That would be rework number 5? At this point it feels like not having 2 different templates, one for pvp and one for pve is just killing the game faster than the aggressive cash grab crown store.
Erickson9610 wrote: »There are some interesting ideas in here that I hadn't considered. It'd be nice if people used Vampire for more than just the passives. The idea of focusing on making Vampire focused on damage dealing is interesting, and I'd like to offer my thoughts on some of the ideas you've mentioned.
If I reworked Vampire, I'd make their transformation Ultimate a zero-cost toggle, rather than introduce another timer minigame. I'd actually make Werewolf Transformation a zero-cost toggle, too, but keep the existing timer minigame there, because it serves a purpose thematically. Then I'd give both Vampire and Werewolf an in-form Ultimate ability that when used at x or above Ultimate performs some action, but when at below x Ultimate, reverts the form early.
I like the idea of one morph of Blood Scion being used for melee specs with bleed damage, and the other morph being used for ranged specs with pets. While I would like if we could swap between the two morphs in-combat, the way we could toggle between magic/melee modes as the Vampire Lord in TES V: Skyrim, I understand that it may take a fair bit of work to realize in ESO.
Also, once Vampire gets a proper kit, i.e. you could run all Vampire skills without handicapping your build, could we scale the effectiveness of the passives based on how many Vampire skills are slotted? For instance, Undeath, which gives up to 30% Incoming Damage Reduction, should require at least one Vampire ability slotted. Maybe change Undeath to give 5% Incoming Damage Reduction per Vampire ability slotted, up to 30% with all 6 Vampire abilities slotted, or 15% per ability, up to 30% with just 2 Vampire abilities slotted.
People will just hide their skin, never slot any Vampire abilities, and never actually roleplay as a Vampire when they PvP, only feeding on an NPC or drinking Bloody Maras once every 4 hours to preserve their desired Stage. Hopefully some of these proposed ideas make engaging with the Vampire skill line more rewarding and necessary.
Panderbander wrote: »Erickson9610 wrote: »There are some interesting ideas in here that I hadn't considered. It'd be nice if people used Vampire for more than just the passives. The idea of focusing on making Vampire focused on damage dealing is interesting, and I'd like to offer my thoughts on some of the ideas you've mentioned.
If I reworked Vampire, I'd make their transformation Ultimate a zero-cost toggle, rather than introduce another timer minigame. I'd actually make Werewolf Transformation a zero-cost toggle, too, but keep the existing timer minigame there, because it serves a purpose thematically. Then I'd give both Vampire and Werewolf an in-form Ultimate ability that when used at x or above Ultimate performs some action, but when at below x Ultimate, reverts the form early.
I like the idea of one morph of Blood Scion being used for melee specs with bleed damage, and the other morph being used for ranged specs with pets. While I would like if we could swap between the two morphs in-combat, the way we could toggle between magic/melee modes as the Vampire Lord in TES V: Skyrim, I understand that it may take a fair bit of work to realize in ESO.
Also, once Vampire gets a proper kit, i.e. you could run all Vampire skills without handicapping your build, could we scale the effectiveness of the passives based on how many Vampire skills are slotted? For instance, Undeath, which gives up to 30% Incoming Damage Reduction, should require at least one Vampire ability slotted. Maybe change Undeath to give 5% Incoming Damage Reduction per Vampire ability slotted, up to 30% with all 6 Vampire abilities slotted, or 15% per ability, up to 30% with just 2 Vampire abilities slotted.
People will just hide their skin, never slot any Vampire abilities, and never actually roleplay as a Vampire when they PvP, only feeding on an NPC or drinking Bloody Maras once every 4 hours to preserve their desired Stage. Hopefully some of these proposed ideas make engaging with the Vampire skill line more rewarding and necessary.
The idea of making werewolf a toggle but also having a timer minigame is at odds with itself. What is the point of randomly forcing you out of form if you can just hop right back in at no cost, other than to give a weak spec another weakness in additional vulnerability windows while transforming? The timer and associated ultimate cost needs to go, it's just bad design and poor play and really just turns things that are minor inconveniences to everyone else into major stressors for werewolf players (ie dying in IC with no districts, running between fights in Cyrodiil, or waiting between pulls in trials and dungeons) without adding any real flavor or interest to the class.
As for vampires, a rework of the skills is definitely necessary but there is currently no world in which vampires aren't top-tier in PVP for the simple fact that Undeath alone negates every weakness vampires have and then some. It is mandatory at this point. To compare it to werewolves (a spec that has no ability to overcome shortcomings with other abilities and has a severe limitation on builds and possible sets it can proc) is disingenuous.
ESO Players: Nerf the only good thing about this thing!
I get it. But the class itself should be somewhat good before they remove the only decent thing about it.
Erickson9610 wrote: »ESO Players: Nerf the only good thing about this thing!
I get it. But the class itself should be somewhat good before they remove the only decent thing about it.
Vampire needs to be more active rather than passive. That's why I think the passive benefits of Vampire, like Undeath, should require Vampire abilities slotted. Most other skill lines have some passive that requires active abilities to be slotted — notable examples include class and guild passives. Passives like Concentrated Barrier require at least one Psijic Order skill slotted, and other passives increase their effectiveness based on the number of skills from that skill line that are slotted, like how the passive Slayer increases WD/SD by 3% per Fighters Guild ability slotted.
If we're comparing Vampire to Werewolf, all of Werewolf's passives only work while in Werewolf form, which requires the Ultimate skill to be slotted and used, while Vampire's passives all require a particular Stage — it does not involve the use of active abilities at all. Given that you have 4 hours on each Stage, and it can be refreshed by using consumable drinks, the required roleplaying of Vampire for their passives is little more than simply refreshing a buff, akin to eating food/drink every hour to refresh that buff.
Of course, Vampire needs to actually be reworked so that its abilities are worth slotting. I wouldn't want to ruin the positive aspects of Vampire and give them nothing in return.
Erickson9610 wrote: »ESO Players: Nerf the only good thing about this thing!
I get it. But the class itself should be somewhat good before they remove the only decent thing about it.
Vampire needs to be more active rather than passive. That's why I think the passive benefits of Vampire, like Undeath, should require Vampire abilities slotted. Most other skill lines have some passive that requires active abilities to be slotted — notable examples include class and guild passives. Passives like Concentrated Barrier require at least one Psijic Order skill slotted, and other passives increase their effectiveness based on the number of skills from that skill line that are slotted, like how the passive Slayer increases WD/SD by 3% per Fighters Guild ability slotted.
If we're comparing Vampire to Werewolf, all of Werewolf's passives only work while in Werewolf form, which requires the Ultimate skill to be slotted and used, while Vampire's passives all require a particular Stage — it does not involve the use of active abilities at all. Given that you have 4 hours on each Stage, and it can be refreshed by using consumable drinks, the required roleplaying of Vampire for their passives is little more than simply refreshing a buff, akin to eating food/drink every hour to refresh that buff.
Of course, Vampire needs to actually be reworked so that its abilities are worth slotting. I wouldn't want to ruin the positive aspects of Vampire and give them nothing in return.
Vamp players do not use pure vamp builds because 2 or 3 of the skills are so buggy its absurd. Not for any other reason.
The stun is extremely unreliable
The beam skills are COMPLETELY useless
And after the nerf to blood frenzy, even that skill is meh
These were all issues that were touched on by the community -in length- on the pts during the "ReVamp". Absolutely no one listened.
Lets not even begin to discuss the invis issue in pvp for vamps. You have to sprint 6-12 seconds sometimes instead of the stated 3 due to lag.
Vamp does not need another full rework. It just needs some balancing. For example undeath needs to be stage 4, that would immediately reduce the amount of vamps using it only for the undeath passive, and the passives from stage 4, need to be moved to stage 3. It really is a simple fix.
Erickson9610 wrote: »Erickson9610 wrote: »ESO Players: Nerf the only good thing about this thing!
I get it. But the class itself should be somewhat good before they remove the only decent thing about it.
Vampire needs to be more active rather than passive. That's why I think the passive benefits of Vampire, like Undeath, should require Vampire abilities slotted. Most other skill lines have some passive that requires active abilities to be slotted — notable examples include class and guild passives. Passives like Concentrated Barrier require at least one Psijic Order skill slotted, and other passives increase their effectiveness based on the number of skills from that skill line that are slotted, like how the passive Slayer increases WD/SD by 3% per Fighters Guild ability slotted.
If we're comparing Vampire to Werewolf, all of Werewolf's passives only work while in Werewolf form, which requires the Ultimate skill to be slotted and used, while Vampire's passives all require a particular Stage — it does not involve the use of active abilities at all. Given that you have 4 hours on each Stage, and it can be refreshed by using consumable drinks, the required roleplaying of Vampire for their passives is little more than simply refreshing a buff, akin to eating food/drink every hour to refresh that buff.
Of course, Vampire needs to actually be reworked so that its abilities are worth slotting. I wouldn't want to ruin the positive aspects of Vampire and give them nothing in return.
Vamp players do not use pure vamp builds because 2 or 3 of the skills are so buggy its absurd. Not for any other reason.
The stun is extremely unreliable
The beam skills are COMPLETELY useless
And after the nerf to blood frenzy, even that skill is meh
These were all issues that were touched on by the community -in length- on the pts during the "ReVamp". Absolutely no one listened.
Lets not even begin to discuss the invis issue in pvp for vamps. You have to sprint 6-12 seconds sometimes instead of the stated 3 due to lag.
Vamp does not need another full rework. It just needs some balancing. For example undeath needs to be stage 4, that would immediately reduce the amount of vamps using it only for the undeath passive, and the passives from stage 4, need to be moved to stage 3. It really is a simple fix.
I used Undeath as an example of a Vampire passive skill, since it seems to be a very hot topic. In reality, all Vampire passives should require the use of Vampire active abilities.
I have my doubts that moving Undeath to Stage 4 would "fix" anything. I'm more concerned about fixing the roleplaying factor — players shouldn't get Vampire passives if they go out of their way to never engage with it. As a tradeoff, those buggy Vampire abilities should be fixed and balanced, so that Vampire players want to use them.
GrizzlyTank wrote: »Just picked up some vampirism.
Quite disappointed in the lack of racially themed vampire form. Necro got racial golems so give Vamps the same!
Erickson9610 wrote: »Erickson9610 wrote: »ESO Players: Nerf the only good thing about this thing!
I get it. But the class itself should be somewhat good before they remove the only decent thing about it.
Vampire needs to be more active rather than passive. That's why I think the passive benefits of Vampire, like Undeath, should require Vampire abilities slotted. Most other skill lines have some passive that requires active abilities to be slotted — notable examples include class and guild passives. Passives like Concentrated Barrier require at least one Psijic Order skill slotted, and other passives increase their effectiveness based on the number of skills from that skill line that are slotted, like how the passive Slayer increases WD/SD by 3% per Fighters Guild ability slotted.
If we're comparing Vampire to Werewolf, all of Werewolf's passives only work while in Werewolf form, which requires the Ultimate skill to be slotted and used, while Vampire's passives all require a particular Stage — it does not involve the use of active abilities at all. Given that you have 4 hours on each Stage, and it can be refreshed by using consumable drinks, the required roleplaying of Vampire for their passives is little more than simply refreshing a buff, akin to eating food/drink every hour to refresh that buff.
Of course, Vampire needs to actually be reworked so that its abilities are worth slotting. I wouldn't want to ruin the positive aspects of Vampire and give them nothing in return.
Vamp players do not use pure vamp builds because 2 or 3 of the skills are so buggy its absurd. Not for any other reason.
The stun is extremely unreliable
The beam skills are COMPLETELY useless
And after the nerf to blood frenzy, even that skill is meh
These were all issues that were touched on by the community -in length- on the pts during the "ReVamp". Absolutely no one listened.
Lets not even begin to discuss the invis issue in pvp for vamps. You have to sprint 6-12 seconds sometimes instead of the stated 3 due to lag.
Vamp does not need another full rework. It just needs some balancing. For example undeath needs to be stage 4, that would immediately reduce the amount of vamps using it only for the undeath passive, and the passives from stage 4, need to be moved to stage 3. It really is a simple fix.
I used Undeath as an example of a Vampire passive skill, since it seems to be a very hot topic. In reality, all Vampire passives should require the use of Vampire active abilities.
I have my doubts that moving Undeath to Stage 4 would "fix" anything. I'm more concerned about fixing the roleplaying factor — players shouldn't get Vampire passives if they go out of their way to never engage with it. As a tradeoff, those buggy Vampire abilities should be fixed and balanced, so that Vampire players want to use them.
Im sorry, but tacking an unwanted change, again, to vampires being balanced properly is an extremely toxic way of game development. Yes, people would stop, because you have absolutely no health regen, and your fire damage is insane, plus the cost increase is significant at lvl 4. Vampires in TES lore are EXTREMELY flexible and diverse, requiring you to turn into a blood fiend when turning into a vampire, flies completely in the face of lore and the goal of " play how you want ".
I played since beta, when the negative tradeoffs were high enough for lvl 4, people playing simply for the passives jumped ship very quickly. It happened before, and it would happen again. We just need proper, incremental changes. Not knee jerk reactions and a return to the drawing board for a THIRD time.
dragonlord500 wrote: »According to Zos they are pretty much done with the vampires. (just minor tweaks here and there)
Erickson9610 wrote: »Erickson9610 wrote: »Erickson9610 wrote: »ESO Players: Nerf the only good thing about this thing!
I get it. But the class itself should be somewhat good before they remove the only decent thing about it.
Vampire needs to be more active rather than passive. That's why I think the passive benefits of Vampire, like Undeath, should require Vampire abilities slotted. Most other skill lines have some passive that requires active abilities to be slotted — notable examples include class and guild passives. Passives like Concentrated Barrier require at least one Psijic Order skill slotted, and other passives increase their effectiveness based on the number of skills from that skill line that are slotted, like how the passive Slayer increases WD/SD by 3% per Fighters Guild ability slotted.
If we're comparing Vampire to Werewolf, all of Werewolf's passives only work while in Werewolf form, which requires the Ultimate skill to be slotted and used, while Vampire's passives all require a particular Stage — it does not involve the use of active abilities at all. Given that you have 4 hours on each Stage, and it can be refreshed by using consumable drinks, the required roleplaying of Vampire for their passives is little more than simply refreshing a buff, akin to eating food/drink every hour to refresh that buff.
Of course, Vampire needs to actually be reworked so that its abilities are worth slotting. I wouldn't want to ruin the positive aspects of Vampire and give them nothing in return.
Vamp players do not use pure vamp builds because 2 or 3 of the skills are so buggy its absurd. Not for any other reason.
The stun is extremely unreliable
The beam skills are COMPLETELY useless
And after the nerf to blood frenzy, even that skill is meh
These were all issues that were touched on by the community -in length- on the pts during the "ReVamp". Absolutely no one listened.
Lets not even begin to discuss the invis issue in pvp for vamps. You have to sprint 6-12 seconds sometimes instead of the stated 3 due to lag.
Vamp does not need another full rework. It just needs some balancing. For example undeath needs to be stage 4, that would immediately reduce the amount of vamps using it only for the undeath passive, and the passives from stage 4, need to be moved to stage 3. It really is a simple fix.
I used Undeath as an example of a Vampire passive skill, since it seems to be a very hot topic. In reality, all Vampire passives should require the use of Vampire active abilities.
I have my doubts that moving Undeath to Stage 4 would "fix" anything. I'm more concerned about fixing the roleplaying factor — players shouldn't get Vampire passives if they go out of their way to never engage with it. As a tradeoff, those buggy Vampire abilities should be fixed and balanced, so that Vampire players want to use them.
Im sorry, but tacking an unwanted change, again, to vampires being balanced properly is an extremely toxic way of game development. Yes, people would stop, because you have absolutely no health regen, and your fire damage is insane, plus the cost increase is significant at lvl 4. Vampires in TES lore are EXTREMELY flexible and diverse, requiring you to turn into a blood fiend when turning into a vampire, flies completely in the face of lore and the goal of " play how you want ".
I played since beta, when the negative tradeoffs were high enough for lvl 4, people playing simply for the passives jumped ship very quickly. It happened before, and it would happen again. We just need proper, incremental changes. Not knee jerk reactions and a return to the drawing board for a THIRD time.
The point of my suggestion about requiring Vampire skills to be slotted isn't to balance Vampire in PvE/PvP. It is purely for reestablishing the roleplay factor. Completely disregard balance concerns about Undeath for a moment — just require some Vampire abilities (at least one on the active bar) to be slotted for any Vampire passive to work.
What's there to incentivize vampires to roleplay as vampires? They're no different from mortals when they hide their skin with skins from the Collections menu and never even use Vampire abilities. People should use Vampire skills instead of only using the skill line for the passives while pretending not to be a vampire — the skills should be balanced and buffed for this purpose. Maybe the appearance should get an overhaul so that people will be less inclined to hide the vampire skin, which people often cite as too ugly to wear (why take on a curse if it's too ugly for you?)
Meanwhile, werewolves have to engage with a timer minigame — which both incentivizes them to group with others and always be looking for prey to kill and devour — in addition to being forced to use only Werewolf skills and have the werewolf appearance, in order to use any Werewolf passives. For Werewolf, there simply is no option to use the skill line passively while pretending not to be a werewolf — as such, the roleplay factor is tightly enforced, because people play Werewolf in a way that's consistent with how TES werewolves operate.
If Vampire was redesigned, it should require vampires to act like vampires, the way Werewolf requires werewolves to act like werewolves. Otherwise, Vampire will continue to be just another skill line taken for the passives, regardless of how buffed/nerfed the passives are, and only the most dedicated of Vampire players will actually roleplay as vampires.
Erickson9610 wrote: »Erickson9610 wrote: »Erickson9610 wrote: »ESO Players: Nerf the only good thing about this thing!
I get it. But the class itself should be somewhat good before they remove the only decent thing about it.
Vampire needs to be more active rather than passive. That's why I think the passive benefits of Vampire, like Undeath, should require Vampire abilities slotted. Most other skill lines have some passive that requires active abilities to be slotted — notable examples include class and guild passives. Passives like Concentrated Barrier require at least one Psijic Order skill slotted, and other passives increase their effectiveness based on the number of skills from that skill line that are slotted, like how the passive Slayer increases WD/SD by 3% per Fighters Guild ability slotted.
If we're comparing Vampire to Werewolf, all of Werewolf's passives only work while in Werewolf form, which requires the Ultimate skill to be slotted and used, while Vampire's passives all require a particular Stage — it does not involve the use of active abilities at all. Given that you have 4 hours on each Stage, and it can be refreshed by using consumable drinks, the required roleplaying of Vampire for their passives is little more than simply refreshing a buff, akin to eating food/drink every hour to refresh that buff.
Of course, Vampire needs to actually be reworked so that its abilities are worth slotting. I wouldn't want to ruin the positive aspects of Vampire and give them nothing in return.
Vamp players do not use pure vamp builds because 2 or 3 of the skills are so buggy its absurd. Not for any other reason.
The stun is extremely unreliable
The beam skills are COMPLETELY useless
And after the nerf to blood frenzy, even that skill is meh
These were all issues that were touched on by the community -in length- on the pts during the "ReVamp". Absolutely no one listened.
Lets not even begin to discuss the invis issue in pvp for vamps. You have to sprint 6-12 seconds sometimes instead of the stated 3 due to lag.
Vamp does not need another full rework. It just needs some balancing. For example undeath needs to be stage 4, that would immediately reduce the amount of vamps using it only for the undeath passive, and the passives from stage 4, need to be moved to stage 3. It really is a simple fix.
I used Undeath as an example of a Vampire passive skill, since it seems to be a very hot topic. In reality, all Vampire passives should require the use of Vampire active abilities.
I have my doubts that moving Undeath to Stage 4 would "fix" anything. I'm more concerned about fixing the roleplaying factor — players shouldn't get Vampire passives if they go out of their way to never engage with it. As a tradeoff, those buggy Vampire abilities should be fixed and balanced, so that Vampire players want to use them.
Im sorry, but tacking an unwanted change, again, to vampires being balanced properly is an extremely toxic way of game development. Yes, people would stop, because you have absolutely no health regen, and your fire damage is insane, plus the cost increase is significant at lvl 4. Vampires in TES lore are EXTREMELY flexible and diverse, requiring you to turn into a blood fiend when turning into a vampire, flies completely in the face of lore and the goal of " play how you want ".
I played since beta, when the negative tradeoffs were high enough for lvl 4, people playing simply for the passives jumped ship very quickly. It happened before, and it would happen again. We just need proper, incremental changes. Not knee jerk reactions and a return to the drawing board for a THIRD time.
The point of my suggestion about requiring Vampire skills to be slotted isn't to balance Vampire in PvE/PvP. It is purely for reestablishing the roleplay factor. Completely disregard balance concerns about Undeath for a moment — just require some Vampire abilities (at least one on the active bar) to be slotted for any Vampire passive to work.
What's there to incentivize vampires to roleplay as vampires? They're no different from mortals when they hide their skin with skins from the Collections menu and never even use Vampire abilities. People should use Vampire skills instead of only using the skill line for the passives while pretending not to be a vampire — the skills should be balanced and buffed for this purpose. Maybe the appearance should get an overhaul so that people will be less inclined to hide the vampire skin, which people often cite as too ugly to wear (why take on a curse if it's too ugly for you?)
Meanwhile, werewolves have to engage with a timer minigame — which both incentivizes them to group with others and always be looking for prey to kill and devour — in addition to being forced to use only Werewolf skills and have the werewolf appearance, in order to use any Werewolf passives. For Werewolf, there simply is no option to use the skill line passively while pretending not to be a werewolf — as such, the roleplay factor is tightly enforced, because people play Werewolf in a way that's consistent with how TES werewolves operate.
If Vampire was redesigned, it should require vampires to act like vampires, the way Werewolf requires werewolves to act like werewolves. Otherwise, Vampire will continue to be just another skill line taken for the passives, regardless of how buffed/nerfed the passives are, and only the most dedicated of Vampire players will actually roleplay as vampires.
In TES lore vampires are masters of disguise and illusion in some places, in some not, it really depends on the line of vampires, and of course they do not play like werewolves, vamps are not blood fiends, they should never try to treat the two the same because it is two completely different things. I have been here long enough to experience the multiple different iterations of vampire, what we have now is fine. It just needs a small tweak here and there. We dont need three revamps.
The second vamp was made more about the class in the past, the less people who used it for the passive used it. It only became just about the passive again because they watered the archetype down. Thats it.
JanTanhide wrote: »ZOS has "reworked" Vampire so much you don't see it much in PVE anymore. It's just not fun to play as a full blow vampire (to me). The skills that made it fun are gone. Zippoed out of the class completely.
dragonlord500 wrote: »According to Zos they are pretty much done with the vampires. (just minor tweaks here and there)
JanTanhide wrote: »ZOS has "reworked" Vampire so much you don't see it much in PVE anymore. It's just not fun to play as a full blow vampire (to me). The skills that made it fun are gone. Zippoed out of the class completely.
The only skill that needs to be reworked imo is Mesmerize and morphs.
The stun on the skill does not function 100% of the time due to a major oversight by the devs. The stun on mesmerize only works if the target is facing towards you, the stun does not work omnidirectionally, even though the visual effect is omnidirectional around the character.
Araneae6537 wrote: »What about get rid of both Undeath and the cost/recovery penalties? .