chaserstorm16909 wrote: »All my characters are vampires and I don't completely disagree with the op. But if you're going to implement the upkeep he is suggesting, it needs to be made more worth our while. Otherwise, there won't be any vampires left.
Sure, maybe take away the detriments and make keeping vampirism an ordeal. This is just a loose example but if you don't feed for long enough maybe you just lose the benefits all together and have to go through a grindy feeding session of maybe 100+ monsters.
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.
And you want to make it worse by nerfing vamps. gj.
Vampires are overpowered and pay no real penalty.
They aren't overpowered at all. Who uses the abilities?
That passives are too attractive against the downsides is all, post morrowind everyone is greedy for regen.
Vamp abilities need a buff to make them great again, ut fired slot a skill to get the passive is my view. Look like Vamp, be a vamp, do vamp stuff get vamp passives.
Run around hidden by a skin, with no real penalty bar DBoS and it means all the muggles run it.
BUT I can see the need for a weak food to hide vamp.for RP guys as per the threads. I'm thinking PvP only.
I believe the passives are what makes it overpowered.
To be honest the bulk of people run it for Regen. Especially since Morrowind.
Undeath isn't actually as good as it seems with the fire damage.. So really people are selling out their RP soul for 10% regen.
But I state my view again, running vamp should be more than a choice about regen for meta specs. Look like a vamp, and do vamp stuff to get vamp passives I can support. Making the skills decent again, would help. There are however way bigger balance items needing attention first.
It's also quite ridiculous that a Templar has no PVP mobility and must take Mist Form. Something like that shouldn't be mandatory at all. Give Fighter's guild a movement skill, give something else a movement skill, don't force people to be Vampires to be competitive. I think the developers have approached Vampirism wrongly by assuming we'd all want to be one indirectly.
starkerealm wrote: »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.
And you want to make it worse by nerfing vamps. gj.
Vampires are overpowered and pay no real penalty.
They aren't overpowered at all. Who uses the abilities?
That passives are too attractive against the downsides is all, post morrowind everyone is greedy for regen.
Vamp abilities need a buff to make them great again, ut fired slot a skill to get the passive is my view. Look like Vamp, be a vamp, do vamp stuff get vamp passives.
Run around hidden by a skin, with no real penalty bar DBoS and it means all the muggles run it.
BUT I can see the need for a weak food to hide vamp.for RP guys as per the threads. I'm thinking PvP only.
I believe the passives are what makes it overpowered.
To be honest the bulk of people run it for Regen. Especially since Morrowind.
Undeath isn't actually as good as it seems with the fire damage.. So really people are selling out their RP soul for 10% regen.
But I state my view again, running vamp should be more than a choice about regen for meta specs. Look like a vamp, and do vamp stuff to get vamp passives I can support. Making the skills decent again, would help. There are however way bigger balance items needing attention first.
It's also quite ridiculous that a Templar has no PVP mobility and must take Mist Form. Something like that shouldn't be mandatory at all. Give Fighter's guild a movement skill, give something else a movement skill, don't force people to be Vampires to be competitive. I think the developers have approached Vampirism wrongly by assuming we'd all want to be one indirectly.
@Knowledge, what are you talking about? The Templar has an in class gap closer.
Thunderknuckles wrote: »I've been playing a vampire for months and months in both PvE and PvP and, quite honestly, I just don't see the alleged advantage they have over non-vampires. With the exception of the fast sneak speed I have noticed 0 superior performance from my vampire over my non-undead characters. And I mean 0.
Thunderknuckles wrote: »I've been playing a vampire for months and months in both PvE and PvP and, quite honestly, I just don't see the alleged advantage they have over non-vampires. With the exception of the fast sneak speed I have noticed 0 superior performance from my vampire over my non-undead characters. And I mean 0.
10% resource regeneration, Undeath, Sneak
I think the main problem with the proposed drawbacks you've been talking about is that you're neglecting an important fact: Nothing is more important to a gamer than their time. Thus, it's a really bad move to either restrict the time in which a player can access their character (which sun damage would accomplish) or saddle them with a ton of repetitive, meaningless errands (which feeding requirements would accomplish).chaserstorm16909 wrote: »All my characters are vampires and I don't completely disagree with the op. But if you're going to implement the upkeep he is suggesting, it needs to be made more worth our while. Otherwise, there won't be any vampires left.
Sure, maybe take away the detriments and make keeping vampirism an ordeal. This is just a loose example but if you don't feed for long enough maybe you just lose the benefits all together and have to go through a grindy feeding session of maybe 100+ monsters.
starkerealm wrote: »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.
And you want to make it worse by nerfing vamps. gj.
Vampires are overpowered and pay no real penalty.
They aren't overpowered at all. Who uses the abilities?
That passives are too attractive against the downsides is all, post morrowind everyone is greedy for regen.
Vamp abilities need a buff to make them great again, ut fired slot a skill to get the passive is my view. Look like Vamp, be a vamp, do vamp stuff get vamp passives.
Run around hidden by a skin, with no real penalty bar DBoS and it means all the muggles run it.
BUT I can see the need for a weak food to hide vamp.for RP guys as per the threads. I'm thinking PvP only.
I believe the passives are what makes it overpowered.
To be honest the bulk of people run it for Regen. Especially since Morrowind.
Undeath isn't actually as good as it seems with the fire damage.. So really people are selling out their RP soul for 10% regen.
But I state my view again, running vamp should be more than a choice about regen for meta specs. Look like a vamp, and do vamp stuff to get vamp passives I can support. Making the skills decent again, would help. There are however way bigger balance items needing attention first.
It's also quite ridiculous that a Templar has no PVP mobility and must take Mist Form. Something like that shouldn't be mandatory at all. Give Fighter's guild a movement skill, give something else a movement skill, don't force people to be Vampires to be competitive. I think the developers have approached Vampirism wrongly by assuming we'd all want to be one indirectly.
@Knowledge, what are you talking about? The Templar has an in class gap closer.
I doubt a healer seeking to disengaged wants to close the gap with his enemy.
starkerealm wrote: »starkerealm wrote: »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.
And you want to make it worse by nerfing vamps. gj.
Vampires are overpowered and pay no real penalty.
They aren't overpowered at all. Who uses the abilities?
That passives are too attractive against the downsides is all, post morrowind everyone is greedy for regen.
Vamp abilities need a buff to make them great again, ut fired slot a skill to get the passive is my view. Look like Vamp, be a vamp, do vamp stuff get vamp passives.
Run around hidden by a skin, with no real penalty bar DBoS and it means all the muggles run it.
BUT I can see the need for a weak food to hide vamp.for RP guys as per the threads. I'm thinking PvP only.
I believe the passives are what makes it overpowered.
To be honest the bulk of people run it for Regen. Especially since Morrowind.
Undeath isn't actually as good as it seems with the fire damage.. So really people are selling out their RP soul for 10% regen.
But I state my view again, running vamp should be more than a choice about regen for meta specs. Look like a vamp, and do vamp stuff to get vamp passives I can support. Making the skills decent again, would help. There are however way bigger balance items needing attention first.
It's also quite ridiculous that a Templar has no PVP mobility and must take Mist Form. Something like that shouldn't be mandatory at all. Give Fighter's guild a movement skill, give something else a movement skill, don't force people to be Vampires to be competitive. I think the developers have approached Vampirism wrongly by assuming we'd all want to be one indirectly.
@Knowledge, what are you talking about? The Templar has an in class gap closer.
I doubt a healer seeking to disengaged wants to close the gap with his enemy.
If you're running a fragile healbot in Cyrodiil, and you don't have rapids slotted... what are you doing?
chaserstorm16909 wrote: »All my characters are vampires and I don't completely disagree with the op. But if you're going to implement the upkeep he is suggesting, it needs to be made more worth our while. Otherwise, there won't be any vampires left.
Sure, maybe take away the detriments and make keeping vampirism an ordeal. This is just a loose example but if you don't feed for long enough maybe you just lose the benefits all together and have to go through a grindy feeding session of maybe 100+ monsters.
starkerealm wrote: »First of all, there's nothing wrong with agreeing with me. I feel I have been misjudged by the forum members and also been turned into a meme. This has devalued anything I say when in fact I actually have good ideas.
If you have good ideas, maybe you should share those instead.
I'll take a minute, @Knowledge, you have, "ideas." With respect, most of these demonstrate a kind of tone deaf quality in relation to the game that exists, or the stated balance goals. Often, your recommendations run directly counter to the established setting (this is an example of that). Then, you get defensive. That's understandable, but it invites further non-constructive conversations.
I don't think you've misjudged the forum members, I think you have misunderstood the game, and its setting. Your ideas (quality irrelevant) are probably fine for a different game. A different setting. Usually, they're not compatible with ESO at all.
So, I'll go back to my original advice, which was, stop making new threads, and spend some time participating in other ones. Look at the discussions that actually occur before you decide that you have an idea that no one has ever thought of before.
Despite everything you've just said people in this thread and other threads do agree with me and like some of my ideas.
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.
I believe Vampirism is rampant in ESO. This is very strange, lore evading, lore breaking - especially for Templar's, and seems to need some changes. The obvious change would be to make it so Vampires just weren't as powerful by nerfing their passives but a more realistic solution would be to apply an upkeep to the Vampirism system.
The upkeep system would provide that you lose power over time in a system of stages. This would change the values for things like Undeath and Supernatural Recovery. For example, without paying the upkeep you would lose the strength of Undeath and Supernatural Recovery every three to six hours.
So, if you don't go around feeding you would perhaps go down to 7% Resource Regeneration then 5% and then 3% until Supernatural Reovery would no longer benefit you at all! However, regardless of whether or not you pay the upkeep you would still suffer the fire damage penalty and health recovery reduction.
This makes much more sense as Vampires in 99% of all fantasy must feed or they become weakened or might even die. In the case of this proposed system you would just be weaker.
As you lose levels of Vampirism due to lack of feeding the amount of Upkeep you must pay would be greater. For example, in order to maintain maximum Supernatural Recovery and Undeath you may need to feed on ten NPCs before the timer expires which then renews the timer or adds x time to it.
But for each level you go down you must feed on an additional five NPCs.
This system is superior to the current system in several ways.
- It makes more sense
- Vampires should be weakened from not feeding
- It doesn't make vampirism effortless
The most defining characteristic of vampires is their unnatural, insatiable need for blood. A hybridization of a plant and vampiric blood led to plants with a similar, voracious hunger for blood, among other things.[10] Blood may not be needed to stay "alive", but doing without it can cause a vampire to become extremely weak and rabid, though some types of vampires will instead become stronger and more vampiric. However, they will still become rabid after too long without blood[7][11] and in some cases, can fall into a coma. Consuming blood also allows some vampire bloodlines to maintain a more inconspicuous appearance, dulling their vampiric qualities but may improve their health and regeneration. If a vampire's bite leaves its victim alive after a feeding, the vampire risks passing its disease to the victim. Blood itself may not be needed to keep a vampire healthy; it is suggested that vampires are able to drain a warmblooded creature's "life force" to replenish their own.
Vampires are essentially parasitic and don't actually need to kill their victims during feeding, however, either out of a frenzied blood-lust or to avoid potential competition, most victims are drained completely. Only two known bloodlines are shown to be able to restrain themselves by feeding without killing, though this is out pragmaticism and most victims suffer a fate worse than death by being kept captive by vampires to be fed on continuously.
Vampires are capable of eating mortal food with no ill effects but won't derive the sustance they need from it.
Here we can see that "some types of vampires will instead become stronger and more vampiric" does not mean ALL Vampires would become stronger and more Vampiric. Further, it goes on to state they will "Still become rabid after too long without blood." This is not reflected in the game. No vampire eventually becomes "rabid" and no vampire "has to feed" in the game. This is against the lore.
Moreover, it states "Blood may not be needed to stay alive, but doing without it can cause a vampire to become extremely weak and rabid". Does taking less damage and having faster resource recovery convey weakness?
In this other example: http://en.uesp.net/wiki/Lore:Vampires_of_the_Iliac_Bay,_Chapter_II
We see the following stated: " If I did not kill a warm blooded creature once a night and drink its blood, my hunger would gnaw at me, and any wounds I suffered would not heal no matter how much I rested." So tell me, does Undeath (less damage taken) convey someone not being able to heal?
In this other example: http://en.uesp.net/wiki/Lore:Journal_of_the_Lord_Lovidicus
We see the following stated: " Entry 8: Two weeks. Two weeks have passed since Luktuv locked me in my quarters. Try as I might, I cannot free myself. I cannot breach the doors! If I don't feed soon, I feel I will go mad." Does anything in the game encourage us to feed else we go mad? Does anything even require us to feed?
Source with footnotes: http://en.uesp.net/wiki/Lore:Vampire#cite_note-JOTLL-11
Quoting ShadowHvo:
I recently bought the book "Tales of Tamriel - Book 1: The Land", and it was quite a nice read, really recommended for everyone that would like more insight into the lore of the Elder Scrolls.
However, as a self-proclaimed "Vampire Lorewhore" in the Elder Scrolls setting, I would like to point something rather strange out...
On page 230, (which is the second last page in the book.) Cinna Scholasticus writes the following in line 18:
"By night, these hunters are possessed of extreme fortitude and a powerful ability to recover from wounds."
Now, here comes the killer, the lore studies in the book completely contradicts the ingame version of how the bloodline actually functions. In ESO, we have a 75% Decrease in Health Regen, the lore supporting this particular vampiric bloodline completely contradicts this.
https://forums.elderscrollsonline.com/en/discussion/199211/noxiphilic-sanguivoria-lore-inconsistency
Again we see direct lore contradictions.
Dyastrofarkas wrote: »From a "Lore" perspective no other players exist. You can not base any lore argument on other players.
Otherwise say goodbye to 90% of the game that "breaks" lore based solely on what other players do, have or play.
TequilaFire wrote: »Yep, lets nerf all the things that make people want to play ESO.
Congrats on finding subjects that push peoples buttons!
Zoltan_117 wrote: »Currently the only benefit of vampire is the sneak speed, and so for pure combat the negatives outweight pros and we get quite smashed, making nightblades even more squishy. We need some changes to make this less grey and more a yes or no for our playstyle.
Also the roleplay impacts mentioned in here are valid.
The issue I have with that is that the bonuses provided by vampirism aren’t strong enough to revert FG abilities back to hard counter status, but they’re still strong enough to warrant far too many people choosing it because of limited drawbacks.