After seeing the massive improvement that Werewolf has gotten, I was incredibly impressed. Unfortunately, this makes it even harder for me to justify the cons of becoming a vampire on my character who is meant to be one (he's supposed to be a healer who was turned while healing on the front lines).
I realize this topic has probably been beaten to death, but I propose a simple change in the system that may have even already been suggested in the past:
Stage 1: 2 hours, 20% weakness to fire, no access to any vampire active skills, access to all passives, regardless
Stage 2: 2 hours, 30% weakness to fire, access to the active drain skill
Stage 3: 2 hours, 40% weakness to fire, access to drain and mist form skills
Stage 4: No timer (obviously), 50% weakness to fire, access to bat swarm ultimate and both active skills, justice system = attack on sight by guards (please!)
Now, I'm not certain that this is a perfect idea and would probably need a few tweaks to balance out the power of the bat swarm ultimate (I'm hearing that even with the nerf it's still a pretty go-to option). However, I feel that there needs to be some incentive to draw players into playing their vampire and playing as an earlier stage of it. 10% more resource regeneration doesn't justify taking so much more damage from such an abundant element.
Meanwhile, choosing to be a werewolf doesn't suit any sort of magicka-based build. I maxed out werewolf on my healer just so I could try it out. I wasn't 100% useless as a werewolf, but I certainly wasn't nearly as effective as I could be. This isn't something that's a complaint, so much as an observation.
I would simply like some sort of bone to be thrown at the players, here. It's nearly impossible for me to have fun with a character that is a vampire, now that I'm in Cadwell's Gold. The passives aren't good enough, the active skills aren't good enough (and I don't mean power, I mean utility), and the fire weakness is absolutely crippling, even for a Dunmer.