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https://forums.elderscrollsonline.com/en/discussion/comment/8235739/
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Vampire Thoughts since 1.5

chipputer
chipputer
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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.
  • Stravokov
    Stravokov
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    all the skills need to be looked at in my opinion.

    as it stands to me, Drain essence and Mist form are broken skills.

    - Mist Form
    - does not regenerate mana while in mist form
    - doesnt work well as it's intended function with only 30% boost (escape skill?).
    - cost quite a bit of mana to even use (usually when you need an escape your already low on mana...)

    - Drain Essence
    - can only be used once per target.
    - now can be mitigated by spell resistance.
    - easily broken in PvP combat
    - cannot be used with multiple vampire players (forget hunting in vampire pacts!)

    when you look at all the other skills available to you, i cant justify putting either of these on my Skill bar. they are useless for the most part, or at best situational.

    Becuase both these skills are so terrible, there is no point to EVER be anything other than a stage 1 Vampire. the risk vs reward for Stage 4 vampirism is one sided... who cares about lowered mana cost if the skills are so terrible!

    in my opinion they need to rework the whole stage system and skills. it is clear to me they didnt know what they were doing in the begining and just nerfed everything really hard. they have tried to build up Vampirism gradually, but it is just not working in my opinion.

    the only thing that holds me back from curing Vampirism is my deep love of Vampire Mythology... that's it.

    PS: i also agree that Vamps and werewloves should have some fun vanity skills, like replacing Horses with a Bat/Wolf form for faster mounted travel, how about night vision like in Skyrim? so many ideas... there could have been allot of "horizontal" development that should have gone into these two skill lines.
  • poodlemasterb16_ESO
    poodlemasterb16_ESO
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    chipputer wrote: »
    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.

    The fire weakness is not a problem, it's l2p really. My VR9 Vampire Witch hardly uses any vamp abilities anymore, but carries over 2000 fire resist on several rings. She never, ever, wears them. The ring slots are too valuable. Kill the fire mages first or second if there is a healer around. Never a problem and she stays stage 4 most of the time.

    The only thing still on one bar is bats. I use it for a backup when my solo, AoE multi person dungeon scam, does not work out. That is very rare. ;) She is a bit OP, the numbers, I have worked on.

    Gotta go farm the Wheel for Dwemer crap, so much fun. I do carry a stack of soul gems. ;)
    Edited by poodlemasterb16_ESO on November 8, 2014 9:13PM
  • chipputer
    chipputer
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    The fire weakness is not a problem, it's l2p really.

    I'm a templar healer spec with hardly any damaging abilities and I'm capable of soloing most every bit of content (there's only been one world boss so far, and, of course, the group instanced content, that I haven't been able to). Before this I was a sorcerer tank that was also capable of the same thing.

    I don't need a response of, "l2p." There are very few cases where that isn't a dismissive, condescending remark and I ask that you not post in my topic if that's what your mentality is, going in to it. Thanks.

    @Stravokov - Yeah, I can't really disagree that the skills aren't very useful at all. To top it off, bat swarm is so ridiculously useful that most people use it to the exclusion of almost every other ultimate.

    I want there to be a reason for the player to remain at stage 1 besides looks. I also want there to be consequences for not being in a higher stage, just like in previous elder scrolls games.

    Most of all, I want more than just a pitiful 10% more resource regeneration that the soft caps make useless, in the first place. I heard they're removing those in the near future, though, so maybe that will make it useful again.
  • poodlemasterb16_ESO
    poodlemasterb16_ESO
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    If fire is really a problem for you then you are doing something wrong.

    It is true that my Witch is very powerful and burning down a couple of pryromancers takes little time. They are stunned almost immediately as well. Hardened Ward, as well, is useful here. She plays in the multi person dungeons by herself, a lot. It's how she got good at group AoE.

    How can she be perfectly happy at stage 4 using no fire resist at all, if it were needed? She is around 20 Health Regen at that point.
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