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[Class Rep] Vampire Feedback Thread

  • armeegrun
    armeegrun
    ✭✭
    Iv said it before and ill say it again, Zeni wants to make money, so give us a vampire dlc with an actual skill line!

    Vampire Lords in Skyrim could actually compete with WW, meanwhile, in ESO, vampires are a buff (debuff in pvp) to your character, not a powerful force.

    I have to agree, I would love to see this skill line have some actual skills, and perhaps it's own bar like the Werewolf!
  • Maura_Neysa
    Maura_Neysa
    ✭✭✭✭✭
    Please, please please, DO NOT make Vampire like Werewolf. Werewolf is all or nothing. Either stay WW full time and it then all you get is you class passives. Or dont ever change and it means nothing.

    I would much rather Vampirism continues to be an augmentation to your character, rather then a full on take over.
    Elusive Mist, could use some balancing, but its close (Well one morph)
    Drain Essence is pretty niche, but not that bad
    Bat Swarm is currently underwhelming, but it used to be OP
    The real reason to be a vampire is the passives Supernatural Recovery, Undeath, and Dark Stalker are all amazing passives. They also actually balance out pretty well for when you need to be what level. PvP Extra damage/ghosting. PvE, just recovery or recovery and undeath? Only maybe 4 or 5 places I worry about being under Stage 4, but those places its a huge difference. PvP Dark Stalker is worth it
    Maiden Maura - Xbox NA
    Warden Ice Tank (By far my favorite) -RIP #Nerfmire
    Stormproof, Shehai Shatterer, Mageslayer(solo tanked), Ophidian Overlord, Assistant Alienist, Boethiah's Scythe,Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor
    Major
    Dragon Knight Healer (Since Homestead)
    Shehai Shatterer, Mageslayer,
    Warden 2x Bow DPS
    Stormproof, Shehai Shatterer, Mageslayer, Ophidian Overlord, Assistant Alienist, Boethiah's Scythe, Maw of Lorkhaj Conqueror, Divayth Fyr's Coadjutor, Sunspire Saint,
    Others
    PvP StamDen, Warden Healer, MagDen, Stamplar, StamSorc, DK Failed Attempt, NB Failed Attempt

    Playing BiS isn't impressive, playing unique at BiS lvl, THAT's impressive.


  • Perashim
    Perashim
    ✭✭✭
    Top 2 Pain Points:

    - Current Active skills go unused and aren't really that great. Vampire is mainly taken for passives only.
    - Lack of a full skill line: Seriously, why do we only get 3 active skills while Werewolves get 6?! Come on! There are plenty of different skills that vampires have used in the Scrolls series, so why haven't some of them made their way here?!
  • ESO_Nightingale
    ESO_Nightingale
    ✭✭✭✭✭
    Perashim wrote: »
    Top 2 Pain Points:

    - Current Active skills go unused and aren't really that great. Vampire is mainly taken for passives only.
    - Lack of a full skill line: Seriously, why do we only get 3 active skills while Werewolves get 6?! Come on! There are plenty of different skills that vampires have used in the Scrolls series, so why haven't some of them made their way here?!

    People do use elusive mist a lot. Accelerating drain can be really decent as a stun that you can block cancel for minor expedition.
    Come Join the ESO Frost Discord to discuss everything frost!: https://discord.gg/gnfJXgg

    Let's make frost better for everyone!
  • Deathlord92
    Deathlord92
    ✭✭✭✭✭
    It would be cool for vampire to get more skills to use like the gap closer the vampire boss has in dungeon spindleclutch 2 and bloodfiends use but make it so there’s a stamina and magic morph.
  • Flubbles
    Flubbles
    ✭✭✭
    It would be cool for vampire to get more skills to use like the gap closer the vampire boss has in dungeon spindleclutch 2 and bloodfiends use but make it so there’s a stamina and magic morph.

    Yeah absolutely agree with you. Bloodfiends also have this teleport ability I believe, kind of ridiculous that lesser vampires NPCs feel more vampiric than player vamps. At least they can do is finish the skill line properly.
  • Deathlord92
    Deathlord92
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    Xarko wrote: »
    Fully fed vampire should be the most powerful one, not the other way around. Encourage regular feeding.
    Completely agree with you fully fed vampire will be smarter stronger then a starved and desperate one.
  • croninjoshua
    TrapLord wrote: »
    I Feel that the 25% extra flame damage that the Vampires take is a bit excessive, and irrational.

    25% is so much damage, plus the low health recovery.

    I feel that Vampirism should be looked at, and the 25% flame damage should be 10-15% at most.

    25% is just not fair. Seeing as how flame staffs already deal direct damage, and light and heavy attacks scale so much better of Max Magicka, vampires take way to much damage during this Summerset patch.

    As a vampire I can confidently say that if you die to fire it's because you are literally standing in it
  • croninjoshua
    Prabooo wrote: »
    1. Lack of skill diversity. Mist form is the only useful skill, even the ultimate sucks.
    2. Looks. They really look terrible, even for a terrible look this is terrible. Bad terrible. Terrible that sucks.

    Yea. The skill tree leaves something to be desired. I've never used any of its skills with any seriousness.
  • Flubbles
    Flubbles
    ✭✭✭
    It would be nice if they would put in different strains of vampirism with different abilities and passives just to add to the diversity in the future. There is already lore that states different clans with unique abilities. Instead of just being stuck with this one for years that feels lackluster and bland to play.
  • rollingphoneseb17_ESO
    Never really used any vampiric skills, just used it to get the magicka recovery that's it. Vampiric skill line were never that useful in any cases, expect for the mist form rarely, in PVP.

    However I do like the teleport ultimate. It's awesome and cool, fits vampiric skill line well, I could imagine it as active skill. Gives vampires the actual feel of having more control.
  • Artim_X
    Artim_X
    ✭✭✭✭✭
    I think it'd be cool if clouding swarm worked like overload, so it would cost ultimate to use, but it wouldn't drain all of your ult. For instance, every time you use it you will waste 40 ultimate (the ultimate costs 200 and materialize can be used 5 times, which is why 40 ult sounds about right), teleport to an enemy, and have bats around you for 1 second.
    (AD) Artim X |PC/NA| Casual staff wielding vampire sorcerer.

    My Easygoing Builds
    Electric-Stun
    https://media.giphy.com/media/hokMyu1PAKfJK/giphy.gif
    Proc free DPS build for when a tank isn't holding bosses in place and for times where one is not getting buffed by a healer.
    Gear: 5 Netch's Touch (infused chest/legs and everything else divines. Max Mag Enchants), 2 Slimecraw (infused head and divines shoulder 1 med/1 heavy. Max Mag Enchants), Maelstrom's Lightning Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Structured Entropy, Boundless Storm, Mages' Wrath, Hardened WardDampen Magic, Lightning Flood, and Power Overload.
    Ability-Bar 2: Dark Deal, Streak, Shock Reach, Dampen Magic, Unstable Wall of Storms, and Thunderous Rage.

    Electric-Burn
    https://media.giphy.com/media/3og0IzNaAxQb8tJq5W/giphy.gif
    DPS build for more organized groups.
    Gear: 5 Burning Spellweave (infused chest/legs and everything else divines. Max mag enchants), 2 Ilambris (infused head and divines shoulder 1 med/1 heavy. Max Mag Enchants), Maelstrom's Inferno Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Structured Entropy, Boundless Storm, Mages' Wrath, Hardened Ward, Lightning Flood, and Power Overload.
    Ability-Bar 2: Dark Deal, Streak, Flame Reach, Dampen Magic, Unstable Wall of Fire, and Fiery Rage.

    Electric-Cool
    https://media.giphy.com/media/GgbCiS1rMjGFy/giphy.gif
    Utility focused DPS build that is capable of tanking normal dungeons and vet non dlc dungeons, but it does not provide enough tank based buffs/debuffs to warrant it's use in trials/vet dlc dungeons and due to the limits of damage shields it would be too much of a liability due to the sheer number of potential one-shot mechanics that a pure tank would have an easier time dealing with.
    Gear: 5 Icy Conjuror (infused chest/legs and everything else divines. Max Mag Enchants), 2 Iceheart (infused head and divines shoulder 1 med/1 heavy. Max Mag Enchants), Maelstrom's Ice Staff (infused/ice enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/lightning staff (infused/flame enchant).
    Ability-Bar 1: Structured Entropy, Boundless Storm, Mages' Wrath (Elemental Drain in vet content if healer isn't using it), Hardened Ward, Lightning Flood, and Power Overload (Replenishing Barrier when healer isn't keeping others alive).
    Ability-Bar 2: Dark Deal, Streak (Inner Rage when dealing with multiple bosses), Frost Reach (Restraining Prison when I want to lock enemies down), Dampen Magic, Unstable Wall of Frost, and Icy Rage (Aggressive Horn when DPS is decent).

    Electric-Heal
    https://media.giphy.com/media/5ibGIHneWS6ek/giphy.gif
    My healer build that I for the most part only use in normal dungeons, since the group finder will more often than not place me in a group that lacks DPS, has a fake tank, or both. I personally would never heal a pug trial even on normal.
    Gear: 5 Spell Power Cure (infused chest/legs and everything else divines. Max Mag Enchants), 2 spell critical monster set pieces when I don't feel like using spell crit pots, Grothdarr when I want to do more damage, or Earthgore when I feel like it would make a significant difference (infused head and divines shoulder 1 med/1 heavy. Max Mag Enchants), Maelstrom's Lightning Staff (infused/shock enchant), and Infallible Aether jewelry (arcane with spell damage enchant)/restoration staff (infused with weapon damage enchant).
    Ability-Bar 1: Power Surge, Boundless Storm, Combat Prayer, Ward Ally, Energy Orb, and Replenishing Barrier.
    Ability-Bar 2: Dark Deal, Overflowing Altar, Elemental Drain, Hardened Ward, Unstable Wall of Storms, and Aggressive Horn.

    Electric-Vamp
    https://media.giphy.com/media/ukDQiYZzRAxMZKcK86/giphy.gif
    Tanky utility focused PvP healer that can take down very inexperienced players, but is primarily focused on working alongside others in an organized group, PUGs, or zergs.
    Gear: 5 Torug's Pact (heavy chest and 4 light body pieces. All impenetrable. Max Mag Enchants), 2 monster set pieces that adds resistance (1 light and 1 medium in impenetrable. Max Mag Enchants. ex: Pirate Skeleton, Mighty Chudan, and Lord Warden), and Knight Slayer jewelry (arcane with spell damage enchant)/lightning staff (infused with oblivion enchant)/restoration staff (infused with oblivion enchant. Same enchant as lightning in order to maintain consistent pressure regardless of which staff you're heavy attacking with).
    Ability-Bar 1: Structured Entropy, Boundless Storm, Efficient Purge, Ward Ally, Radiating Regeneration, and Life Giver.
    Ability-Bar 2: Dark Deal, Elusive Mist, Accelerating Drain, Hardened Ward, Unstable Wall of Storms (Radiant Magelight or Lingering Flare when nb hunting alongside others. Overflowing Altar when roleplaying a pure vamp healer), and Devouring Swarm.

    Electric-Ward
    https://media.giphy.com/media/Wa0TGmtDvwW3e/giphy.gif
    Damage shield tank designed to help my guildmates clear vet dungeons when a typical tank isn't available.
    Gear: 5 Brands of the Imperium (infused chest/legs and everything else divines. Max Mag Enchants), 2 Iceheart (infused head and divines shoulder 1 med/1 light. Max Mag Enchants). Combat Physician jewelry (arcane with spell damage enchant)/Ice Staff (infused/crusher). Blackrose Restoration Staff (doesn't have to be the perfect version. infused/hardening enchant).
    Ability-Bar 1: Structured Entropy, Bound Aegis, Inner Rage, Boundless Storm, Ward Ally, and Replenishing Barrier.
    Ability-Bar 2: Deep Thoughts, Bound Aegis, Restraining Prison (Elemental Drain in vet content if healer isn't using it), Unstable Wall of Frost, Hardened Ward, and Temporal Guard.

    PvE Starter Gear
    https://media.giphy.com/media/6CovzgyTig7M4/giphy.gif
    Gear: 5 Law of Julianos (heavy chest, gloves/belt light, and the rest can be light or 1 medium piece if you're not wearing medium anywhere else on your body. All in training if grinding for XP or infused chest/legs and everything else divines), Armor of the Seducer or Magnus' Gift head, shoulder, and staves (light with 1 medium piece if you are not already wearing 1 medium Julianos piece. All in training or infused head and divines shoulder. The staves should be training or infused), and 3 purple Willpower Jewelry with Arcane trait (can be bought from trading guilds for relatively cheap. Check tamrieltradecentre.com for the best deals if you're not using a price checking addon).

    Race
    https://media.giphy.com/media/sdEkeWpiaGz0A/giphy.gif
    High elf, since you will not have issues with sustain, but other mag based races are also fine so this is more of a personal choice.

    Mundus Stones
    https://media.giphy.com/media/cT3wMhLGQWdKU/giphy.gif
    PvP: The Atronach, since wearing heavy has consequences even with food that boosts mag regen.
    PvE: I will almost always use the Atronach in this content as well (especially if I'm healing in PvE or playing it safe while solo), since I use blue or gold max resource food. However, in a strong group other Mundus Stones can be effective (Thief is what I would use in a serious group), since a heavy attack rotation will ensure that you're are always restoring magicka at a decent rate. When using electric-ward in vet content I will always use the Lady to reach 25k+ physical/spell resistances.

    Current Champion Points
    https://media.giphy.com/media/u22XLkonvcDba/giphy.gif
    Mag Sorc: More focused on damage, since changing CP isn't free. Mage: Elfborn (56), Spell Erosion (22), Elemental Expert (64), Staff Expert (35), Master-at-Arms (18), and Thaumaturge (75). Warrior: Ironclad (34), Resistant (8), Light Armor Focus (12), Hardy (32), Elemental Defender (32), Thick Skinned (31), Expert Defender (33), Bastion (56), and Quick Recovery (32). Thief: Warlord (31), Sprinter (6), Bashing Focus (6), Arcanist (75), Tenacity (75), Shade (25), Tumbling (26), and Shadow Ward (26).

    Rotations
    https://i.imgur.com/UuedhQX.mp4
    Mag Sorc: (In your gameplay settings turn on quick cast ground abilities) Buff up with Boundless and Entropy, weapon swap immediately after casting the previous skill, drop Rage if it's active (only drop it on significant bosses or in situations with lots of enemies where you know you'll have the ult filled up by the next boss), Reach, Unstable, quickly weapon swap, Liquid Lightning, two heavy attacks, activate either Entropy or Boundless, cancel the animation of the buff used with a weapon swap, and repeat. If you have an excessive amount of ult and you're dealing with trash mobs activate overload before performing the rotation, but don't heavy attack for too long. If you have enough ult for Rage while you're fighting a serious boss and you're in the middle of the rotation just focus on activating the ultimate, afterwards either continue the rotation or start from scratch. During the execute phase (around 20% health) replace the second heavy attack with about 4 to 5 Mages' Wrath, but if boss is melting quick just keep spamming Wrath (hold heavy attack while spamming Wrath).

    When frost staff tanking a single boss buff up with Boundless and Entropy, weapon swap immediately after casting the previous skill, heavy attack with the ice staff, drop Rage if it's active, Reach/Restraining (at times can be replaced with an additional lightning staff heavy for sustain), Unstable, quickly weapon swap, Liquid Lightning, one heavy attack (two if clench isn't used), activate either Entropy or Boundless, cancel the animation of the buff used with a weapon swap, one heavy attack, and repeat. If frost staff tanking multiple bosses buff up with Boundless and Entropy, weapon swap immediately after casting the previous skill, heavy attack with the ice staff each enemy, drop Rage if it's active, Blockade, quickly weapon swap, Liquid Lightning, partial heavy attack all the bosses in order to proc IA (pink smoke), activate either Surge or Boundless, cancel the animation of the buff used with a weapon swap, heavy attack all the bosses, and repeat. Can also slot in Inner Rage and forego heavy attacking with the ice staff. If using inner rage after getting agro perform the DPS oriented rotation and retake aggro after 1 rotation. Most challenging bosses to keep aggroed will be the Pact in the Blessed Crucible and the knights in the White-Gold Tower, since you need to keep 3 enemies taunted, but they can also be locked down with Restraining. During the execute phase on a single target (around 20% health) replace the second heavy attack with a partial heavy attack in order to proc IA and around 4 to 5 Mages' Wrath, but if boss is melting quick just keep spamming Wrath (hold block while spamming Wrath).

    When healing in PvE just keep all support skills and Unstable up. Heavy attack primarily with a restoration staff whenever you can. Be reactive with your heals (when someone is scratched use ward ally and top them off with some Prayers). When taking a lot of continuous damage make sure to have all buffs/debuffs up while keeping Energy Orb active in the group. At the boss use the horn ult, but only when the group has decent survivability and damage. If too many players lack survivability then use the barrier ult to make life easier (longer fight, but less risk of death). Can use barrier when dealing with trash mobs (low cost and gives back ult).

    In PvP you'll rarely be in a scenario where you can perform a PvE esque rotation with AOE unless you're performing a single target burst. When dealing with someone who doesn't walk out of AOE and they aren't applying too much pressure on you (true tank build or inexperienced player) drop Unstable, stun, weapon swap, and heavy attack around 2 to 3 times (restoration heavies gives back more resources). Rinse and repeat till they die and use ults as needed, but make sure to keep your health and shields up whenever you take significant damage (might have to keep one's distance if a dk is using a skill like draw essence). When in a high pressure situation stay on the lightning staff bar and keep hardened ward up (also Unstable when dealing with melee enemies or players that don't care about moving out of AOE) while stunning and heavy attacking hostiles make sure to keep primary buffs up, heal up, purge, and shield stack as needed. When dealing with a large amount of enemy players alongside your faction keep your distance from friendlies (avoid bombs) and try to apply time freeze, unstable, and shooting star/negate on the enemies whenever possible. Time freeze is expensive so try to complete a full heavy attack whenever you get the chance. Also keep Rapid Regeneration up on friendlies taking damage to build up ult and to keep them in the fight. If you get debuffs on you be careful not to overuse efficient purge, which is still quite costly. If not grouped up do not bother using purge on a debuffed friendly, since it will not affect them at all.

    In PvE and PvP make sure to utilize tab target to keep track of priority enemies. Use streak in PvE for mag based movement that also allows you to stun a group of enemies. Use elusive mist for mag based movement, snare removal, and damage mitigation in PvP (can also be used in stealth).

    In PvP when solo taking a resource ride your mount towards the tower, aggro the two guards at the front of the entrance, then head on inside the tower, buff up, purge, head up the stairs, kill everyone that follows especially the mage guard, kill everyone on the flag, and flip.

    Favorite Foods and Potions
    https://media.giphy.com/media/3otPoTggaYFNd1FdAI/giphy.gif
    Blue/Gold Food for PvE:
    (DPS/Healing) Mistral Banana-Bunny Hash/Melon-Baked Parmesan Pork/Solitude Salmon-Millet Soup. Increase Max Health by 5395 and Max Magicka by 4936 for 1 hour. For lowering vampirism use Double Bloody Mara, but then use blue food to min/max resources, since it only increases Max Magicka by 4620 and Max Health by 5051 for 2 hours If you're a vampire, the blood in this drink will also mildly sate you (can spam mist or drain to get back to stage 4 vampirism). This also helps when dealing with content that has a lot of fire damage (ex: Vet Bloodroot Forge).

    Purple/Gold Food for PvP and PvE:
    (PvP healer/PvE serious tank) Witchmother's Potent Brew (increases Max Magicka by 2856, Max Health by 3094, and Magicka Recovery by 315 for 2 hours. If I were wasteful with my gold I'd min-max with Clockwork Citrus Filet (increases Max Health by 3326, Health Recovery by 406 [useful if stage 1 vampire], Max Magicka by 3080, and Magicka Recovery by 338 for 2 hours).

    Trash Potions when feeling cheap:
    Regular CP150 Essence of Magicka pots that I obtain frequently from playing the game or Crown Tri-Restoration Potion obtained from dailies.

    Crafted Potions:
    Essence of Spell Critical (Bugloss, Lady's Smock, and Water Hyacinth). Without magelight this is my primary means of obtaining Major Prophecy, which increases my Spell Critical Rating. This also heals and restores magicka. Essence of Immovability (Columbine, Corn Flower, and Wormwood). I use this in PvP, since this gives me stealth detection, knockback immunity, and restores magicka (better to use it when competent allies are nearby, since it might reveal that you are surrounded by multiple players in stealth and you will not have an emergency pot available after use). Essence of Invisibility with only 2 ingredients (Blue Entoloma, Namira's Rot, Nirnroot, or Spider Egg). I use this in PvE content that requires stealth and if I need more speed I'll use Rapid Maneuver before using the potion. Essence of Invisibility with 3 ingredients (Blessed Thistle, Blue Entoloma, and Namira's Rot). Very useful in PvP alongside the vampire Dark Stalker passive, since you'll be invisible, ignore movement speed penalty while in Crouch (stage 4 vampire), and you'll have a 30% movement speed boost from Major Expedition (I always have this slotted when riding from point A to B in PvP land, since gankers are always lurking).
  • Chims
    Chims
    ✭✭✭
    I would like to see more active skills. The skills need more damage. There are a lot of downsides for being a camp it deserves to have some powerful skills. Drain needs to not have a channel or at least not lock the caster or do much more damage. It feels more like a tank spec than a Magicka DPS spec.
  • JumpmanLane
    JumpmanLane
    ✭✭✭✭✭
    TrapLord wrote: »
    I Feel that the 25% extra flame damage that the Vampires take is a bit excessive, and irrational.

    25% is so much damage, plus the low health recovery.

    I feel that Vampirism should be looked at, and the 25% flame damage should be 10-15% at most.

    25% is just not fair. Seeing as how flame staffs already deal direct damage, and light and heavy attacks scale so much better of Max Magicka, vampires take way to much damage during this Summerset patch.

    As a vampire I can confidently say that if you die to fire it's because you are literally standing in it

    Or fighting a MagDk lol.
    Witch up, lil' witches!
  • Sinolai
    Sinolai
    ✭✭✭✭
    1. Must-have-StamBlade skill line. Due to the sneak speed boost vampirism is almost mandatory for Nightblades in PvP. All nightblades should have their own passive sneak speed boost (like MagBlades have in concealed weapon) that DOESN'T stack with vampire speed boost.
    2. The only skill line with spammable ultimate generator (Invigorating Drain), (Stacks with necromancer's ulti generator). Due to this, PvE off-tanks are being pushed to become vampires. Would not like to have this removed but would like to have an alternative that is accessible to everyone (Soul Magic / Mage's Guild (Entropy morph?) / Fighter's Guild (Turn undead?) / Psijic skill (Mend Spirit?)
    Edited by Sinolai on July 8, 2019 8:38AM
  • Flubbles
    Flubbles
    ✭✭✭
    Also vamp passives need to seep into racial passives so at least 1 racial is replaced with a vamp passive so there more of a drawback for players and not feel forced for mage players to choose that route just because of passive benefits. It also makes players think twice about getting it and not feel like its mandatory for a specific build or class.
  • Chims
    Chims
    ✭✭✭
    Also vamp passives need to seep into racial passives so at least 1 racial is replaced with a vamp passive so there more of a drawback for players and not feel forced for mage players to choose that route just because of passive benefits. It also makes players think twice about getting it and not feel like its mandatory for a specific build or class.

    I think this is the wrong approach. The current drawbacks are more than enough that most people don't even run it anymore these days. There are so many mobs with flame damage and everyone is throwing dawnbreakers in PVP.

    What they should do is make the passives only activate when you are certain vamp stages. Including having stage 1 have absolutely no benefits or weaknesses. If you require 10% increased fire damage for the 10% magicka regen you will stop anyone from wanting to use it for passives only due to the fire damage.

    However, for the people who try to work the skills in (the update on PTS is a GREAT start FYI) they will still use it. My mag Necro uses all three skills occasionally in PVP and successfully but its more that i want to be a vampire than min maxing obviously. I am honestly excited about the extra 2 seconds of bats.

    Some other suggestions:

    Update The Vampire Lord Set - I really want this set to be viable but it needs more spell damage. What I think would be a cool change is a increase to not just vampire skills (although a small increase in spell damage for them would also help) is to change the set to have it provide spell damage to all spells and skills BUT only when you are stage 4. This would stop abuse of the set for non vamps as the fire damage would be in play.


  • MycroftJr
    MycroftJr
    Soul Shriven
    My only complaint is that I look ugly, especially on a Khajiit. My Khajiit's beautiful fur pattern can't be seen and his eyes look awful. I want to be able to look like a normal mortal, and I am willing to pay for that ability.
  • Celestro
    Celestro
    ✭✭
    Similar to most, the appearance of the vampire is a pretty big gripe of mine.

    Otherwise, I've always wanted more skills in the skill line similar to most others. I mean, having a whole armor set dedicated to buffing vampire skills is kind of silly when there aren't that many in the first place and the existing ones aren't exactly optimal for including in rotations for like PVE, if you could even count the use of two skills mainly as a rotation with the Ult being thrown in on occasion.
  • Perashim
    Perashim
    ✭✭✭
    Gonna post some ideas for skills I made in a different thread:

    Ultimate Change idea:

    Vampire Lord: (CRIMINAL ACT) Become a Vampire Lord, reducing the cost of all your vampire abilities by 10%/15%/20%/25% based on your stage of vampire for 15 seconds (this stacks with the cost reduction from base form vampire stages). You also gain Waterwalking while active.
    Morphs:
    Lord of Darkness: (CRIMINAL ACT) Gain a bat swarm while active, which deals ( x ) Physical Damage while enemies are within ( x ) meters of you. You can activate your ultimate again to teleport to a targeted area, dealing an extra burst of ( x ) physical damage.The sky also partially darkens within the bat swarm.
    Royal Bloodline: (CRIMINAL ACT) Increases the duration to 20 seconds and increases your vampiric abilities effectiveness by 5%/10%/15%/20% based on your Vampire Stage. You also get a cape and a crown while in your Vampire Lord form. Lucky you!


    Possible new skill ideas:

    Reign of Terror: Stuns Target (Silences players) and inflicts Minor Defile.
    Morphs:
    Sovereign of Fear: Targets short area around player instead of one target.
    Mortal Terror: Inflicts Major Defile and Major Breach on target

    Vampiric Strength: Increase Weapon Damage and Spell Penetration for ( x ) seconds while active.
    Morphs:
    Eternal Power: Increase Magicka/Stamina Recovery (whichever is higher) while active).
    Undying Might: Increases the duration.

    Embrace of Shadows: Gain Invisibility and Minor Expedition for ( x ) seconds.
    Morphs:
    Champion of the Night: Increases duration of all other vampire abilities while this is slotted during the night
    Creature of Shadows: Increases duration and gain increased Health Recovery while active.

    Vampire's Servant: (CRIMINAL ACT) Raises a zombie to attack your enemies, dealing ( x ) Physical Damage for ( x ) seconds.
    Morphs:
    Vampire Spawn: (CRIMINAL ACT) Raises a blood fiend instead for ( x ) seconds. Bloodfiend teleports to target and deals increased damage.
    Dreadful Servant: (CRIMINAL ACT) Raise a frostbitten zombie instead for ( x ) seconds. Inflicts Frost damage and slows target.

    Vampiric Grasp: Deals ( x ) Magic Damage over ( x ) seconds. Increased damage if target is stunned.
    Morphs:
    Bloody Grasp: Deals Physical Damage instead, and increases health recovery while the DoT is active too.
    Relentless Grasp: Extends the duration when applied to a stunned target.

    What do you guys think?
    Edited by Perashim on August 19, 2019 9:38PM
  • CynicK
    CynicK
    ✭✭
    I had hate for vampires since oblivion but this is a different game and turning two of my characters into vampires is the best decision I have made, the nightblade is awesome at stealth and the sorc well the drain is his new cc and if i do not want fire damage just feed them to stage one and that is it, I found very easy to control the stage of vampirism they are in, something I thought would be very difficult but the 6h of real playtime turns out to be a lot.
    The only thing I do not like is that the khajit was orange, like my brother's cat, and now he is white, even more in stage four. The breton has even improved a little bit but the only way to fix him is passing by character creation.
    I think of having turned another char into vampire for the stealth speed but he is too handsome to become a vampire he can turn into a ww though.
    It was very easy to turn them into vampires with random encounter, I did my homework though.
  • JumpmanLane
    JumpmanLane
    ✭✭✭✭✭
    Bring THIS back!

    Witch up, lil' witches!
  • Perashim
    Perashim
    ✭✭✭
    Bring THIS back!


    Now THAT is a Master Vampire!
  • kaithuzar
    kaithuzar
    ✭✭✭✭✭
    I find it really annoying ZOS chooses to fix things like mountain speed bug which has been broken for all of two weeks over vampires taking like 60% extra siege damage for months.
    Member of:
    Fantasia - osh kosh b-josh
    Just Chill - Crown's house
    GoldCloaks - Durruthy test server penga
    Small Meme Guild - Mano's house

    Former member of:
    Legend - Siffer fan boy club
    TKO (tamriel knight's order) - free bks
    Deviance - Leonard's senche tiger
    Purple - hamNchz is my hero
    Eight Divines - myrlifax stop playing final fantasy
    WKB (we kill bosses) - turd where you go?
    Arcance Council - Klytz Kommander
    World Boss - Mike & Chewy gone EP
    M12 (majestic twelve) - cult of the loli zerg
  • Vermintide
    Vermintide
    ✭✭✭
    My vampire wears a hood and mask during the day. I use the hide helmet toggle at night or inside a dungeon. Because it's the only time he can show his face. A once dashingly handsome Dummer still wearing the circlet of an Ebonheart Pact lieutenant, clearly corrupted and devoured by dark forces and his own desire for arcane power. I like that it's visible :) It suits some characters better than others though I guess.

    Gameplay wise I feel like vampire soooort of has the right idea in terms of risk/reward (for PVP), although in practice it's too all or nothing. I'm very careful of DKs and Templars most of the time because I know I'm a free kill if they pin me- but other classes it makes zero difference and I basically just get free passives. I feel like it should be a bit more even- I should have to adapt my vampiric playstyle for every fight, not just occasionally realise "Oh *** it's a DK, nope" and then flame lash flame lash flame lash dead.
    Edited by Vermintide on August 18, 2019 8:57AM
  • chuckythexii
    easily the most consistent criticism is how ugly they are, plz fix or give toggle or both.

    I think undeath needs to be halved to a flat 15% reduction at all times this is because large damage hits basically negate its existence since it wont apply any reduction. I think this is why so many people complain about things like fire damage and Meridia Ult. If I have 20k total health and take 10k damage my remaining health will then be effectively 13.3k, however if I had not been at full health (say 12k) and took the same 10k hit my effective health would be 2600.

    I think that the Bonus against undead that Meridia and flame damage gets compound this problem because its easy to get high damage with them against vampires, If Undeath was changed the other way around it would be still be powerful but the fire and undead damage and lack of regen would still be more powerful as a counter. This would leave Vampires as still powerful but only in the right situation, which is exactly how I think they and Werewolves ought to be so that not everyone is either one or the other.
  • FoulSnowpaw
    FoulSnowpaw
    ✭✭✭
    1. Mist Form is a troll ability just like Bolt Escape. Remove and replace with something better.
    ZOS reduced the cost of Mist Form in recent patches so people can troll with it more.
    Stacks with Undeath Passive which is by base, already over powered.

    2. Vampirism mag/stam/damage reduction passives are becoming the meta rather than choice, and that breaks the game with at least 90% of the playerbase being vampires purely because it's a must have power boost. WW got nerfed with recent patch and no one plays it for any serious game content.
    Flame damage does not near make up for the undeath passive which reduces damage by up to 33% when below 50% health, which is undeniably a good offhand passive that stacks with all other skill tree passives simultaneously unlike WW. Execute almost never works as they should because there are no Flame Executes only Poison, Physical, Shock.
  • Elwarc
    Elwarc
    ✭✭
    First off, don't change vampire looks. It ruins it for people who actually like to be a vampire, make their char vampire themed.
    Rather give the people who don't want it an option to hide that.

    About the 25% extra fire damage, remember when it was 50%, it already has seen a big nerf. Doesn't need to be nerfed down any further. If I have trouble with a boss, I reduce my stage but otherwise not.

    What vampirism really needs is a complete rework of how it feels. You become a vampire, you rarely have to feed cuz you want to keep your bonuses. They should be earned by doing something, not by just waiting or spamming mist for 5 minutes to up your stage.
    I think it should be the other way around, a vampire should become more powerful if he feeds, give us a reason to go around and drain peoples blood, cuz atm we have none.
    Especially if you look at the questline with the vampires in eastmarch "The better of two evils".One of the NPCs states that he becomes more powerful as he feeds, but we don't, we lose our advantage if we do. Give us more reason to be on certain vampire stages in certain situations.
    We have chosen to take this curse, so we should have advantages and disadvantages, and not just a bit more fire weakness. It is called a curse for a reason.
    Being a vampire basically just turns you into a very pale version with more regen, who can sneak fast and is a bit more harder to kill, unless fire. It is just as bland and boring as it was in skyrim.
    Werewolves for example get totally different gameplay when they transform, why can't we vampires get that
    There are some great skyrim mods out there for vampirism gameplay like sanctosanct or vampire thirst that totally change the way of how vampirism feels.
    And yes I know, they can't implement it all the same, but there is some cool stuff to take inspiration from and rethink the whole thing.

    The 2nd major pain point is that vampirism skills are mostly useless in PvE and there are too little. Give us a couple of good damage options for dds, maybe a crowd control skill or keep that mist for the tanks, give us a group heal that healers can use, or an optional burst heal. Something that drains the life of your foes and you can use to heal the group or just a single member. Give us skills that give us a good reason to become vampires.
    Combine that with some more drawbacks, more than just fire damage and some different advantages, and vampirism will become something people actually to have to think about if they want to or not.
    90% of tamriels population wouldn't be vampires if it was just shiny little advantages and like no drawback, and 90% of tamriels population being vampires makes no sense either.

    A few minor points that annoy me.
    ...no one ever acknowledges you are a vampire
    ...your own char doesn't acknowledge he/she is a vampire
    ...quests that require vampire things like "The better of 2 evils" should allow you to use your own blood instead of having to get it from someone else. Give us a bit more RP
    ...vampire skills being used in town should give you a bounty, just like necro skills ( being a werwolves in town should do the same)
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