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Vampires... Changes needed.

Airik32180
Airik32180
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For quite a few players, one of the lures to elder scrolls online along with its solo player games is the fact you can play a vampire or werewolf. While balance of course is a primary key, adding a few abilities seen in other games and NPC's for that matter would be even more alluring to potential players. Players like myself came to elder scrolls for the sole reason of being able to play a vampire or werewolf....

An example: Let's use the vampire thrall from the dominion quest line, they can do a teleport right on top of their prey. Such a power could be employed by vampire players.

I realize that each skill line typically has about ten spots, so thinking outside the box, why not have vampire or werewolf moved from world, to an additional race skill line after all you are joining another race.

Adding a few minor powers to make playing both races a bit more alluring could be a great thing, for example as mentioned above the short distance teleport that blood thralls use which is akin to the sorcerer's bolt escape only of course without damage upon arrival or using it as an escape.

You could also approach this by adding a new skill line, or making improvements to the current ones that only vampire or werewolf players can access. Using again vampires as the example it would be nice to have enriched story lines and quests added to the game. The blood matron when you turn, tells you to form families, this now becomes a quest line leading to a vampire guild akin to the mage/fighter's guilds. Which would either add a new skill line, or improve and add new skills to the vampire skill line itself. The quest-line like the mage guild would be to create safe havens for vampires near player cities which would be in a graveyard and the entrance would be a cliche but a mausoleum. Players would need to do quests that involved recruiting by making thralls to help build these under ground safe havens which would start the set of daily quests to keep vampire players busy. Several other quest ideas could come from this as well for we all know the Blood Matron has a hatred for Molag Bal for making her the first vampire and she does vow they will rise up against him. This again is a possible quest idea along with countless other daily quests to keep the haven's safe and populated with vampires or willing victims. Once the haven is constructed the blood matron now resides in the haven or at least a shrine in each one for those that have been bitten. The haven would have vendors, and quests which would lead to vampire based weapons, gaining new skill sets, and prompting possible pvp attacks by the fighters guild or dawn guard should it be added. Gaining the new skill line which could be named Vampire Lord after the skyrim version which could include some of the following vampire power examples.

Possible power additions.

Telekinesis- which would be nothing more than either knock back that causes damage or a stun.

Claws- When you encounter vampires in the wild they don't have weapons... but they sure do try to claw you... The same needs to be of vampire players by adding a power that allows you to grow claws in the place of a weapon.

An activated form of blood ritual which replaces the former passive blood ritual. It allows vampire players to create an area of effect around them in which they can turn willing players. This still can only be performed every so many days and the player being turned still has to carry out the quest line of the blood matron. Changes to this however is the player being infected HAS to either carry out the quest or find a cure, other wise they become a lessor vampire such as a thrall when it ends, and gives them a very limited blood thrall skill line that only includes feeding and blood drain which again would force them to either complete the quest or a cure.

Bat form- Taking the form of a giant bat which could be a combat ability, or an ability to move quickly to escape a fight.

Seduction- which is a very limited stun that would allow a vampire player to feed on a city or combat NPC and allow them to escape before the effect wore off. This could also be used in combat.

Blink- ( or some other name) Like the NPC blood fiends, this ability allows the player to teleport a distance away from where they are. It would have a low mana cost as it causes no damage upon arrival. Somewhat like the mage's bolt escape power.



The vampire sanctuary could be in every city, and of course have shrine to the Blood Matron in each one. These areas could be a meeting place for vampire characters to go for vampire specific repeatable daily quests, as well as vendors in the sanctum. ( the same should be for werewolf players having their own sanctum of sorts)

Disadvantages


GUARDS CHASE YOU!- at stage 3&4 you obviously don't look mortal any more and should prompt guards to fight the vampire threat. This also would add another feature, vampires like theft, can sneak to feed on city NPC's and if caught of course causes a bounty. (Werewolf players on full moons or at night in the game should also face having physical changes if they haven't fully fed (requiring) them to feed on woodland animals at night to give them back their appearance (example they could get furry faces or something at night to make guards suspicious)

Arkay Priests could be added to cities in which their very presence causes vampires to stage faster than normal should they stay around an Arkay symbol for too long.....

Changing the feeding animation- You're a vampire! you have fangs, some vampire players truly enjoy the an animation of actually biting your victim instead of sucking blood through the air. While you could still do the blood sucking through the air on enemy NPC's but vampires having to feed in a city on non combat NPC's should have an actual bite animation, or feeding on those sleeping which would require vampires to lock pick to get into houses at night to feed on sleeping residents.

A travel power to replace the horse for vampires and werewolves could be interesting, vampires could assume the giant bat form, and werewolves have an increased running speed, or both of them have a running element that would allow them to run fast for travel.


Adding the Dawnguard skill line- add a dawngaurd guild which only non vampire players and non werewolf players can join. I realize that the fighters guild has a dawnguard power, but that too could be re-vamped so to speak. Adding this of course should have some strong perks for not turning vampire or werewolf and give players some abilities to balance things out should they encounter vampires and werewolves in PvP.
  • Huntler
    Huntler
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    No.


    edit: No.

    Vampires already have some of the strongest passives and abilities in the game. For a very long time they were even game breaking in the early game. These abilities and passives are still extremely strong for certain builds and the right scenarios. The ideas you are proposing are just outright broken. Giving vampire anything close to anything else that is strong would just be completely game breaking balance wise in PvP and turn it back into a required skill line which is just silly. The abilities suggested are downright broken and your solution to the balance problems they face is to say, oh well give non vamprires a skill line to counteract these massively broken/OP abilities but don't give any sort of reasonable idea on how to balance it.


    So. No.
    Edited by Huntler on March 27, 2015 4:22PM
  • Fenris
    Fenris
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    Yea, total disagree here.

    Vampires and werewolves are meant to be a slight change to the the normal characters. They are not meant to be a class in and of themselves. If you give them too much, then everyone and their brother will be a vamp or WW. As it stands right now, most players are human and there are some vamps and WW in there for flavor. These monster skill lines serve special purposes for unique playstyles. They dont need to be mainstream near required skill lines like vamp once was last summer (for PVP reasons, batswaaaaaarm)

    Vamp thralls are using the NB ability to TP to enemies and strike them. It is not a vamp ability.
  • Airik32180
    Airik32180
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    Even if you don't add hardly anything too them, adding more story and lore would keep players entertained. Both vamps and werewolves could use their own guild of sorts to enrich quest lines and keep interest going. However feeding on non combat NPC's in a city to maintain your stages to prevent guards from attacking you would be a nice challenge and a great way to add bounties if you fed on the wrong NPC....
  • Raash
    Raash
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    The game is already twillight-light so i guess go the full route wouldnt matter much.
    I like the idea of moving vampire skill line to race tho. Perhaps we who like dwemer mythology can be player machines aswell ☺
  • ZOS_MichelleA
    ZOS_MichelleA
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    Hey there, all. As this thread was an accidental repost, we are closing it. Please continue your discussion in the original thread, located here: http://forums.elderscrollsonline.com/en/discussion/161214/changes-that-could-improve-vampire-play. Thanks!
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