I feel I have been misjudged by the forum members and have also been turned into a meme. This has devalued anything I say when in fact I actually have good ideas.
I feel I have been misjudged by the forum members and have also been turned into a meme. This has devalued anything I say when in fact I actually have good ideas.
And that, right there, is how one loses an argument. Any argument, not just online.
In order to propose a change to something and not have it be an exercise in blowing smoke, one must first show that this "something" actually needs to change. All the OP has for that is: "I believe Vampirism is rampant in ESO" (which is a belief, not a fact, since not one of us has access to player data and breakdown, and since the OP hasn't even bothered to conduct any statistical studies like sitting at hubs and counting vamp/non-vamp characters); and "This is very strange, lore evading, lore breaking" - the fact that "vampirism is rampant" - which is essentially personal opinion.
Lest I pop anyone's bubble, IT development projects such as this MMO are generally not changed around and rearranged just because someone has an opinion (unless that someone happens to be a high-ranking manager of the company producing said MMO, but one can safely presume this does not apply here). Not the least because of the investment of time and resources required to change anything in a massive codebase such as this (likely with multiple concurrent builds in the works by multiple groups each working on this or that feature).
The irony is all the OP had to do is frame their proposal as - "here is an alternative, would you prefer that or the current system". Or something along those lines. To which I would say - well, some surely would, whereas I personally probably would not as I am of a general belief that it is better, from a design perspective, to reward players for actions taken than punish players for actions not taken.
Moreover, if I were to change Vamprism in principle I wouldn't fanny about with the whole feed-no-feed-passive-no-passive thing and rework it from the standpoint of a person being infected with a disease and having a couple of ways of dealing with it (embrace it fully or try to fight it, with reward-penalty balances down each path). This would require completely changing over the current actives/passives, however, and again, I have no tangible reason to suggest ZOS should objectively do any such thing. Nor, so far as I can tell, does anyone else in this thread.
I feel I have been misjudged by the forum members and have also been turned into a meme. This has devalued anything I say when in fact I actually have good ideas.
And that, right there, is how one loses an argument. Any argument, not just online.
In order to propose a change to something and not have it be an exercise in blowing smoke, one must first show that this "something" actually needs to change. All the OP has for that is: "I believe Vampirism is rampant in ESO" (which is a belief, not a fact, since not one of us has access to player data and breakdown, and since the OP hasn't even bothered to conduct any statistical studies like sitting at hubs and counting vamp/non-vamp characters); and "This is very strange, lore evading, lore breaking" - the fact that "vampirism is rampant" - which is essentially personal opinion.
Lest I pop anyone's bubble, IT development projects such as this MMO are generally not changed around and rearranged just because someone has an opinion (unless that someone happens to be a high-ranking manager of the company producing said MMO, but one can safely presume this does not apply here). Not the least because of the investment of time and resources required to change anything in a massive codebase such as this (likely with multiple concurrent builds in the works by multiple groups each working on this or that feature).
The irony is all the OP had to do is frame their proposal as - "here is an alternative, would you prefer that or the current system". Or something along those lines. To which I would say - well, some surely would, whereas I personally probably would not as I am of a general belief that it is better, from a design perspective, to reward players for actions taken than punish players for actions not taken.
Moreover, if I were to change Vamprism in principle I wouldn't fanny about with the whole feed-no-feed-passive-no-passive thing and rework it from the standpoint of a person being infected with a disease and having a couple of ways of dealing with it (embrace it fully or try to fight it, with reward-penalty balances down each path). This would require completely changing over the current actives/passives, however, and again, I have no tangible reason to suggest ZOS should objectively do any such thing. Nor, so far as I can tell, does anyone else in this thread.
starkerealm wrote: »starkerealm wrote: »Vampirism is in need of a change. When WW had an 8% stam regen even with no WW skills slotted, it was changed because to many people used it. Staying in stage 5 vamp and thus full benefits has no work involved. The +'s to stage 5 far out way the -'S, time to mix things up and put a little balance to it.
15%, not 8. You got the 15% recovery buff at all times.
You remember how vampires worked back then?
Your passives were always on. So you got your 10% magicka and stamina recovery buffs, your increased mitigation at low health, and your full movement in stealth even at Stage 1.
When Werewolves were changed, vampires got the exact same change. They needed to slot a vampire ability to retain those buffs.
Vampires were changed again with the Dark Brotherhood release, that's the current iteration of them.
It was 15% in WW form and 8% out of WW form. And the vamp buffs were always active no matter what was slotted.
It was 15%.
At launch, vampire buffs were always active, regardless of stage or if anything was slotted.
When werewolves were changed to require the ultimate to be slotted (I think this was with 1.6), vampires got an identical change. That requirement was later removed when vampires were overhauled with the Dark Brotherhood release.
While in WW form.
VaranisArano wrote: »VaranisArano wrote: »We do see a comatose vampire in the games, when Count Hassildor's wife refuses to drink blood. And we also see feral vampires in Castle Volkihar in Skyrim, presumably because they haven't fed.
The closest thing we players get to that situation was the hella creepy vampire dreams in Oblivion. Those were pretty great.
"You dream of walking through the cool night air. Your body cries for blood, having not fed for days. Weakly, you stumble to a small pool. As you bend down to it, you see that it is not water in the pool, but warm, fresh blood, steam rising off of it. You lower your head to drink, but cannot open your mouth. As you realize in horror that your lips have been sewn shut, a pair of cold, white hands reach out from the pool and draw you under."
Okay, so if a player doesn't feed after X time they should go into a coma then?
I don't recall if there's a time period mentioned in that quest for how long it took her to go into that coma. Maybe like a 3-day (online) period to mimic dying of thirst?
Edited: like I said upthread, I dont really have the in-game experience with playing a vampire to know how this suggestion would actually play out practically. Maybe some players with that experience could weigh in? How rare would it be for you to spend 72 in game hours in stage 4?
Most players sit at stage 4 unless they are going into a specific dungeon like City of Ash. If it's a tank they are in stage 4 100% of the time usually. In PVP they are also in stage 4.
I'm not familiar with that change, had to have been before I started playing and have not heard anyone discussing it. They really made a very large change to game mechanics solely for the sake of lore?
With the launch of Morrowind resource sustain and how it worked changed dramatically.
Ectheliontnacil wrote: »No, just no.
Stewart1874 wrote: »@Knowledge
Kind of had you down as a troll but I do think you're onto something. I think there needs to be more of the extremes with the opportunity cost and generally speaking a bit more 'love' given to vampires.
Having a vampire build that includes zero vampire skills except passives is a bit depressing but in my current build there is no need in it. I'm not saying there should be ridiculous maintenance but certainly I do agree ZOS need to take a bit time to overhaul the current class and possibly look at adding more meaningful skills with a bigger trade off.
Perhaps having a maintenance cost - like having to feed or guards *** come for you at stage 4! would be a start to weeding out as you put it the 'lazy' players.
Other more varied abilites would be a nice inclusion to mix up builds a bit. I really think a new DLC vampirecentric zone would be an excellent opportunity to implement
Last thing I'd argue for is changing the feeding system, if it becomes a system where maintenance is required, prompts on stage changes would obviously be needed but also changing the feeding system to be a bit more like a DB assassination or pickpocket (rather than whatever the *** the current animation is) minus the death of the NPC. If action is witnessed like a murder a bounty should be accrued otherwise NPC could make some comment about being confused/ dizzy.
Anyway, its a valid discussion worth having and might help with the overall evolution of the game.
Ragged_Claw wrote: »I've been a vampire on my main since early access and it is far from easy to maintain, that health regen is a killer (literally) try getting half-way through a trial and realising that you've forgotten your bloody Double Bloody Mara - and back in the day we didn't even have that. As it stands few (if any) of the skills are of any use and it's my experience that fewer players are bothering with it, unless for RP purposes. If anything I feel that both vamp and WW need some love, not punishment. As far as lore goes, what works in a single player game is not necessarily going to work in an MMO (there are at least a milliion threads on how the lore has changed in ESO). Also vampires spread vamprism, no? Why is it unbelievable that there would be so many vampires running around? Did you not read Dracula or Salem's Lot?? Joiiiin ussssss...
Princess_Ciri wrote: »no this is a bad idea
I think people deem it a bad idea because the majority are vampires and wish to be lazy without having to pay an upkeep cost.
It's a strange day when I agree with Knowledge, but this seems likely. As it is now vampires get a very nice sustain boost with relatively little to pay in return-- the extra fire damage taken and health regen reduction are both easily worked around.
Introducing an upkeep cost is an interesting idea, but that may prove more difficult to implement than the simpler alternative, just nerfing the passives a bit. It would be easy to kill vampire altogether if it wasn't done right, and that isn't desirable either.
First of all, there's nothing wrong with agreeing with me. I feel I have been misjudged by the forum members and have also been turned into a meme. This has devalued anything I say when in fact I actually have good ideas.
starkerealm wrote: »Despite everything you've just said people in this thread and other threads do agree with me and like some of my ideas.
That doesn't really mean much.
Right now, there's a thread where people are arguing that Shieldbreaker is detrimental to the game because it prevents them from running shield stacking sorcs in Cyrodiil, with DPS tier outgoing damage and tank survivability. Nevermind that Shieldbreaker is a 5pc set, and that's a substantial chunk of your build to counter one playstyle. Also, nevermind that almost no one actually runs shieldbreaker, or that its damage is hilariously low. Finally, let's forget that the set was created to deal with a rather uninteresting playstyle, which they'd like to bring back in full force.I would encourage you to avoid my threads if you don't like them or me.
Please observe whether people are agreeing with me in the future before attacking me falsely.
Just because someone agrees with you, doesn't make you correct. It simply means that, for whatever reason, someone else has signed on to your idea. Now, that can be emotionally gratifying, but it does not represent a coherent, rational, endorsement of your position.
For example: Many players, including some in this thread, hate vampires with a passion. They want to see vampires eliminated from the game entirely. They have their own, diverse, reasons, ranging from the aesthetic, the idea that they're evil creatures who should be stamped out, or even (in some cases) resentment over the bite market from back at launch.
Now, if you present an objectively bad balance suggestion for vampires, which would make them unplayable, of course those people will sign on. They'll agree with you, because they want vampires out of the game.
That doesn't validate your idea, it doesn't even suggest it's a good one, just that someone, somewhere, has a personal position which aligns with yours.
Or, the alternative is that we simply sum our Agrees and decide who is correct by voting fiat... at which point I've got 9,758 agrees and you have... 734. Yeah, let's not automatically devalue your input like that. Sounds like a bad idea.
starkerealm wrote: »starkerealm wrote: »starkerealm wrote: »Vampirism is in need of a change. When WW had an 8% stam regen even with no WW skills slotted, it was changed because to many people used it. Staying in stage 5 vamp and thus full benefits has no work involved. The +'s to stage 5 far out way the -'S, time to mix things up and put a little balance to it.
15%, not 8. You got the 15% recovery buff at all times.
You remember how vampires worked back then?
Your passives were always on. So you got your 10% magicka and stamina recovery buffs, your increased mitigation at low health, and your full movement in stealth even at Stage 1.
When Werewolves were changed, vampires got the exact same change. They needed to slot a vampire ability to retain those buffs.
Vampires were changed again with the Dark Brotherhood release, that's the current iteration of them.
It was 15% in WW form and 8% out of WW form. And the vamp buffs were always active no matter what was slotted.
It was 15%.
At launch, vampire buffs were always active, regardless of stage or if anything was slotted.
When werewolves were changed to require the ultimate to be slotted (I think this was with 1.6), vampires got an identical change. That requirement was later removed when vampires were overhauled with the Dark Brotherhood release.
While in WW form.
No. +40% Poison Damage while in Werewolf Form. The +15% Stam recovery was permanently on. Actually, the poison vulnerability also applied in human form at launch, as I recall, but that may have been a bug.
Also, the WW stam recovery was, basically, undocumented at launch. The tooltip wasn't updated until... 1.5, I think.
dwemer_paleologist wrote: »
i think you have a great idea and you did great job presenting it, but you have created many other topics and threads so often and so much bashing and hurting others classes and skills and targeting other peoples builds with other threads that it makes it look like this is the same type of continued effect and desire.
your idea sounds fair but it will ruin other peoples builds that have vampirism and depend on those sneak speeds at stage 4 vampirism.
dwemer_paleologist wrote: »
i think you have a great idea and you did great job presenting it, but you have created many other topics and threads so often and so much bashing and hurting others classes and skills and targeting other peoples builds with other threads that it makes it look like this is the same type of continued effect and desire.
your idea sounds fair but it will ruin other peoples builds that have vampirism and depend on those sneak speeds at stage 4 vampirism.
Why do you guys have to judge me?