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Vampire needs a rework!! Not a Buff!! @ZOS

  • MaverickConnor22b14_ESO
    moo_2021 wrote: »
    What about get rid of both Undeath and the cost/recovery penalties? .

    Then flame damage would be too much.

    I'd rather keep recovery or cost penalty, but rid of both undeath and flame damage.

    Honestly i feel that removing this remove the choice of on would you rather have, what i been saying on the post is simple give it more a of a solo vibe for Open world Gameplay as outside of it passive undeath there really nothing good about it in pvp or pve group content.

    I rather have werewolf be a more Open world skillline buff that can handle alot of content for Arenas like Maelstorm and such as well as open world event like harrowstorm and vents.

    Plus i also do feel that the debuff for vampire equal out to it payout on passive undeath is strong but the debuff you gain out weigh it honestly
    " The Night is Full of Wonders"
  • moo_2021
    moo_2021
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    moo_2021 wrote: »
    What about get rid of both Undeath and the cost/recovery penalties? .

    Then flame damage would be too much.

    I'd rather keep recovery or cost penalty, but rid of both undeath and flame damage.

    Honestly i feel that removing this remove the choice of on would you rather have, what i been saying on the post is simple give it more a of a solo vibe for Open world Gameplay as outside of it passive undeath there really nothing good about it in pvp or pve group content.

    They are far from useless.

    My movements in bg rely on stage 4 unnatural movememt. Stealth and sprint cost reduction are essential for objectives.

    Vampire lord is one of the best ultimates. Arterial Burst is a low cost melee spammable.


    Some use mist form for mobility. It's a poor version of streak but better than none.
  • MaverickConnor22b14_ESO
    moo_2021 wrote: »
    moo_2021 wrote: »
    What about get rid of both Undeath and the cost/recovery penalties? .

    Then flame damage would be too much.

    I'd rather keep recovery or cost penalty, but rid of both undeath and flame damage.

    Honestly i feel that removing this remove the choice of on would you rather have, what i been saying on the post is simple give it more a of a solo vibe for Open world Gameplay as outside of it passive undeath there really nothing good about it in pvp or pve group content.

    They are far from useless.

    My movements in bg rely on stage 4 unnatural movememt. Stealth and sprint cost reduction are essential for objectives.

    Vampire lord is one of the best ultimates. Arterial Burst is a low cost melee spammable.


    Some use mist form for mobility. It's a poor version of streak but better than none.

    effectively outside of PvP in which you can use a few skill they, compare it to it counter part Werewolf which in a PvE scene is actual quite good if your will to commit to it build, currently have a werewolf build on a parse that can do upwards to 95k on a trial dummy, yeah yeah but i can do 100k ok that nice but here the thing, for a underperforming class that quite high, and when i try to build a vampire build for Solo PvE i can barely get a build that can hit 30k and that with a purity and if i go ahead and do what most of us do in pvp then yeah i can hit higher in pve but no where near validity of the class.

    So in general yes pvp as i said in original post it great not useless or S tier but at least A tier or high B tier, but in pvE solo or group it straight out useless
    " The Night is Full of Wonders"
  • Theist_VII
    Theist_VII
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    IMO the main problem with Vampire is that you don’t actually play a Vampire, you just enjoy the passives with whatever normal builds you’re running, occasionally slotting mist form.

    Choosing to be a vampire should be a playstyle, in order to accomplish that, it would need at least 5 more base skills with two morphs each, and an update to their passives to better synergize with them.

    Honestly, the same could be said about Werewolf, they’re both polarizingly bad.
  • Erickson9610
    Erickson9610
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    Telos_Tim wrote: »
    IMO the main problem with Vampire is that you don’t actually play a Vampire, you just enjoy the passives with whatever normal builds you’re running, occasionally slotting mist form.

    Choosing to be a vampire should be a playstyle, in order to accomplish that, it would need at least 5 more base skills with two morphs each, and an update to their passives to better synergize with them.

    Honestly, the same could be said about Werewolf, they’re both polarizingly bad.

    How can the same be said about Werewolf? To get any of the Werewolf passives, you have to be in Werewolf form — which means giving up all of your regular skills while transformed and using only Werewolf skills. The Werewolf passives don't need to incentivize the player to use Werewolf skills more than they already do.

    For instance, Call of the Pack encourages group play by slowing the timer when grouped with transformed werewolves, while Pursuit and Savage Strength increase things like movement speed and physical strength, which are commonly attributed to werewolves. The timer minigame itself incentivizes werewolves to hunt and devour prey, supported by the Blood Rage and Devour passives, respectively. And of course, the Bloodmoon passive represents the ability of werewolves to spread their curse onto others.

    In what other way should Werewolf passives interact with Werewolf's active skills?
    PC/NA — Lone Werewolf, the Templar Khajiit Werewolf

    Werewolf Should be Allowed to Sneak
    Please give us Werewolf Skill Styles (for customizing our fur color), Grimoires/Scribing skills (to fill in the holes in our builds), and Companions (to transform with).
  • Theist_VII
    Theist_VII
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    @Erickson9610 what I said was that BOTH Vampire and Werewolf need 5 more skills, and a look at their passives in regards to those 5 new skills.

    One-bar Werewolf flat out does not work, and there is no way to make it work without making it overpowered in PvP, because each of their skills would have to do more than anything you’d see on a two bar build, resulting in more efficiency per GCD, and every time that has happened, Werewolf enjoys a patch or two then gets kicked back into irrelevancy.

    As is, in PvE it will never be better than other options, it has no cleave, lower single target damage, is less surviveable than an average tank with class skills, provides nothing other than Minor Courage, and fails as a healer.

    The only thing worse than a Werewolf right now would be a one-bar Oakensoul build using all Vampire skills. 😂
    Edited by Theist_VII on 30 March 2024 08:52
  • cosmostaas
    cosmostaas
    Soul Shriven
    Playing werewolf as a beginner also feels clunky.
    The ultimate generation is very slow, you loose your form when entering location like a cave (why?), you can't sneak or toggle it to a mount form (why?), your dual skill is leveling in the WW form but you are not getting weapon passive bonuses (why?).
    Why do you need utilize weird alchemy potions to stay in form? Can't we just add a passive consumption of meat to balance the costs?
    Werewolf is the most fun class in terms of animations, why not make it a full-fledged two-bar class, if this is required to increase the difficulty for balancing?
    Also I think it would be logical if warden and nord had more werewolf bonuses than some dark elf sorcerer.
  • MaverickConnor22b14_ESO
    cosmostaas wrote: »
    Playing werewolf as a beginner also feels clunky.
    The ultimate generation is very slow, you loose your form when entering location like a cave (why?), you can't sneak or toggle it to a mount form (why?), your dual skill is leveling in the WW form but you are not getting weapon passive bonuses (why?).
    Why do you need utilize weird alchemy potions to stay in form? Can't we just add a passive consumption of meat to balance the costs?
    Werewolf is the most fun class in terms of animations, why not make it a full-fledged two-bar class, if this is required to increase the difficulty for balancing?
    Also I think it would be logical if warden and nord had more werewolf bonuses than some dark elf sorcerer.

    honestly it a great idea but for WW that be hard to implement in general cause it lore and make up of gameplay.
    " The Night is Full of Wonders"
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Mist Form (Elusive Mist, Blood Mist)

    Need the visuals reworked to match the Vampire Lord "Bats" ability from Skyrim, effects wise it can remain the exact same, it just seems odd how we are currently the only Vampires who teleport as Mist instead of Bats, Blood Mist would surround you in bats after the teleportation effect.

    Unnatural Movement

    Should be replaced with a less overpowered skill, a passive version of Mist Form, after sprinting for 3 seconds dissolve into Mist increasing movement speed by 20% and gaining Immunity to Snares and Immobilizations (This would simulate the ability shown by the Vampires in the trailer)

    Undeath

    Keeping with the theme that the undead should be harder to kill then the living, once every 5 minutes you are able to "cheat" death, when your health reaches 0 instead of dying you will instead become enraged fearing nearby enemies and healing for 33% of your maximum health.

    Mesmerize (Stupefy, Hypnosis)

    Other than what it already does, when used on a weaker enemy that can be fed from create a synergy that you can activate allowing you to feed instantly killing the enemy and restoring your health to full, this would be balanced because it would only work on enemies you can already kill in 2 or 3 few hits, this would simply be a means for the less stealth oriented Vampire to feed.

    Perfect Scion

    To bring it up to par with Swarming Scion the form will in addition to its existing effects last for an additional 10 seconds.

    Blood Frenzy (Sated Fury, Simmering Frenzy)

    In addition to its current effects slotting the skill on either bar will also grant Major Savagery and Major Prophecy.

    Drain Vigor and Exhilarating Drain

    In addition to what they already do Drain Vigor will also drain the target of Stamina and Exhilarating Dragon will siphon their ultimate skill.
  • Silvains_Demon
    Saw this discussion and it served as an inspiration to make an account for the ESO Forums. Lost track of this discussion so I made one. Here's a link:

    https://forums.elderscrollsonline.com/en/discussion/666619/09-29-2024-vampire-rework-idea#latest
    Edited by Silvains_Demon on 30 September 2024 06:06
  • barney2525
    barney2525
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    AGAIN ???

    Granted I don't use vamp skills for combat. I do like the sneak passive. Only other passive I open is to create a vampire.

    Quite frankly, since no one charges anymore, they should reduce that timer from 7 days to 1 per day.

    IMHO.

    :#
  • StarOfElyon
    StarOfElyon
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    I think they need only a few changes:
    These are suggestions to improve Vampirism. The changes are in italics:

    Rather than revert the changes to the Undeath passive, I believe it would be better to increase the power of Vampires (while being careful not to passively boost the power of the Nightblade class).

    Strike from the Shadows: When you leave Mist Form or activate Unnatural Movement[/] your Weapon and Spell Damage is increased by 300 for 6 seconds.

    SKILLS:
    Vampiric Drain: Siphon away your enemies' vitality, dealing 870 Magic Damage and healing you for 25% of your missing Health every 1 second for 3 seconds. Activating this ability grants you gain Major Protection and Major Berserk for 10 seconds.

    Mesmerize: Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
    - Hypnosis: Subdue enemies around you with your baleful gaze, stunning them for 5 seconds. This stun cannot be blocked. Enemies are no longer required to be facing your direction.

    Mist Form: Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka. Activating the skill removes snares and immobilizations.
  • Bradyfjord
    Bradyfjord
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    If I were to play a vampire it would be for a game play reason. I shouldn't be forced to roleplay because someone decided a vampire hiding their vampism was a bridge too far.
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