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Vampires - My Humble Suggestions

Panda244
Panda244
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So the famed Vampires of Tamriel... They need... An appearance change.
1359574690_BladeIII_Drake2.jpg
sdcc2013_toynami_7.jpg
I'm just saying! :trollface::trollface::trollface:

No seriously though, the only excuse to have Vampires look as they do currently, which I think everyone will agree as, is completely ugly, was a post saying that people need to identify Vampires from Non-Vampires in Cyrodiil, sure, that's all fine and dandy, except it makes legitimately no sense because add-ons do that for us, now I'm not saying that Vampires need to look Human, but they don't look like Vampires, they look like rotting corpses, which, I get, is essentially what they're supposed to be. But still, the amount of beauty in the art department, and then you look at a Vampire, and it's severely lacking in vanity,

The feeding animation also needs a tweak, you're forcibly sucking blood out of people from any angle....? I'm sorry to say, but whoever came up with that, has been watching way to many cartoons...... Like seriously, for all you Vampires out there, zoom in on your face next time you feed, if you don't crap yourself laughing then you'll face-palm crying.

So, feeding, and general looks? Right. Lastly, I believe there should be a way for Vampires to "bleed" themselves so to speak, you can feed on the spot to gain stages, you should be able to bleed on the spot to lose them, how they implement this could be similar to Equilibrium in the Mage's Guild tree, an active ability in the Vampire tree that takes away health, increase your Vampire stage, and restores Magicka/Stamina, or maybe it doesn't restore, but gives a damage resistance buff, or recovery buff, or damage buff, etc etc etc.

So, things that need to eventually be reworked in my opinion for Vampires.
  1. Feeding Animation
  2. Stages, Bleeding Yourself/Feeding
  3. Appearance

Any other suggestions list them in the comments below, also, grab any other suggestion threads for vampires and throw them down there, I'll collect any that we gather and add them to OP. :wink:
Edited by Panda244 on March 3, 2015 5:09AM
Aldmeri Dominion For Life!
Crassus Licinius II - DK - V14 - Former Emperor of Blackwater Blade NA (The Dragonknight that refuses to go Vampire.)
N'tel Arlena - NB - V14 - Retired Sap Tank of Haderus NA, Harasser of Many (Also, not a vampire. Goes by nickname Nutella.)

#FreeZazeer
#FreeGooey
#FreeAsgari
#FreeAoE
#FreeSubtomik
#FreeMBF

Officially Resigned From Cyrodiil As Of 4/15/15 10:24 PM EST.
  • LIQUID741
    LIQUID741
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    IMO, as a vamp we should have to feed to keep up our strength. Going without should weaken us. The fire resist is good, I would keep it at 40% like it is in 1.6. However we need more "push button abilities" such as charm. I would totally rid the Vamp of it's feeding stun. Seems little unlike what we should be. I would honestly try to implement some of the old school vamp movie abilities..and no, I'm not talking Twilight. Charm should be one, as a push button. We should have the persuasive ability in our dialogue choices. Mist form as it is now, but also could expand on the transform abilities. I'd like to see certain weakness to daylight and strenghts during the night. This right there would limit most of the pop. wanting to become one.

    Turning someone into a vamp should be like it is now...however, I believe its on a 7day timer currently. I would like the longer we wait to turn someone the more impact it would have on the new vamp. Such as if I wait 14days, they get a fully lvl'd passive skill, 21days they get 2...and so on. This would add lore, and sadly more expensive bites. But would love to see maybe a exp. bonus tied to the person you bite as well for a limited time.

    Just a couple thoughts...I'm all about the lore of the game, would like to see more ways to dive deeper into character ownership. But I'm also the type that thinks long and hard about the naming and look of my characters...and hate seeing the stupidity of names that I randomly see.
    Solid-Nightblade of AD
  • Aerieth
    Aerieth
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    1. Feeding Animation
    I agree with your points, but I'm pretty sure the reason for the feeding animation is that the animation system in the game isn't designed to pair two actors together for a combined animation. Lining up two actors for such a delicate animation as feeding is just not possible without reworking something that'd require a lot more than simply making a new animation. The game can make two actors perform animations at the same time, but that's hugely different than lining two actors together for a combined animation, both in complexity and framework requirement.

    Don't get me wrong, I was hugely disappointed in the feeding animation when I saw it during the beta. I'm a huge fan of playing a vampire character and seeing the animation makes me want to facepalm every time. Perhaps this is why I rarely ever feed.

    2. Stages, Bleeding Yourself / Feeding
    I'm not hugely knowledgeable in different kinds of vampire lore, but I'm fairly sure that a vampire shouldn't be able to feed on him/herself. The same way as eating your own body parts in the face of starvation actually works against you (trauma from losing a part of your body requires more energy to recover from than the amount of nutrients you get from it). Though feeding on another vampire could be possible depending on the physiology of the vampire in TES lore.

    As for gaining buffs for a duration sounds really interesting. I'd love for a continuation on the vampire questline, which could be used to unlock new kinds of abilities and what not. Perhaps in a future DLC to expand on the Werewolf and Vampire story you could - upon completing the questline - unlock a Vampire Lord transformation Ultimate for the Vampire and a regular Ultimate on the Werewolf version to even out the Ultimates on both sides.

    3. Appearance (and suggestions of possible future vampire features + feedback)
    I do hate how the vampires look in later stages in the game as it is. I think it would really improve the gameplay experience of vampires if they'd add an option to "magically" hide your true form through illusion magic, which in TES Lore is a thing vampires are naturally good at anyway. Or ZOS could just make later stages look less like crap (sorry artists, I know you meant well!)

    Another option they could add is the possibility to buy (and/or craft) Potions of Blood, a vampire exclusive kind of potion that would lower your vampirism stage by one and give you buffs X and Y. This could allow the devs to tie the fire vulnerability to the stages of vampirism: +10% at the first stage, +40% at the fourth stage? This could allow players to almost fully negate the fire vulnerability when needed. Let's say you're a Nord Vampire Nightblade Tank and you want to go do City of Ash on veteran difficulty. Sure, you can manage it (did it with 2.7k Max HP), but it's insanely hard and even the slightest mistake or lagspike will result in almost instant death.

    I'm not saying that we should have all the benefits of vampirism and none of the downsides. Reduce the effectiveness of the buffs with the stages as well? Though with every patch the benefits of being a vampire seem to go down. With 1.6 Nightblades are getting a Leeching Swarm equivalent Ultimate that costs less (Soul Tether) for example. Also many of the the previous vampire nerfs (that should have been nerfs to Death Knights Dragon Knights instead) have made being a vampire more about the downsides and less about the benefits.

    4. Vampire Hideouts and Safe-houses *Edit - Added:
    Once I started the quest to become a creature of the night on the third day of early-access, I was incredibly excited about the place that the quest took place. The crypt looked great and very feral vampire-like. Now with the introduction to Outlaw Refuges with 1.6 and the justice system, ZOS could take a look at creating Vampire and Werewolf exclusive zones - perhaps unlocked through a quest - where vampire players could hang out and those interested in RP could do their thing. Though, less blood and bones, more sophisticated vampire stuff please. We're not all feral beasts!

    I'd be okay with a vampire section added to each of the Outlaw Refuges, or these could have an access tunnel to the safe-houses and hideouts mentioned above. This would be the place to either craft or buy the above mentioned Potions of Blood, buy other vampire specific items and so forth (Vampire Motif? Loved the vampire armors in Skyrim). I really think these places would be a great success with the players. Kind of a "Dawnguard DLC" style addition to the game would be greatly appreciated and a huge success. Both with the fans and monetarily to the company *winkwink*.


    1.6 from a Vampire Nightblade perspective:
    Ultimate:
    Devouring Swarm was one of the best Ultimates out there because of the AoE damage combined with the life leech. In 1.6 Soul Tether is in many ways far superior of a Ultimate. It deals huge AoE damage on activation and constant damage combined with life leech for 4.5 seconds (Bats is 5 seconds). True, the range on Bats is larger, but in many cases this doesn't matter. In PvE, monsters are usually packed tightly anyway and in PvP the increase in burst damage through using Soul Tether is far superior to the increased range.

    Drain Essence:
    I loved using this ability all through leveling up and in early PvP (1.0). It's hugely powerful when used right, especially the Invigorating Drain morph. Though this ability has seen it's fair share of nerfs along the way as well. At first, you could use it on the same target only after a certain amount of time, which made it a lot less powerful (but still useful) when fighting longer fights; champion monsters or players with survivability based characters. With the change that disabled the usage on the same target, completely destroyed the viability of this ability. The only thing where it could be a viable option over any other ability is grinding single normal monsters. Which means that the ability is nearly completely useless in any given end-game PvE situation.

    Now, with the most recent change that allows players to break free from the effect will even further limit the usage of this ability. There is no justification in using this ability in PvP anymore, apart from flavor perspective. In essence, you have an ability that will most of the time grant you one third of the effect because of human reaction time combined with lag, it'll in most cases manage to tick once, without the ability to use it twice in a fight. This basically means that the ability we will have in 1.6 PvP is:

    Channeled ability (can't block cast)
    Cost: 1848 Magicka
    Range: 7 meters (close to melee range)
    Deal 1260 Magic Damage, restore 159% as Health and Stamina.
    Gain 5 Ultimate.
    Can be used once against any given target
    .

    To compare, Nightblades have access to this neat spell:
    Instant Ability (can block cast)
    Cost: 1158 Magicka (lower cost)
    Range: 28 meters (has bow equivalent range)
    Duration 10 sec (fire and forget)
    Deal 2336 damage, heal for 26% of the damage every 2 seconds.
    While slotted, you gain 8% more healing received. (You gain constant healing and improves all of your other healing abilities)
    Also restores Ultimate through class passives


    Mist Form:
    This one is still great in matter of flavor and usefulness and it's getting returned to it's former glory with 1.6 (+40% movement speed.) Great utility skill. Great work ZOS!

    Passives:
    - Feeding stuns target for 4 sec - Ehh... You mean the feeding skill that's unusable in any serious end-game scenario? Am I missing something here?
    - +10% Stamina and Magica Recovery - Excellent passive.
    - Infect another player with vampirism every 7 days. Very nice. Not in any way helpful to your performance, but flavorwise awesome.
    - Reduce damage taken when below 50% HP up to 33%. Very powerful for tanks. Not so much on other play styles. I'd love to know the actual inner workings of this passive though. At what percentage do I get the 33% benefit? What's my reduction at 25% HP? What about 40%?
    - Lessened health regeneration downside from stages 2 through 4. I'd love to know the exact numbers, but sounds good.
    - Increased movement speed in sneak and hide faster at night. Brilliant flavor and great fun to use. Not exactly a bonus in PvE, but can be useful in PvP. Estimating the value of sneaked movement speed is hard, but I'd say it's up there. Though you can get the exact same effect through a crafted set-bonus.

    TL;DR - Vampire active abilities apart from Mist Form are pretty much useless as they are weaker versions of my class abilities or straight out bad (looking at you Essence Drain). The passives are pretty sweet, but I'm not sure if they alone with Mist Form (still takes up your skill slot, so it should compete with every other skill in the game) could warrant hugely reduced health recovery and a +40% Fire Damage taken, given the fact that two of the game's classes specialize in Fire Damage dealing and the third is very good at it too, through mainly using a destruction staff (DK and Templar, later referenced to Sorc).

    My 2 cents on the matter. Sorry for the wall of text. I simply feel like there are many things that ZOS could improve on with the vampire (and werewolf of course).

    *Edit: Added the bit about Vampire Safehouses (section 4).
    Edited by Aerieth on March 3, 2015 8:42AM
    @Aerieth - PC EU Megaserver
    Ilatria Shadowcore - Lv 50 Nord Vampire Nightblade - Tank / Stam DPS - Daggerfall Covenant
    Maiine Shadowcore - Lv 50 Breton Vampire Nightblade - Magicka DPS - Daggerfall Covenant
    Aerieth Shadowcore - Lv 50 Imperial Vampire Nightblade - Healer - Daggerfall Covenant
    From patch notes long forgotten:
    "Fixed an issue if you had a summoned pet, it could potentially be grabbed by an invisible Molag-Bal and get stuck in a floating posture."
    "Dogs can no longer teleport while chasing cats (much to the disappointment of the dogs)."
  • Nebthet78
    Nebthet78
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    What? You mean we're not suppose to inhale our blood like Honey Boo Boo does food?

    Screenshot_20141021_221000_zps5764cb83.png

    But yes, I agree, the animation should be changed and a few of us have been asking for that for a long time, to have something like a bit or whatever, and to also have our bite/attacks actually deal some damage. It doesn't have to be a whole lot. Just 10% of enemy max health.

    We have also been asking for a change in Appearance for the same amount of time.
    I mean seriously, people joke about us Vamp lovers wanting Twilight Vampires. What they don't realize is, ESO Vampires ARE Twilight vamps.

    Seriously! My vamp is so white he sparkles more than Edward!
    Stage 2
    Screenshot_20141126_003629_zpsoatcotjr.png

    Stage 4
    Screenshot_20141014_211526_zpsn2cbskv6.png

    Mortal
    Screenshot_20140914_012157_zpspkbvmoic.png

    Plus there are so many people complaining about the the fact that in the "New to be released" Justice System, that Stage 4 vamps are still going to go unnoticed in town and with the Crown Store now, there is no reason not to actually give us an illusion gem or something like that that we can purchase with crowns.
    Edited by Nebthet78 on March 3, 2015 9:04AM
    Far too many characters to list any more.
  • Aerieth
    Aerieth
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    Nebthet78 wrote: »
    What? You mean we're not suppose to inhale our blood like Honey Boo Boo does food?

    Thank you for the lolz, but now I have this mental image of a vampire version of Honey Boo Boo devouring blood by the gallons stuck in my head. :D

    Yes to illusion costume. Though I'd much rather have it be a toggle-able effect - rather than a costume - so that I can actually use costumes with it.
    Edited by Aerieth on March 3, 2015 9:06AM
    @Aerieth - PC EU Megaserver
    Ilatria Shadowcore - Lv 50 Nord Vampire Nightblade - Tank / Stam DPS - Daggerfall Covenant
    Maiine Shadowcore - Lv 50 Breton Vampire Nightblade - Magicka DPS - Daggerfall Covenant
    Aerieth Shadowcore - Lv 50 Imperial Vampire Nightblade - Healer - Daggerfall Covenant
    From patch notes long forgotten:
    "Fixed an issue if you had a summoned pet, it could potentially be grabbed by an invisible Molag-Bal and get stuck in a floating posture."
    "Dogs can no longer teleport while chasing cats (much to the disappointment of the dogs)."
  • Nebthet78
    Nebthet78
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    Always welcome for the LOLZ... I need them tonight, my Internet had decided to have a case of not wanting to work more than two minutes at a time.

    Yeah a toggle-able effect would be nice, but I am willing to make a compromise with them.
    Far too many characters to list any more.
  • Anvos
    Anvos
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    The feeding thing obviously has more to do with it being easier to animated than something like Vampire the Masquerade Bloodlines where you physically interact with the victim.

    Also I think ES vampires might also be part que jin or whatever you call an essence vampire since drain works on things like dwemer constructs, where the only thing you could be feeding on is leeching their soul gem.
  • ShadowHvo
    ShadowHvo
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    Personally I love the look of the vampires in ESO, they are much more terrifying than in past ES games when it comes to the sheer looks, especially in Stage 4.

    Naturally it is always a matter of taste. I can understand the frustration from those who want to look more pretty, and like their mortal self, but as a roleplayer who roleplays a very nasty and old vampire, the look is just perfect.

    Something like a disguising gemstone as suggested above, which would make the vampire appear as their mortal self would be much better to implement, instead of changing on the current looks of the vampire. As no matter what Zenimax does, they will dissapoint fans, as we have people who like it, and people who dislike it.
    Nighren - The Shadow Striker
    Leader of Bloodlines
    -- EU --


    Want to roleplay in elder scrolls online? Check out eso-rp.com
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