starkerealm wrote: »
Again, this is all incorrect. Skyrim received a DLC focusing on vampirism because the team at Bethesda chose to develop a DLC focused on Vampirism. They did not look at it and say, "well, this is boring, let's spice it up." In fact, Dawnguard nerfs several aspects of Vampirism from "vanilla" Skyrim.
starkerealm wrote: »Every time you say this, it's like, "hey, they should add blood potions!" and I'm sitting here going, "I can literally craft those, right now, in ESO. It costs me a Daedra Heart per 4, and some provisioning mats I really don't care about, and that's about as expensive as it gets." And then you, "but, they should add them!" It's already in the game.
starkerealm wrote: »I don't think you fully understand this. It's entirely possible to enter a fight in Stage 1, and hit Stage 3 or 4 before the fight is over if you're using your Vampire active abilities with any regularity. In fact I've had runs of vAS where I went from Stage 2 to 4 in a single encounter.
starkerealm wrote: »Yeah, I'd recommend you play some group content, before you start going out there and saying, "yeah, I know how it is." It's not like it's a deal breaker, but it's becoming more apparent over time, that you really haven't experienced what this game has to offer, and as a result, don't really have a complete picture of how the game is designed and balanced.
L0rdV1ct0r wrote: »starkerealm wrote: »
Again, this is all incorrect. Skyrim received a DLC focusing on vampirism because the team at Bethesda chose to develop a DLC focused on Vampirism. They did not look at it and say, "well, this is boring, let's spice it up." In fact, Dawnguard nerfs several aspects of Vampirism from "vanilla" Skyrim.
No, doesn't nerf. In fact, buffs. For example, weakness for fire is reduced on stage 4 from 100% to 50%. And the hatred is removed.
L0rdV1ct0r wrote: »Not mention, there are no vampire quests/clans that the player can enter in the game. To mention another game
+20 to every attribute except Intelligence
+30 to Climbing, Critical Strike, Hand-to-Hand, Jumping, Running, and Stealth
Levitation, Calm Humanoid, and Charm Mortal spells
Immunities to paralysis, disease, and weapons made from iron and steel.
https://en.uesp.net/wiki/Daggerfall:Vampirism
And there are 9 clans to join. Each one with unique abilities. With this perks, you can massacre an entire city and most guards will not have an weapon capable of defeating you. On Morrowind, you have only resist normal weapons. But an vampire with Marara's Ring can reach 90% normal weapon resistance. And with Marara's Ring + Necromancer's Amulet can become immune to normal weapons. Not mentioning, to be able to get artifacts such as Eltonbrand, Spell Breaker and the Darksun Shield, you need to play as a vampire
L0rdV1ct0r wrote: »Dawnguard made vampires great again and ESO needs to make vampires great again..
L0rdV1ct0r wrote: »starkerealm wrote: »Every time you say this, it's like, "hey, they should add blood potions!" and I'm sitting here going, "I can literally craft those, right now, in ESO. It costs me a Daedra Heart per 4, and some provisioning mats I really don't care about, and that's about as expensive as it gets." And then you, "but, they should add them!" It's already in the game.
Do this potions reduce your vampirism stage?
starkerealm wrote: »We're just ignoring that there's already a drink, in game, which reduces your current stage? Yes? No? Okay, whatever, moving on.
L0rdV1ct0r wrote: »starkerealm wrote: »I don't think you fully understand this. It's entirely possible to enter a fight in Stage 1, and hit Stage 3 or 4 before the fight is over if you're using your Vampire active abilities with any regularity. In fact I've had runs of vAS where I went from Stage 2 to 4 in a single encounter.
And the potions that i've suggested exist by a reason. Lower your vampirism stage. But be able to use vampiric abilities without any consequence is just silly.
L0rdV1ct0r wrote: »starkerealm wrote: »Yeah, I'd recommend you play some group content, before you start going out there and saying, "yeah, I know how it is." It's not like it's a deal breaker, but it's becoming more apparent over time, that you really haven't experienced what this game has to offer, and as a result, don't really have a complete picture of how the game is designed and balanced.
Same with you. Play previous games as an vampire an see how lackluster vampirism is in ESO. ESO evolved a lot in many aspects. At first, i hated ESO, now i like. There are a lot of cool stuff to do.
L0rdV1ct0r wrote: »If you need to lower your vampire stage to fight in sunlight, is a price to pay to get more power. Don't like? Get a cure.
I agree that some things that exists previous games should't exist in a MMO. Like Morrowind alchemy, enchanting and spellmaking. But an sun damage that can easily be avoided with certain items, what is the problem??
L0rdV1ct0r wrote: »Go in a dungeon...
ZaroktheImmortal wrote: »On the subject of vampires and sun damage I think in there were previous games where you could avoid damage but I think it was based on feeding and vampire stage in an MMO sunlight damage would be more of a pain than anything and I know I wouldn't even bother playing as one if they did that. In a single player game it's more manageable.
Morgha_Kul wrote: »Now a vampire (and before that a werewolf), I found that I did not notice any real difference in my gameplay. Indeed, more for my own amusement than anything, I have even been working up some new skill lines and effects to better represent these so-called curses.
Both should be very powerful, but that power should have a great cost.
ZaroktheImmortal wrote: »Oh yeah part about the morrowind ones. All you could do in that as a vampire were some quest line for whatever vampire clan you were turned from and if I remember right anyone else would attack you and you couldn't do any other quests aside from the vampire clan ones. There were mods to fix this but as the game was as it came being a vampire was pretty pointless.
starkerealm wrote: »Morgha_Kul wrote: »Now a vampire (and before that a werewolf), I found that I did not notice any real difference in my gameplay. Indeed, more for my own amusement than anything, I have even been working up some new skill lines and effects to better represent these so-called curses.
Both should be very powerful, but that power should have a great cost.
The Werewolf thing is kinda on you. If you don't use it, you're just a werewolf in name only. Slot the ultimate, use it, and it is a very different playstyle.
Because ESO's an MMO, so gaining, and losing, these statuses have long term consequences, it wouldn't be fair to the player to lock them in. Particularly given that at any given patch, you could be forced to abandon one, if it was significantly altered.
So, that said, Werewolf is a really cool playstyle, if you engage with it. It's a very expensive ultimate, with some serious limitations. If you just pick up the skill line, use it once or twice, and don't pay attention to it, or use it often, it's kinda lackluster, but if you put the time into it to learn what you're doing, it's unique.
starkerealm wrote: »ZaroktheImmortal wrote: »Oh yeah part about the morrowind ones. All you could do in that as a vampire were some quest line for whatever vampire clan you were turned from and if I remember right anyone else would attack you and you couldn't do any other quests aside from the vampire clan ones. There were mods to fix this but as the game was as it came being a vampire was pretty pointless.
Technically, that wasn't a bug. It was the product of the systems combining together. Whether that was intentional or not is a little more debatable, but based on dialog in the game, I'm inclined to believe that this was semi-intentional. That said, it was also unplayable, so no shame directed at the modders who worked around it.
starkerealm wrote: »If the goal is to have an interesting to play system, of costs and benefits, it is at the detriment of player experience. It loses most of the penalties that made them interesting and distinct play experience.
starkerealm wrote: »[
here. The vampires in Daggerfall were almost playable (though, the same can basically be said of Daggerfall in general.) The ones in Morrowind were not
starkerealm wrote: »[
In point of fact, there are, already, consequences. P
starkerealm wrote: »It becomes a problem when you're "improving" things by breaking existing content.
starkerealm wrote: »Also, not sure if you knew this or not, but you can't feed on people in Morrowind. It's not an option. You, ironically, can do more as a vampire in Oblivion and Skyrim (even without Dawnguard installed.)
L0rdV1ct0r wrote: »starkerealm wrote: »If the goal is to have an interesting to play system, of costs and benefits, it is at the detriment of player experience. It loses most of the penalties that made them interesting and distinct play experience.
And vampirism impacting in almost nothing is an interesting and discinct play experience? See @Morgha_Kul awnser. He noticied almost no difference between the two curses. Become an undead or an feral beast has a lot of consequences in any fantasy literature, movie and game that i've played, except eso.
L0rdV1ct0r wrote: »starkerealm wrote: »[
here. The vampires in Daggerfall were almost playable (though, the same can basically be said of Daggerfall in general.) The ones in Morrowind were not
They are not playable not because the sun damage or massive weakness to fire. Is just that Morrowind lacks the skill to "disguises" or dominate. Vampire Embrace mod fixed it.
Also, i an not suggesting morrowind vampirism. I know that it will not work in a mmo. My suggestion is an hybrid between Oblivion and Skyrim vampirism.
L0rdV1ct0r wrote: »starkerealm wrote: »In point of fact, there are, already, consequences. P
There are little to no consequences. If you wanna use a lot of vampire abilities, it should increase your bloodlust and it should have drawbacksstarkerealm wrote: »It becomes a problem when you're "improving" things by breaking existing content.
Yes, people using an potion to reduce his vampirism when they are exposed to sun is game breaking /sarcasm
L0rdV1ct0r wrote: »starkerealm wrote: »Also, not sure if you knew this or not, but you can't feed on people in Morrowind. It's not an option. You, ironically, can do more as a vampire in Oblivion and Skyrim (even without Dawnguard installed.)
Feed as an animation is not exactly implemented on earlier games, but you get drain health spell that "simulates" feeding
"The simplest way to survive as a vampire is to complete clan quests and feed on cattle." https://en.uesp.net/wiki/Morrowind:Vampires
Morgha_Kul wrote: »starkerealm wrote: »Morgha_Kul wrote: »Now a vampire (and before that a werewolf), I found that I did not notice any real difference in my gameplay. Indeed, more for my own amusement than anything, I have even been working up some new skill lines and effects to better represent these so-called curses.
Both should be very powerful, but that power should have a great cost.
The Werewolf thing is kinda on you. If you don't use it, you're just a werewolf in name only. Slot the ultimate, use it, and it is a very different playstyle.
Because ESO's an MMO, so gaining, and losing, these statuses have long term consequences, it wouldn't be fair to the player to lock them in. Particularly given that at any given patch, you could be forced to abandon one, if it was significantly altered.
So, that said, Werewolf is a really cool playstyle, if you engage with it. It's a very expensive ultimate, with some serious limitations. If you just pick up the skill line, use it once or twice, and don't pay attention to it, or use it often, it's kinda lackluster, but if you put the time into it to learn what you're doing, it's unique.
My point was that it might as well not even be there, for all that it affected me to be so "cursed." For these things to be considered curses, there needs to be some kind of undesirable consequence to being in that state. A werewolf should not be in full control of the beast within. There needs to be some risk that it will go out of control, and potentially put you in harm's way (perhaps from guards, when you go berserk devouring innocents, or what have you). The same is true of Vampirism. My face looks different, and I have a new power to drain life from foes... but that's about it.
Do you have any idea how annoying it would be to play eso and have the daylight always burning you?
They would have to balance it out with probably op powers to even make people want to be a vampire. Would be great for rp purposes but terrible for practical game play in an mmo.
VaranisArano wrote: »What's the point of being a vampire lord if you can use the form for at most 2 hours out of every 6?
(...)
*Logs on wanting to play Vampire Lord
starkerealm wrote: »Vampirism directly impacts Stam DPS, Mag DPS, Healers, and Tanks. Also affects PvP in a number of crunchy, and splattery ways. So, yeah, "it does stuff.
[
starkerealm wrote: »I seriously hope that both the Vampire and Werewolf skill lines are flagged as justice violations when the Necromancers go live. That's something which has been missing from the game since the justice system was first added.
[
starkerealm wrote: »In point of fact, there were ways around this in TES3, involving abuse of the alchemy or spellcrafting systems.
[
starkerealm wrote: »balance these systems against a player who cannot pause the game, or restore an old save point. How much would it suck if Werewolves randomly lost control of their urges, and also had a perminent kill on sight bounty system.
[
L0rdV1ct0r wrote: »Do you have any idea how annoying it would be to play eso and have the daylight always burning you?
They would have to balance it out with probably op powers to even make people want to be a vampire. Would be great for rp purposes but terrible for practical game play in an mmo.
Do you have any idea how annoying it wold be to post an topic and everyone don't read and assumes that i an advocating for 24/7 sun light burn?
Sun damage only in certain circulations. Already explained in what situations many times.
L0rdV1ct0r wrote: »On Some SP games the same happens. I lost 50k souls on Dark Souls 2 - Iron Keep. If you kill logan on DkS 1 as a sorc, too bad. Lost an guy that sells amazing spells. About losing control, should be when damaged. Not completely random. Don't wanna that risk? Don't play as werewolf.
starkerealm wrote: »Morgha_Kul wrote: »starkerealm wrote: »Morgha_Kul wrote: »Now a vampire (and before that a werewolf), I found that I did not notice any real difference in my gameplay. Indeed, more for my own amusement than anything, I have even been working up some new skill lines and effects to better represent these so-called curses.
Both should be very powerful, but that power should have a great cost.
The Werewolf thing is kinda on you. If you don't use it, you're just a werewolf in name only. Slot the ultimate, use it, and it is a very different playstyle.
Because ESO's an MMO, so gaining, and losing, these statuses have long term consequences, it wouldn't be fair to the player to lock them in. Particularly given that at any given patch, you could be forced to abandon one, if it was significantly altered.
So, that said, Werewolf is a really cool playstyle, if you engage with it. It's a very expensive ultimate, with some serious limitations. If you just pick up the skill line, use it once or twice, and don't pay attention to it, or use it often, it's kinda lackluster, but if you put the time into it to learn what you're doing, it's unique.
My point was that it might as well not even be there, for all that it affected me to be so "cursed." For these things to be considered curses, there needs to be some kind of undesirable consequence to being in that state. A werewolf should not be in full control of the beast within. There needs to be some risk that it will go out of control, and potentially put you in harm's way (perhaps from guards, when you go berserk devouring innocents, or what have you). The same is true of Vampirism. My face looks different, and I have a new power to drain life from foes... but that's about it.
The problem is, in an MMO, you need to balance these systems against a player who cannot pause the game, or restore an old save point. How much would it suck if Werewolves randomly lost control of their urges, and also had a perminent kill on sight bounty system. Then, you had to get up because your kid just injured themselves, and while you were away, your werewolf lost control of their transform, and incurred a permanent bounty, irrevocably losing access to NPC services?
Made worse if you added a permadeath element, which some MMOs tried. "Sorry, Morgha_Kul Jr, I see you're bleeding, but I've got to log out first?" Yeak. No.
L0rdV1ct0r wrote: »VaranisArano wrote: »What's the point of being a vampire lord if you can use the form for at most 2 hours out of every 6?
(...)
*Logs on wanting to play Vampire Lord
Look to ultimates. You can use then in a minority of the time. I can use the same argument "what is the point of be able to summon an storm atronach if you can only maintain storm atronach for an fraction of time"?
You can assume the form. You will just take sun damage. Taking 800 damage per sec means that if you use dark exchange, you can maintain yourself as a vampire lord for a relative long time.
Morgha_Kul wrote: »Being a vampire (or werewolf) is SUPPOSED to be a curse.
Morgha_Kul wrote: »As far as having something unfortunate happen in the game while you're afk doing something else important (such as attending to the kids, or just taking a bio break)... that HAPPENS already. My new Templar character, who had NEVER been defeated by anything, a point of some pride on my part, was defeated while in the Halls of the Dead while I was in the bathroom, because someone decided to draw a fight right to where I'd safely stopped the character. It was frustrating... but it's a game, and I got on with it.
Again, a curse that has no negative effect is not a curse. There needs to be something.
L0rdV1ct0r wrote: »I an a huge elder scrolls fan. My first game was Oblivion but i've played Morrowind for over 450 hours and honestly, one think that i don't like on most recent games like Skyrim is the lack of consequences, the attributes are too simple. For ESO, i understand that an mmo can't have people using boots of blinding speed, casting damage attribute and levitation for eg since it will break the game balance but i believe that if you become an vampire, you need to deal with downsides On Daggerfall, you have an incredible high sun damage and will be considered "dead", so you gonna lose lose a lot of guild progression ranks but will gain immunity to any iron/steel weapon. On Morrowind, you will be shunned and take sun damage. On Oblivion, on first stage you will take no damage but in second, third and foth(first game to have vampire stages), will take gradually more sun damage. On Skyrim, sun only makes you weaker. Sure, you can argue that since you are in an very cold place, the sunshine is weaker than for example in Hammerfell desert.
But in ESO, you can be an pale nordic with max advanced vampirism walking during midday, in middle of Hammerfell desert and suffer nothing. So, i wold suggest, an new type of skill tree that can be get once maximized vampire skill line. The vampire lord. Similar to vampire lord for Skyrim
Vampire lord will be a transformation like werewolf. And the maximizing it, should give +50% health, 500 damage/second(and zero regen while exposed to sun) while exposed to sun, 80% weakness to fire, 4000 weapon damage and spell damage, but will be attacked by all npc's on sight and most of his skills will cost partially health. Some suggestions :
- Blood bolt - Deals X damage, costs A magicka and B vitallity, can be morphed into blood spear that costs more health but deals much more damage or blood arrow that has increased range and lower cost
- Summon gargoyle - Costs X health, can be morphed to costs stamina or to heal the caster when the gargoyle deals damage
- Enslave - Costs magicka/stamina, can be used to take control over enemy for a time(pve) or paralize the enemy(pvp), can be morphed to increase duration or reduce the cost
Ultimate :
- Blood boil - Remember the highest thaumaturgy "discipline" from vtmb"? That is it. Make the target's blood boils and deals an incredible amount of damage. If the target dies, his blood will damage nearby enemies.
So, will be a new skill line, requiring much more investment and situational. Will only be useful during the night or dungeons. It will be an completely optional transformation.
Any opinions??
Whyd i never think of that? Why dont player Vampires take damage, no matter how small, or even a healing debuff from being in direct sunlight? It reminds me of the Vampire in the sulfur pools of Eastmarch. "The sun hurts me more than you know!"
Make the sun hurt the player.