Regarding Vampire:
The changes to vampire are extensive, as advertised, but not user-oriented. You don't need a lot of research to see that the majority of your player-base utilise vampire in conjunction with other elements of their avatar. This iteration pushes vampire dangerously close to a role-play / niche-play, only, element. If this is the intention, then I'd say you haven't gone far enough, but if it's not the intention, then these changes will alienate the majority of your users.
Recommendation: weave the increased costs between vampire & non-vampire skills, i.e.: after casting a vampire skill, the cost-increase for non-vampire skills are nullified for 2 seconds (just an example).
You actually have a good idea, but instead of weaving the costs into the abilities why not have it so that slotting a vampire skill increases non-vampiric skill costs? If you want to play as a vampire for the passives you get hit with the health recovery and flame damage debuff, but if you play for the active skills it hits sustain of non-vampire stuff. Combine the two and you get the intended effect ZOS has originally planned.
Could you agree that at least the *option* to have wings would be beneficial? Like if Perfect Scion remained like the base form and didn't give wings, yet Swarming Scion gave wings? That way both people that like the wings and that dislike the wings can be happy?
It is just my personal opinion that the wings always looked like crap. I hated them in Skyrim and I'm personally glad they took them off here. This is entirely subjective, though, and I do not think my opinion is more important than anyone else's. Just wanted it voiced that not everyone likes chicken wings on their kick butt vampire lord
Transforming into and out of the blood scion interrupts the natural flow of combat and 20 seconds really feels awfully short, and holding a staff in the models hands just looks funny. i'd almost rather it disappear and shoot inferno blasts from the hands while weaving arterial burst.
Yes, though the skill line was different, so other than the ultimate, there was no equitable comparison. I had max ranks in the original drain skill and its morphs, only to be replaced with the new melee ability which I will never use. The new drain had no ranks at all, but is still equally worthless.ZOS_GinaBruno wrote: »This is the official feedback thread for the Vampire and Werewolf changes. Specific feedback that the team is looking for includes the following:
- Vampire
- If you played with a copied character, did your existing skill line XP progress transfer properly?
It was okay, but I didn't much care for the automatic "insta-death" of the mobs, simply because I used a single ability once, and the infinitely respawning mobs made the entire concept of lurking scavengers meaningless.Did you enjoy the questline/tutorial? Did you find it sufficiently taught you how to use the abilities?
No. Using an ability that no one could possibly know I used (the buff which increases damage at the cost of health) should not be criminal. It's not like I broadcast to the public: "Hey everybody! I'm spending health so I can do more damage... that I won't be able to do because the guards are immortal..."[*] Did you find the justice gameplay fun and intuitive?
What does this question even mean?[*] Do you feel the idea of being a vampire feels reinforced in the game world?
No.[*] Does the skill line feel up to date with the current modern game?
No.[*] Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
*Blinks*[*] Does the new direction feel faithful to the lore?
Now this change was better. Only beef I have with it is one of the animations, where your character spits out some blood after biting the NPC. It isn't moonshine, it's blood. That stuff is LIFE to us, not some bad tasting brew.[*] How does feeding feel overall?
Yes, though the skill line was different, so other than the ultimate, there was no equitable comparison. I had max ranks in the original drain skill and its morphs, only to be replaced with the new melee ability which I will never use. The new drain had no ranks at all, but is still equally worthless.ZOS_GinaBruno wrote: »This is the official feedback thread for the Vampire and Werewolf changes. Specific feedback that the team is looking for includes the following:
- Vampire
- If you played with a copied character, did your existing skill line XP progress transfer properly?
It was okay, but I didn't much care for the automatic "insta-death" of the mobs, simply because I used a single ability once, and the infinitely respawning mobs made the entire concept of lurking scavengers meaningless.Did you enjoy the questline/tutorial? Did you find it sufficiently taught you how to use the abilities?No. Using an ability that no one could possibly know I used (the buff which increases damage at the cost of health) should not be criminal. It's not like I broadcast to the public: "Hey everybody! I'm spending health so I can do more damage... that I won't be able to do because the guards are immortal..."[*] Did you find the justice gameplay fun and intuitive?What does this question even mean?[*] Do you feel the idea of being a vampire feels reinforced in the game world?No.[*] Does the skill line feel up to date with the current modern game?
In the trailer we see a vampire transform into bats and fly away. Where is my: "flock of bats" travel form? Any reason why this can't be a thing? Just make it a mount, and voila.
Additionally, why is there no equivalent skill to attack at range? What if I don't want to be melee?
Lastly, since when do vampires arbitrarily become worse at magick, just because they're stronger?
Um... yeah, no.No.[*] Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
Tank? With what? Mist form? Yeah, no.
Heal? Uh... myself maybe, and only because I have to now since apparently I can't be healed by anyone else while I have my self-buff on...
DPS? Sure, if I want to settle for melee. Ranged? Forget it. The arbitrary non-vamp skill cost renders that option impossible without severely gimping myself.*Blinks*[*] Does the new direction feel faithful to the lore?
Do you even Elder Scrolls lore bro?
This entire shift in vampires is an abysmal, atrocious, fan-boi service retcon that makes me want to vomit.
But, I get it. Gotta change things to suit the largest percentage of complainers.Now this change was better. Only beef I have with it is one of the animations, where your character spits out some blood after biting the NPC. It isn't moonshine, it's blood. That stuff is LIFE to us, not some bad tasting brew.[*] How does feeding feel overall?
All in all, I like the extra skill development, but the changes to the lore, stages, and pigeonholed ability limits make my beloved vampire decidedly and definitively non-competitive, as well as far less entertaining than his current live-server counterpart.
I will likely keep vampirism anyway, but only for nostalgia, and since vampirism has always been my jam since Morrowind and Oblivion, I will be unwilling to make any further investment into zenimax if these changes persist.
It's been a good couple years, but this is not my first rodeo. So far, the MMO gaming industry is 0-for-5 with bad development/management decisions, ranging from MxO, to SWG, to DDO, to SWTOR, to WoW, and it looks as if ESO is following suit.
History is the greatest teacher, and in 20 years, people still don't learn.
For Vampire:
The new FX is brilliant, my only complaint is the aoe morph of Hypnosis, its a bit overcooked, I get a little dazed myself watching the spiraling blooms of purple and crimson cover the screen. Eviscerate and Blood Frenzy are powerful additions, they look and feel good to use but I would like Eviscerate to scale off of your highest offensive stat like Soul Trap. If we're going to add weapon damage to the passives and Blood Frenzy the spammable should be accessible to stam builds otherwise they have little reason to be a vampire and stamina vampires are both in lore and in game. The ultimate feels a bit weak as others have said, particularly the Perfect Scion. Its too short a duration and too much dead time transforming for too little of an effect. Perhaps make Perfect Scion the stamina morph and use the poisonous claws from Skyrim: while transformed your light and heavy attacks leave a poison dot on enemies for x damage.
For Werewolf:
Great job with the skill updates, its almost universally better. Pack Leader morph feels useful again particularly in solo play.
Like others said pounce/carnage doesn't really work as a combo and should depend on the range of the enemy. The skills are clunky individually and a mess to use together, greatly slowing down dps. Also Hircine's Bounty/Rage should trigger on over heal or a smaller threshold - you're almost never at 100% health in pvp or pve. I did notice a bug with Call of the Pack not applying after a period of time and the roar that increases your heavy attack speed doesn't apply to your first heavy attack - it also seems out of place? Likely it was designed to interface with the light/heavy change, it doesn't synergise with the werewolf's current rotation.
ZOS_GinaBruno wrote: »[*] Do you have any other general feedback?
Do you have any other general feedback?
Do you have any other general feedback?
I would like to point out once again that I think the Major Brutality and Major Savagery you get from slotting Hircine´s Bounty and Roar should only benefit people who are transformed in werewolf form. If werewolfs can´t slot "non-werewolf" abilites and benefit from their passive while transformed, I don´t find it fair that someone who isn´t transformed into a werewolf should be able to benefit from the passive brutality and savagery for having werewolf ability slotted.
GrumpyDuckling wrote: »Do you have any other general feedback?
I would like to point out once again that I think the Major Brutality and Major Savagery you get from slotting Hircine´s Bounty and Roar should only benefit people who are transformed in werewolf form. If werewolfs can´t slot "non-werewolf" abilites and benefit from their passive while transformed, I don´t find it fair that someone who isn´t transformed into a werewolf should be able to benefit from the passive brutality and savagery for having werewolf ability slotted.
I would like to point out that this argument about "fair[ness]" is inaccurate and irrelevant.
All classes and builds have either better skills that grant Major Brutality or access to weapon skill lines that grant them. For those who wish to gain Major Brutality by slotting Hircine's Bounty, the cost of consuming a skill slot is more than enough to warrant that (and a choice one should be able to make if they want to play specific builds, such as a pure archer, for example). Werewolf form also benefits from the passive Major Brutality granted by Hircine's Bounty more than human form because the Savage Strength passive, which only works while in Werewolf form, adds an additional 18% weapon damage on top of Major Brutality. It is inaccurate to say that slotting Hircine's Bounty in human form for Major Brutality is not "fair."
Concern about Roar and Major Savagery in human form is just irrelevant because Expert Hunter (from Fighter's Guild) is superior in every way.
GrumpyDuckling wrote: »Do you have any other general feedback?
I would like to point out once again that I think the Major Brutality and Major Savagery you get from slotting Hircine´s Bounty and Roar should only benefit people who are transformed in werewolf form. If werewolfs can´t slot "non-werewolf" abilites and benefit from their passive while transformed, I don´t find it fair that someone who isn´t transformed into a werewolf should be able to benefit from the passive brutality and savagery for having werewolf ability slotted.
I would like to point out that this argument about "fair[ness]" is inaccurate and irrelevant.
All classes and builds have either better skills that grant Major Brutality or access to weapon skill lines that grant them. For those who wish to gain Major Brutality by slotting Hircine's Bounty, the cost of consuming a skill slot is more than enough to warrant that (and a choice one should be able to make if they want to play specific builds, such as a pure archer, for example). Werewolf form also benefits from the passive Major Brutality granted by Hircine's Bounty more than human form because the Savage Strength passive, which only works while in Werewolf form, adds an additional 18% weapon damage on top of Major Brutality. It is inaccurate to say that slotting Hircine's Bounty in human form for Major Brutality is not "fair."
Concern about Roar and Major Savagery in human form is just irrelevant because Expert Hunter (from Fighter's Guild) is superior in every way.
I'll have you know that one of the most broken bugs that had ever been abused in this game was related to ww skills being used while in human form. I'd rather not have people abuse or take advantage of ww related perks without actually playing one anymore.
If you want the benefits from werewolf related skills and passives, you should play as one in my opinion.
And as a bow/bow build you can run brutality potions and get both brutality and savagery without sacrificing anything.