Can people finally stop asking to ruin Eviscerate and Morphs by making it a ranged spammable, it's currently cheaper and deals a lot more damage than any ranged spammable while also having no obnoxiously bad minimum traveltime.
There are 2 non class magicka spammables that anyone can use and every ranged magicka class has a ranged spammable except for sorcs who just run elemental weapon.
By changing eviscerate to a ranged ability it will lose damage, will become more expensive and it will have a traveltime making it worse in PvP.
Just so some people can get their ranged vampire RP and for everyone else the skill dies as it's secondary effects are not good enough to compete with other ranged spammables.
Good job on asking for a funeral for a fine skill
Can people finally stop asking to ruin Eviscerate and Morphs by making it a ranged spammable, it's currently cheaper and deals a lot more damage than any ranged spammable while also having no obnoxiously bad minimum traveltime.
There are 2 non class magicka spammables that anyone can use and every ranged magicka class has a ranged spammable except for sorcs who just run elemental weapon.
By changing eviscerate to a ranged ability it will lose damage, will become more expensive and it will have a traveltime making it worse in PvP.
Just so some people can get their ranged vampire RP and for everyone else the skill dies as it's secondary effects are not good enough to compete with other ranged spammables.
Good job on asking for a funeral for a fine skill
You seem to only acknowledge the PvP side of things. What is wrong with making it both? Give it the morph option of remaining a melee claw attack or a ranged attack with the other morph.
A melee magicka skill that is primarily going to be used by cloth users will be utter trash in PvE. Because typically you don't want to be that close to the fight while wearing cloth armor.
People ARE NOT asking for the skill to change completely. They just want the option to be there for *both* parties.
Can people finally stop asking to ruin Eviscerate and Morphs by making it a ranged spammable, it's currently cheaper and deals a lot more damage than any ranged spammable while also having no obnoxiously bad minimum traveltime.
There are 2 non class magicka spammables that anyone can use and every ranged magicka class has a ranged spammable except for sorcs who just run elemental weapon.
By changing eviscerate to a ranged ability it will lose damage, will become more expensive and it will have a traveltime making it worse in PvP.
Just so some people can get their ranged vampire RP and for everyone else the skill dies as it's secondary effects are not good enough to compete with other ranged spammables.
Good job on asking for a funeral for a fine skill
You seem to only acknowledge the PvP side of things. What is wrong with making it both? Give it the morph option of remaining a melee claw attack or a ranged attack with the other morph.
A melee magicka skill that is primarily going to be used by cloth users will be utter trash in PvE. Because typically you don't want to be that close to the fight while wearing cloth armor.
People ARE NOT asking for the skill to change completely. They just want the option to be there for *both* parties.
There is not a single trial or dungeon fight that is not doable as a meele character some might be easier on ranged specs but not impossible.
What people coming from PvE don't understand is that if Zos makes this skill a ranged ability they'll apply their ranged spammable standards and then any other ranged spammable will result in more damage this leaving eviscerate useless.
WhyMustItBe wrote: »Dear ZOS team,
I love the idea of new vampire actives, however I feel the current system as it stands is simply not up to the standards of the Elder Scrolls. The main reason is due to the ultimate transformation 1) not having a meaningful enough functionality beyond reducing a penalty that feels arbitrary and limits build diversity and 2) lacks unique animations commensurate to its size and purpose.
My suggestion thus far is as follows:
Make transforming into your Scion ultimate change the behavior of other vampire active abilities. Different Scion morphs could even change abilities in different ways, such that there could be a "tank" version and a "DPS" version.
Here is a video posted in the general discussion thread that showcases some possible visual effects for these changes (abilities of concern start at 2:02).
For example (current skills for reference):
- Vampiric Drain becomes Blood Swarm which looks sort of like the vampire lord bat swarm teleport in Skyrim, or the dash ability in the above video, causing you to dash to your target as a bloody bat swarm doing damage and healing from any enemy you pass through on the way, and temporarily burst in an AOE damage explosion on arrival, all while applying the standard morph effects. A debuff/cooldown could be added to keep the ultimate or magicka generation potential from becoming imbalanced. The tank version could stun and/or debuff.
- Blood Mist becomes Sanguine Squall which now allows casting other VAMPIRE abilities without breaking the toggle and has a cool new ground swarm visual similar to the video that moves with your character, and does double normal damage. Tank version could possible slow and/or debuff.
- Eviscerate and morphs work much the same but use a no-weapon animation similar to werewold to make Scion look more like the terrible beast it is (somehow a huge vampiric monster swatting at you with a baseball bat staff seems comical to me). Can be designed so that light attacks weave into the left-right animation seamlessly or that both alternate on the same animation cycle so using either Eviscerate or a light attack will keep up the animation sequence. Heavy attacks can do some really cool animation as well.
- Mesmerize behaves mechanically much the same, only it affects enemies NOT facing you as well. Tank version can also silence ranged attacks after the stun ends.
In addition, normal ability cost penalty at Rank 1 should be 0% scaling up from there, with slightly higher fire vulnerability, capping at 25% at rank 4.
I hope you will consider it. There is still plenty of time my sweet. Plenty of time!
Cameron991 wrote: »WhyMustItBe wrote: »Dear ZOS team,
I love the idea of new vampire actives, however I feel the current system as it stands is simply not up to the standards of the Elder Scrolls. The main reason is due to the ultimate transformation 1) not having a meaningful enough functionality beyond reducing a penalty that feels arbitrary and limits build diversity and 2) lacks unique animations commensurate to its size and purpose.
My suggestion thus far is as follows:
Make transforming into your Scion ultimate change the behavior of other vampire active abilities. Different Scion morphs could even change abilities in different ways, such that there could be a "tank" version and a "DPS" version.
Here is a video posted in the general discussion thread that showcases some possible visual effects for these changes (abilities of concern start at 2:02).
For example (current skills for reference):
- Vampiric Drain becomes Blood Swarm which looks sort of like the vampire lord bat swarm teleport in Skyrim, or the dash ability in the above video, causing you to dash to your target as a bloody bat swarm doing damage and healing from any enemy you pass through on the way, and temporarily burst in an AOE damage explosion on arrival, all while applying the standard morph effects. A debuff/cooldown could be added to keep the ultimate or magicka generation potential from becoming imbalanced. The tank version could stun and/or debuff.
- Blood Mist becomes Sanguine Squall which now allows casting other VAMPIRE abilities without breaking the toggle and has a cool new ground swarm visual similar to the video that moves with your character, and does double normal damage. Tank version could possible slow and/or debuff.
- Eviscerate and morphs work much the same but use a no-weapon animation similar to werewold to make Scion look more like the terrible beast it is (somehow a huge vampiric monster swatting at you with a baseball bat staff seems comical to me). Can be designed so that light attacks weave into the left-right animation seamlessly or that both alternate on the same animation cycle so using either Eviscerate or a light attack will keep up the animation sequence. Heavy attacks can do some really cool animation as well.
- Mesmerize behaves mechanically much the same, only it affects enemies NOT facing you as well. Tank version can also silence ranged attacks after the stun ends.
In addition, normal ability cost penalty at Rank 1 should be 0% scaling up from there, with slightly higher fire vulnerability, capping at 25% at rank 4.
I hope you will consider it. There is still plenty of time my sweet. Plenty of time!
^^^ I agree 100% having those npc abilities would make our vampire so much better, I think most vampire fans would definitely agree! )
As a stamina vampire player will I be:
1. Buying the new vampire house - NO
2. Buying the new vampire furnishings - NO
3. Seeking a refund for the various vampire covering skins I bought - YUP
Maybe you need a rethink ZoS
WhyMustItBe wrote: »As a stamina vampire player will I be:
1. Buying the new vampire house - NO
2. Buying the new vampire furnishings - NO
3. Seeking a refund for the various vampire covering skins I bought - YUP
Maybe you need a rethink ZoS
Well, to be fair werewolf players basically have NO option to play as magic-based in a viable way, nor have they ever.
Stamina vampires only ever really did it for the sneak speed and the ultimate generation drain, which you will still have.
I do think they could add weapon damage to Strike from the Shadows passive however, since the Blood Frenzy toggle is already buffing spell AND weapon damage.
However if anything stamina vampires got a little stronger with this, mainly due to the new power toggle.
The problems with the new vampire is mainly for magic users who try and go full vampire abilities, as the toolkit is simply not complete for that purpose (see my previous post). Also the normal ability cost increase simply ruins the subclass for ANY build which is really what needs a rethink here.
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
The animations are fun - for sure! Maybe a bit more variety, idk I keep getting the same 2/3 over and over. But like I said above, you feed 2-3 times, to sort of buff up and then you head out into your adventures rather than it be part of your adventure. Feeding making us look ugly, then us having to run back to our houses to look human again, feels silly. We should have the option of if we want feeding to make us look more human or more feral. Something about feeding doesnt feel like we get to do it enough - or have to
- If you played with a copied character, did your existing skill line XP progress transfer properly?
I'd say it was alright, though I have been Vamp level 10 for some time, I still needed to level up to even morph some abilities- Did you enjoy the questline/tutorial? Did you find it sufficiently taught you how to use the abilities?
yes, maybe slow down the actual teaching part - I felt like, not sure if it was the voice over or the quest, but it flew by- Did you find the justice gameplay fun and intuitive?
Yes, except somethings, elusive mist for one, I don't think should add criminal charge, it could just be magic that you are using, it doesn't scream vampire - also, it made it so I couldn't zip around fast because I would get a bounty. Also, why is it red - and the other option is a giant pool - please change to bats- Do you feel the idea of being a vampire feels reinforced in the game world?
not strongly enough, I can't really use my abilities too often - again elusive mist, but also needing to charge up ultimate - I'm a vampire already, I don't need ultimate? But also, having using it, then it coming back up real quick just makes it tedious to slip in and out without my control. I don't feel like I can be a vampire out in the world Also with the feeding - you only need to feed 2-3 times before you go out to quest or do whatever else. If the strength + beauty weren't tied, you would have different incentives to feed.- Does the skill line feel up to date with the current modern game?
No, it feels like its using abilities that used to exist in some shape or form. You have a claw attack, drain (old), a stun (old but separate now), elusive mist (old) and the blood boil, which is just buff that you don't really see.- Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
somewhat, not for my healer at all, I wish something would help me heal others. Also, the drain doesn't do enough dps. Could have used a few more abilities, that were different too, something like a quick attack, or something magic like. Just feels lack luster.- Does the new direction feel faithful to the lore?
No! It feels like you are trying to take all the vamprie lore and cram it into one. It feels all over the place but without organization. The Ultimate is the biggest let down - second to no bat rush like in the trailer. Not only do you have beautiful new vampire lord models in the game, but we get a crappier version - npcs don't pay, I do - its too dark, no wings, no levitation.
Mother Lamae wants us to feed and feed, but we only need to 3 times from level 1. I just don't feel like I am a vampire, less than before. I feel like I am limited. I can't turn into elusive mist in public, no vampire lord - despite being a vampire lord. 2 solid new abilities, the claw + blood boiling buff. Same passives - though the sprinting invisibility thing is the most fun part about being a vampire. If you can make the ultimate be like the WW, that'd be best - I'd actually feel like I have the ability to be a vampire in game, and play as one if I want, rather than being kicked out after 20 seconds, just for the ultimate to charge back up and me be kicked out again after 20 minutes.- How does feeding feel overall?
Summary - I don't feel vampiery enough - especially in an entire chapter dedicated to vampires, I feel like I am the most lack luster vampire there is in skyrim
I implore everyone to watch this video before commenting. Take a gander at what normal NPC vampires get and compare it to what we got as players. The NPC abilities start at 2:07.
Do you feel the idea of being a vampire feels reinforced in the game world?:
Nope, because we clearly aren't a normal vampire because we lack the normal vampire abilities as shown above.
Does the skill line feel up to date with the current modern game?:
Nope, because instead of giving us the REAL up-to-date version that the new NPCs are getting, we get a re-hashed one that is similar to the old skill line.
Does the new direction feel faithful to the lore?
Nope not in the slightest, now that we can compare what abilities we're getting as players to that of NPCs. The NPCs feel like vampires, I'm not too sure what we as players feel like, but it certainly isn't a vampire.
PLEASE GIVE US at least SOME OF these abilities zos. Don't let their cool animations go to waste! THIS is what a lot of us, I would argue an extremely solid amount, wanted from a vampire rework. COMPLETELY new abilities, multiple ways to deal damage instead of just 1, a proper AoE damage ability, a bat swarm gap-closer....
Please take this into consideration @ZOS_GinaBruno @ZOS_LeamonTuttle @ZOS_RichLambert we want these very cool abilities as vampires! Please.
Can people finally stop asking to ruin Eviscerate and Morphs by making it a ranged spammable, it's currently cheaper and deals a lot more damage than any ranged spammable while also having no obnoxiously bad minimum traveltime.
There are 2 non class magicka spammables that anyone can use and every ranged magicka class has a ranged spammable except for sorcs who just run elemental weapon.
By changing eviscerate to a ranged ability it will lose damage, will become more expensive and it will have a traveltime making it worse in PvP.
Just so some people can get their ranged vampire RP and for everyone else the skill dies as it's secondary effects are not good enough to compete with other ranged spammables.
Good job on asking for a funeral for a fine skill
You can buy Bloody Mara potion to decrease your stage or use Mesmerize skill on NPC to bypass restrictions of stage 4 vampirism.
You can't even talk to NPCs if youre beyond a certain stage which is ridiculous considering it takes 4 hours to lower your stage (or hey, you can buy a totally not pay-to-win fountain to do it instantly)
I'm sorry, excuse my ignorance but are saying that if I use Mesmerize I can bypass the NPCs refusal to speak to me? If thats true I'll change that part of my feedback immediately.
Getting a bloodfiend bite back then felt so rewarding. Timing the moon phase, searching spawn areas, and hoping no *** killed them. and the 75% fire damage ughh. lol I'd never be able to tank bloodroot
Vampire Lord Armor
Actually they increased the range of Drain to 22 meters, but decreased the damage in half. I am, personally, don't like increased range on this ability, it's too far away from target, at maximum range it's too "unrealistic" to drain, feels off. Maybe Drain need increased range from 12 meters on live servers to around 15 meters to be more reliable, but not more, in my opinion.Oathunbound wrote: »P.S. would it be possible to change the drain skill to become a viable ranged attack and not a utility skill? i know people are suggesting convert eviscerate into a ranged skill and i don't agree with that, but i see drain still as a niche/useless skill and could be better suited to be a ranged damage skill for vampire.