Based on my own experience with playing as a vampire and fighting vampires as a non-vampire I notice some glaring issues with the implementation of vampires in ESO.
1. Zero drawback for being in direct sunlight and zero benefit for not
2. Zero reason to feed
3. Zero feeling like a vampire
4. Vampires (and Werewolves) can freely remain in the fighter's and mage's guilds.
I'm proposing a revamp of the vampire experience in ESO to resolve these issues and provide a more engaging vampire experience. If you intend to comment on these changes, please read through the entire proposal prior to commenting as some of them can seem drastic out of context.
To be clear, this proposal is design to put the vampire's power about on par with transformed werewolves at night when fully fed (stage 1), about on par with non-transformed werewolves during the day while fully fed (stage 1), weaker than mortals during the day when blood starved (stage 4), and more powerful than transformed werewolves at night when blood-starved (stage 4). This is to add a level of complexity to the vampire experience and give them downtime without making them into a werewolf reskin as many have suggested. Vampires that can time their feedings properly will be able to enter stage 4 right after sunset and go into full-on beastmode for the hour or so that night lasts and then binge-feed before dawn or hide in a cave/go dungeon crawling/anything that's not outside until the sun sets again.
Firstly the vampire stage passive needs to be reworked. this is where the primary drawbacks will appear.
I'm suggesting
-stage 1: +10% incoming fire damage, -25% health recovery in direct sunlight.
-stage 2: +20% incoming fire damage, -50% health recovery in direct sunlight, 20% reduction in costs of vampire abilities at night
-stage 3: +30% incoming fire damage, health recovery disabled in direct sunlight, 40% cost reduction and 10% damage bonus of vampire abilities at night.
-stage 4: +40% incoming fire damage, health recovery disabled and lose 1% health every 2s in direct sunlight, 60% cost reduction and 20% damage bonus of vampire abilities at night, city guards and fighter's/mage's guild NPCs will kill you on sight.
Vampire stages are reset to stage 1 on death. This is to prevent a continuous loop of death by sunlight.
"In direct sunlight" means outside during the day. if you are in a cave/house/dungeon/anything indoors during the day you will not be effected by the health regen debuff (or health degeneration at stage 4). Any abilities or passive effects that specify "at night" will only be active at night whether indoors or outdoors.
This accomplishes several things, It gives vampires a reason to feed, gives them a reason to stay out of direct sunlight.
Furthermore, upon first being seen by the fighter's or mage's guild NPCs as a vampire (or werewolf), you will be ejected from both guilds and your spent skillpoints will be refunded (but your rank will remain). Should you cure yourself, you can rejoin.
Secondly, the active skills need to be reworked to provide more utility for this playstyle AND more need to be added.
Drain essence and its morphs need the smallest change.
Drain essence - Immobilizes target for 3 seconds and deals [x] Magic Damage every 1 second, Player recovers 100/120/130/140% of the damage as Health and Stamina every 1 second, Cannot be applied to targets which have recently been drained or fed upon.
Consume essence - Immobilizes up to 3 targets in a cone in front of you for 3 seconds and deals [x] Magic Damage every 1 second, Player recovers 50/60/70/80% of the damage as Health and Stamina every 1 second, Cannot be applied to targets which have recently been drained or fed upon. damage is based on max health.
Extended drain - Immobilizes target for 3 seconds and deals [x] Magic Damage every 1 second, Player recovers 150% of the damage as Health and Stamina every 1 second, Cannot be applied to targets which have recently been drained or fed upon. has increased range 12m/13m/14m/15m.
Mist form requires a more in-depth change as it's mostly useless since the nerf and will now be used as a utility skill to escape the sun.
Mist form - While toggled, grants major expedition increasing movement speed by 40% and reflect all direct sunlight. Gain invulnerability to healing magic. Controlling effects disable this skill for 10 seconds instead of activating the controlling effect and immunity. disables magicka regeneration and drains 1% max magicka per second while toggled. Attacking or using other abilities disables this ability for 10 seconds.
Healing mist - While toggled, grants major expedition increasing movement speed by 40% and reflect all direct sunlight. Gain invulnerability to healing magic. Controlling effects disable this skill for 10 seconds instead of activating the controlling effect and immunity. disables magicka regeneration and drains 1% max magicka per second while toggled. Health regeneration is increased 30% while toggled. Attacking or using other abilities disables this ability for 10 seconds.
Elusive mist - While toggled, grants major expedition increasing movement speed by 40% and reflect all direct sunlight. Gain invulnerability to healing magic. Controlling effects disable this skill for 10 seconds instead of activating the controlling effect and immunity. disables magicka regeneration and drains 1% max magicka per second while toggled. Gain 20% dodge chance while toggled. Attacking or using other abilities disables this ability for 10 seconds.
Bat Swarm is both the vampire's best ability and it's curse. In previous versions, Bat Swarm's morph "Devouring Swarm" was immensely powerful and cost next to nothing if you stacked enough ultimate cost reduction. this caused non-vamps to rage and call down the nerf bat which got us vastly less cost reduction, 20% less damage, and 30% less healing. I've always thought that the ability was lackluster in general and just an aoe version of drain. I've revamped it entirely to work with the cost reduction AND make sure that you cant use 2 in a row for the same cost.
Bat Swarm - Transform into a swarm of bats and fly towards your target to bite them for x damage and heal yourself for 100/120/130/140% of the damage done. Using this ability will decrease your vampire stage by 1.
Devouring Swarm - Transform into a swarm of bats and fly towards your target to bite them for x damage and heal yourself for 150% of the damage done. Using this ability will decrease your vampire stage by 1. Bats also attack each enemy you pass through on the way to your target dealing y damage and healing you for 100/120/130/140% of the damage done.
Incapacitating Swarm - Transform into a swarm of bats and fly towards your target to bite them for x amount of damage and heal yourself for 150% of the damage done. Using this ability will decrease your vampire stage by 1. Bats continue to assault your target, dealing y damage and stunning them over 2 seconds.
-continued below-
Edited by stimpy986b14_ESO on June 27, 2015 10:35PM