Uh, wouldn't the caveat be that vampires can't be dawnguard/new hunter group?
MLGProPlayer wrote: »Uh, wouldn't the caveat be that vampires can't be dawnguard/new hunter group?
ZOS doesn't like restrictions on that kind of stuff (see necromancer implementation). But it would be cool if they did it that way (maybe you can help the Dawnguard if your character is a vampire, but not join them).
Vampires and Werewolves shouldve been uncommon players from the start, a playstyle choice that you really had to want, and were willing to sacrifice something valuable in order to be. Sunlight damage wouldve been a great factor, forcing players to either only play during night cycles, or constantly heal, or at the very least have a perma Major Defile debuff during daytime hours. These are curses, they should have been treated as such.
Vampires and Werewolves shouldve been uncommon players from the start, a playstyle choice that you really had to want, and were willing to sacrifice something valuable in order to be. Sunlight damage wouldve been a great factor, forcing players to either only play during night cycles, or constantly heal, or at the very least have a perma Major Defile debuff during daytime hours. These are curses, they should have been treated as such.
Vampires and Werewolves shouldve been uncommon players from the start, a playstyle choice that you really had to want, and were willing to sacrifice something valuable in order to be. Sunlight damage wouldve been a great factor, forcing players to either only play during night cycles, or constantly heal, or at the very least have a perma Major Defile debuff during daytime hours. These are curses, they should have been treated as such.
because 50% vitality regen reduction and 50% more fire damage taken is not enough?
Go in pvp and tell me how many people are not playing with fire staff (spoiler : a few).
Beside yeah they get strong passives (+10% regen, damage reduction), but if you get one shot? maeeeeh...
MLGProPlayer wrote: »90% of Tamriel's denizens are vampires at the end of the Second Era because they get a free resource regen passive.
MLGProPlayer wrote: »90% of Tamriel's denizens are vampires at the end of the Second Era because they get a free resource regen passive.
I think ZO's "clever plan" was to make vampirism essentially necessary for this reason, and also vampires too ugly for most players to bear. Requiring them to buy an endless stream of skins from the crown store to hide their ugliness. Which also make the game look un-Elder Scrolls like.
Since vampires are getting a full skill line in the rework I wouldn't be surprised if their general magicka / stamina regen passive gets replaced with one which just reduces the cost of vampire abilities.
Vampires and Werewolves shouldve been uncommon players from the start, a playstyle choice that you really had to want, and were willing to sacrifice something valuable in order to be. Sunlight damage wouldve been a great factor, forcing players to either only play during night cycles, or constantly heal, or at the very least have a perma Major Defile debuff during daytime hours. These are curses, they should have been treated as such.
because 50% vitality regen reduction and 50% more fire damage taken is not enough?
Go in pvp and tell me how many people are not playing with fire staff (spoiler : a few).
Beside yeah they get strong passives (+10% regen, damage reduction), but if you get one shot? maeeeeh...
MLGProPlayer wrote: »It'll be interesting to see what they do with this skill line.
MLGProPlayer wrote: »There is incentive to make it OP (even more than it is already) in order to sell the expansion. But that could literally push the game's vampire population to 100%. Maybe they'll finally introduce a "mortal" skin.