing the indirect mods it already has instead would work and be rather thematic and fitting. We also don't have many abilities like that overall and it would be a nice change of pace.

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Priest: Yes I know somewhat a weird pairing but the psychic side of priest has always been a bit of a let down. Making changes here could create a number of options for pairings and seems overall worthwhile for the few small changes it would take. Not trying to go in to crazy detail or specifics but something as simple as lowering corrupt hates cooldown. Adding indirect psychic to castigate and changing admonish to not only armor damage plus maybe some other beneficial psychic mod somewhere else could make it a viable option for vampire, psychology, mentalism, deer or rabbit pairings. Food for thought at least.

Unarmed: The trauma side of this skill has always been rather lackluster on its own and only performed due to what some animal forms brought. Now with vampire an actual biped version of it could see some light and one that fills a lot of annoying quality of life holes unarmed has. Outside of sprucing up some of the damage and mods of unarmed adding in claw attacks or punches to the vampire mod below could help promote the combo.

-Bite attacks deal +24% damage and hasten the current reuse timer of Blood Mist by 3 seconds

Alternatively in case that is an issue due to how much it would lower it by or effects other skills adding a variant ability to unarmed that counts as a bite would work as well. Such as one for Mamba strike as the wording and ability would fit well.

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Rabbit: As mentioned depending on how blood burst functions and scales when it properly works there can be some scaling issues in this combo but beyond that the actually provided indirect for both trauma and psychic in this skill is rather abysmal. Once again not trying to go in to insane detail but with every instance of indirect in this skill you lack direct so if it does not provide high enough value the investment tends to not be worth the mods. Simply scale up those indirect portions where doing no damage (in the case of play dead) or 1k direct is fine as they make up for it. As Vampire only comes with two sources of indirect psychic to rabbit's current one the investment seems a little lackluster especially with one of those sources being darkness for it's direct.

ashen mica
nocturne mirage
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the baseline trauma tick every 2 secs not happening

ashen mica
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from the aoe mod? okay that's covered in the next update

nocturne mirage
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nah the base ability, every 2 secs burst trauma dmg over 1 sec

ashen mica
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blood mist doesn't do any damage without treasure effects?

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not sure which base ability you mean

nocturne mirage
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i'm just going by the tooltip for blood mist, dont have any vamp mods

ashen mica
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I see, a display error. thanks, will fix

nocturne mirage
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cool!

last wyvern
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To tack a qol suggestion on, maybe a travel armor or mod that decreases blood loss in the sun, not negates it, almost like the effect you get from the vamp trainer

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Storage at the ghoul might be good too

ruby rock
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After forcing myself to do things regardless of Sun(surveying, motherloades ect) and some time collecting blood over the days it honestly is less of an issue than it first seems. Still not naysaying alternative options but at a certain point blood will be so plentiful it won't even matter anymore which leads in to the next point. Acur blood is very much needed and extremely gated and outright tedious to get due to the timing and limited events. Perhaps adding it to the ghouls barter costing blood would create a nice cycle and use for excess blood when you have stacks on stacks. Regardless a better or more plentiful method of acquiring acur blood is drastically needed.

thorn harbor
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Would like to lay down a counter argument for the Acur Blood. While it may tedious for a high lvl player to spend 15-20 mins of their time doing events in low lvl zones... Alot of us low lvl new players consistently go to both events, Farm the blood out and sell them to other players. Its a very stable source of income for low lvls as its easily done and only requires a small time commitment every few hours. The market for them has even stabilized at around 50k/ea instead of the 250k they were going for before so its quite easy to purchase off a player as well now.

minor laurel
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I wonder if it might be more interesting if you are able to get unique repeatable hangouts or dialogue options with NPCs you have high favor with, maybe a few will be more open to letting you feed on them.

Potentially in combat, if you enthrall or dominate an enemy, it could combo into an option to feed on them, maybe not guaranteed but a chance to keep it from being too overpowered

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It could simply have like a 10% chance to combo with the basic attack to restore some blood.

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It would work well in favor of having a cc build or even just an option on your bar instead of going pure DPS.