Oathunbound wrote: »Vampire
1.If you played with a copied character, did your existing skill line XP progress transfer properly?
Sort of, i was able to fully convert elusive mist. i was also able to morph the ult and eviscerate but their morphs were still level 1
2.Did you enjoy the questline/tutorial? Did you find it sufficiently taught you how to use the abilities?
Was on a transfer character ans was unable to test this
3.Did you find the justice gameplay fun and intuitive?
Sort of. It feels kinda half completed, yes i can't user certain skills in game because they would out me as a vamp, yet merchants and service providers recognize me as a vamp and will not deal with me, yet guards don't seem to notice at all. It feels patchwork in its current state but i like the concept.
4.Do you feel the idea of being a vampire feels reinforced in the game world?
again sort of. The need to feed for power is there buuuuut that's it. again the interactions thing is just kinda blah even with the "workaround" it just seems kinda meh.
5.Does the skill line feel up to date with the current modern game?
In a way yet, it went from passives only to actively using vamp skills to utilize it properly/full extent. Also the need to feed to maintain power coupled with npc interactions makes you feel like a vampire rather then just forgetting about it .
6.Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
For the most part yes. As a magblade dps I can work in vampires skills into my build/rotation and change the way i play, however there are 2 drawbacks that feel a tad overdone. 1 is the cost increase at the lowest level of vampire, and the second is the 100% health regen at level 4 vampire. The first makes it hard to in essence "turn off". On live the penalty at low level vampire are minimal enough that you can practically play as a "mortal" again, but with the passive cost increase it makes it almost worth just staying at the level vamp you want to use and staying vamp, keep stages 2-4 the same cost increase and just remove the cost increase at stage 0, possibly increase the other penalty's slightly to compensate? On the second note it feels weird that regen is 0. I see why you did that as it would make it easier to sustain either the hp cost of the spammable or the frenzy skill but it feels strange that a powerful creature has no regenerative capability outside of stealing life fore from others. Perhaps a 95 percent reduction or something around that degree? otherwise i feel hollow and brittle rather then a powerful vampire.
7.Does the new direction feel faithful to the lore?
In all ways other then the transformation. I like the concept of the transformation but id rather see it as a temporary ascension then a transformation. I don't like the look personally and it feels like a big xivkin rather then a vampiric creature. Id rather the "transformation" fully envelop your character in shadows and give them piercing red eyes and you fully embrace your scion powers. But again this is more of a personal opinion but i just don't like the transformation as is, I don't mind if it was an ascension thing but a transformation makes it feel like too much of a vampire lord and not a blood scion
8.How does feeding feel overall?
I really like the animations but i would prefer an option to feed at close range as well and have it trigger the physical bite animations, but as others have pointed out blade of woe overrides feed at close range, if there was a way to separate the key binds or to suppress blade of woe in the menu somehow it would allow us that option.
Overall i like the direction you have taken with vampire. I was in the camp at first to the drawbacks being far too harsh but they seem to be in a ok spot atm, need some tweaking here and there but the drawbacks work as long as you plan to use the vampire skills. But again in my above mention, the cost increase at stage 0 is the main thing it needs adjusted. Werewolf can easily "abandon" werewolf and play there class with the only drawback being that, their skill points aren't being utilized and they take some more damage from fighter guild skills, and that only apply to pvp. While vampires suffer the same+cost increase, seems a tad much since the only passive active is the sneak one, 5% cost increase does not seem like a fair trade for faster sneak time and speed.
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.
Oathunbound wrote: »Vampire
1.If you played with a copied character, did your existing skill line XP progress transfer properly?
Sort of, i was able to fully convert elusive mist. i was also able to morph the ult and eviscerate but their morphs were still level 1
2.Did you enjoy the questline/tutorial? Did you find it sufficiently taught you how to use the abilities?
Was on a transfer character ans was unable to test this
3.Did you find the justice gameplay fun and intuitive?
Sort of. It feels kinda half completed, yes i can't user certain skills in game because they would out me as a vamp, yet merchants and service providers recognize me as a vamp and will not deal with me, yet guards don't seem to notice at all. It feels patchwork in its current state but i like the concept.
4.Do you feel the idea of being a vampire feels reinforced in the game world?
again sort of. The need to feed for power is there buuuuut that's it. again the interactions thing is just kinda blah even with the "workaround" it just seems kinda meh.
5.Does the skill line feel up to date with the current modern game?
In a way yet, it went from passives only to actively using vamp skills to utilize it properly/full extent. Also the need to feed to maintain power coupled with npc interactions makes you feel like a vampire rather then just forgetting about it .
6.Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
For the most part yes. As a magblade dps I can work in vampires skills into my build/rotation and change the way i play, however there are 2 drawbacks that feel a tad overdone. 1 is the cost increase at the lowest level of vampire, and the second is the 100% health regen at level 4 vampire. The first makes it hard to in essence "turn off". On live the penalty at low level vampire are minimal enough that you can practically play as a "mortal" again, but with the passive cost increase it makes it almost worth just staying at the level vamp you want to use and staying vamp, keep stages 2-4 the same cost increase and just remove the cost increase at stage 0, possibly increase the other penalty's slightly to compensate? On the second note it feels weird that regen is 0. I see why you did that as it would make it easier to sustain either the hp cost of the spammable or the frenzy skill but it feels strange that a powerful creature has no regenerative capability outside of stealing life fore from others. Perhaps a 95 percent reduction or something around that degree? otherwise i feel hollow and brittle rather then a powerful vampire.
7.Does the new direction feel faithful to the lore?
In all ways other then the transformation. I like the concept of the transformation but id rather see it as a temporary ascension then a transformation. I don't like the look personally and it feels like a big xivkin rather then a vampiric creature. Id rather the "transformation" fully envelop your character in shadows and give them piercing red eyes and you fully embrace your scion powers. But again this is more of a personal opinion but i just don't like the transformation as is, I don't mind if it was an ascension thing but a transformation makes it feel like too much of a vampire lord and not a blood scion
8.How does feeding feel overall?
I really like the animations but i would prefer an option to feed at close range as well and have it trigger the physical bite animations, but as others have pointed out blade of woe overrides feed at close range, if there was a way to separate the key binds or to suppress blade of woe in the menu somehow it would allow us that option.
Overall i like the direction you have taken with vampire. I was in the camp at first to the drawbacks being far too harsh but they seem to be in a ok spot atm, need some tweaking here and there but the drawbacks work as long as you plan to use the vampire skills. But again in my above mention, the cost increase at stage 0 is the main thing it needs adjusted. Werewolf can easily "abandon" werewolf and play there class with the only drawback being that, their skill points aren't being utilized and they take some more damage from fighter guild skills, and that only apply to pvp. While vampires suffer the same+cost increase, seems a tad much since the only passive active is the sneak one, 5% cost increase does not seem like a fair trade for faster sneak time and speed.
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.
People aren't asking for eviscerate to be changed into a ranged ability. People are asking for it to have a MORPH that makes it a ranged one and another that keeps it melee. Nobody wants it to be an all out ranged skill. What is wrong with that?
Dear ZOS.
The Scion ultimate transformations new forms
People aren't asking for eviscerate to be changed into a ranged ability. People are asking for it to have a MORPH that makes it a ranged one and another that keeps it melee. Nobody wants it to be an all out ranged skill. What is wrong with that?
RavemasterCrow wrote: »How does feeding feel overall?
Probably the single greatest thing you could have done right here. It feels impactful, cinematic, it doesn't get boring (at least in my opinion), and the very fact that you can finally have a way to have feed actually KILL the person you're feeding on rather than just stunning them is great. It's top notch. I always hated having to leave town and find a humanoid NPC to feed off of if I needed to reduce my stages so I wouldn't wind up with a bounty.
The problem I have with the new feeding is that they made it so you have to be really far away from your victim for the synergy to show up. Not only is this counter intuitive (let me bite you with my fangs from 40 paces!) but in real-world uses where you want to feed on say a Bosmer in their hut, the environment will often not allow you to get far enough away to actually use it.
I feel this is a quick and dirty attempt to resolve the issue the addon Vampires Woe addresses, which is ZOS needs to add a toggle for Blade of Woe/Feeding so you can choose which one will pop up when approaching NPC's. It is a very simple fix and far better than this current stop-gap which I find incredibly jarring from an immersion standpoint.
RavemasterCrow wrote: »I forgot how Vampires, whom were known for their strength, agility, cunning, and magical prowess, and also their immortal nature literally couldn't heal a twisted ankle unless they had someone to sip on nearby.
RavemasterCrow wrote: »Vampire
If you played with a copied character, did your existing skill line XP progress transfer properly?
I've got many Vampires, and the 3 I tested all had their skills brought over and their XP so they were still rank 10. So it transferred perfectly. No complaints there.
Did you enjoy the questline/tutorial? Did you find it sufficiently taught you how to use the abilities?
I wasn't able to get a bite, so I haven't tested the new tutorial yet. So, I'll update this if that changes.
Did you find the justice gameplay fun and intuitive?
I feel like if you left it to JUST NPC's that sit around and don't provide a service. Having to run all the way to use a fence or having to buy the Merchant support companions to circumvent the fact that none of the "normal" merchants would talk to me got a little grating after the 10th time I forgot and wasted time trying to empty my inventory.
I get the feeling since you made quest NPC's still interact with you, you realised that if you put that stuff on quest NPC's, people could likely never get any actual playing done.
Other than that, I'm not sure how most of these skills qualify as "Criminal Acts".
I could see drain, because you're literally pulling someone's blood out.
But unless Blood Frenzy is supposed to look a LOT worse than it should in-game, I don't want to have it there in case fat fingering it gets me a bounty for activating a buff.
Similar to mist form. Why even have it be a criminal act when you're literally just mist? Who's out there training these guards to recognize all mists/fogs for being vampiric in nature or not? I'm just a whole lot of confused.
I can understand and accept Scion for being Illegal, turning into a Vampire Lord was illegal in Skyrim as well.
Do you feel the idea of being a vampire feels reinforced in the game world?
I may be in a small minority as someone who RP's *and* tries to do all content in the game, including Veteran Modes. I always] felt like I was reinforced in the game world. Not to mention I'm one of the few people that probably played the game almost exclusively at stage 4 Vampirism even on live client.
Does the skill line feel up to date with the current modern game?
I mean, yes.
In the terms that it looks like it's been updated to be more reflective of current game design. But I think NO, because it feels like you are making an attempt to sort of make Vampire a CLASS rather than a character defining disease. Which -would- work, if it had all the stuff needed for that. Having 3 skill lines that serve to round out a whole theme.
As it is now, it feels like a loose collection of vaguely, barely synergistic skills that only fits the playstyle of 2-3 types of characters.
Does the skill line fit into your current build and feel useful? Do you primarily play as a Tank, Healer or DPS?
I tried it on my Night Blade Tank and 3 different DPS, and I've got to say. I found myself using the same abilities I use on live (Mist and occasionally Drain) and swapped out my Bat Swarm for Scion as the ultimate. And didn't change my build at all. Nothing in this new, updated skill tree really felt compelling enough to try and use outside of my initial testing.
Eviscerate looks like a reskinned Venomous Claw, with less weight behind it. It feels less impactful and non-responsive.
I'm sure Blood Frenzy could find a place in someone's build. But I found that unless you're playing a class with quite a bit of self healing (mostly Necro and Night Blade I found), you're going to wind up hurting yourself far more than you're helping yourself.
Mist is as good as it's ever been, and the blood morph looks great and feels fun. I just think that it's still WAY too slow, and serves more as just an "OH CRAP" 75% damage resistance toggle rather than anything else.
Mesmerize is probably the best new thing to come out of the skill tree. And It looks great, sounds wonderful, and if you're doing solo content, it can actually be quite impactful. But due to its limitation that the targets having to be looking at YOU, it feels like this is either meant for a solo character OR a Tank that needs some sort of big, group CC. As it is now, the ONLY reason I would use it is to get around the Stage 4 stuff with the NPC's.
Scion - oh how I wanted to love Scion. When I saw and heard that we'd be getting Vampire Lords in ESO I was actually quite excited. As other than Werewolf - Vampire Lord was my favorite way to play Skyrim. But instead, we get short-lived - roided up Count Orlock from Nosferatu. The very fact that NPC's get the better looking Vampire Lord models that seem to be better versions of Skyrim's Lords makes my blood boil.
The transformation is so short that it feels like a glorified HP reset for those ickiest of sticky moments. Something to be used reactively/defensively rather than with any other sort of use.
Granted, due to the reduced Vampire costs - I could have it up every fight basically. But that doesn't help the fact it feels and plays like a slightly worse version of Bone Colossus.
Does the new direction feel faithful to the lore?
Not really, it feels like you're having a grab bag/pick and choose of the Vampire's "greatest hits" from TES games. Rather than doing anything that would FEEL right.
If you wanted people to be Vampire Lords, you could have pulled a Skyrim and have Base Vampirism (Lamae Bal's Noxiphilic) and Vampire Lord. And maybe see how many people stick with base Vampirism over becoming a Lord rather than wholesale changing something people have been used to since the launch of the game into something so alien and foreign that you either have to fully embrace it - or largely just leave it where it falls.
How does feeding feel overall?
Probably the single greatest thing you could have done right here. It feels impactful, cinematic, it doesn't get boring (at least in my opinion), and the very fact that you can finally have a way to have feed actually KILL the person you're feeding on rather than just stunning them is great. It's top notch. I always hated having to leave town and find a humanoid NPC to feed off of if I needed to reduce my stages so I wouldn't wind up with a bounty.
In summary - in the humble opinion of this singular person: This change did almost nothing for me.
If you were trying to make people play more into "Being a Vampire" (whatever that means), all you've done is have me stick with the same 3 abilities, stick with being stage 4, and essentially just be getting hit with more negatives than net positives. The very fact I had to change around some of my characters to throw their worst heals on their bars to overcome the annoying nature of 0 health recovery would up being far more frustrating than "immersive". I forgot how Vampires, whom were known for their strength, agility, cunning, and magical prowess, and also their immortal nature literally couldn't heal a twisted ankle unless they had someone to sip on nearby.
The amount of ambient creatures I had to hit with a life stealing ability to recover from fall damage or damage I took in combat is significantly more than I've ever killed on live.
All because I nicked a bit of wonky terrain and lost 10% of my HP that wouldn't be healed any other way.
I think you guys had an excellent IDEA of how you wanted things to be.
And trust me, the exhilaration I got from experiencing the first few Vampire "boss fights" in the quests has shown me that you did.
I just think what you're giving players lacks in style, substance, and just seems to me - like just an overall blanket nerf to make Vampire less "mass appealing" - in the same style of cutting off your nose to spite your face.
Trust me I couldn’t agree more! Did you see the vampire video that @Noxavian posted in this thread and some other vampire threads? It shows the NPCs vampire abilities and I believe that’s what our vampire needs to feel more immersed and powerful as a vampire rather than just being a vampire that suffers from all the negatives without any reward. The NPCs Abilities are so awesome! And are exactly what so many if not most vampire player would like implemented for our vampires.
RavemasterCrow wrote: »Trust me I couldn’t agree more! Did you see the vampire video that @Noxavian posted in this thread and some other vampire threads? It shows the NPCs vampire abilities and I believe that’s what our vampire needs to feel more immersed and powerful as a vampire rather than just being a vampire that suffers from all the negatives without any reward. The NPCs Abilities are so awesome! And are exactly what so many if not most vampire player would like implemented for our vampires.
I have seen, and every time I see the video or play on the PTS and see Vampires crashing down in a cloud of red smoke and bats. And then fight them? I actually fight them slow to experience their mechanics more than any other thing in game because I think it's so *** awesome and cool for a Vampire.
A rush that knocks people over. Combat Savage Feeding. Boiling blood pool AOE. Bat Swarm AoE. They've got so many cool abilities that have ACTUAL use and can round out the anemic (hehe) skill set being presented.
But we get reskinned venomous claw without a Dot. Damaging DPS buff. And a stun that only works if you're playing solo or as the tank.
RavemasterCrow wrote: »How does feeding feel overall?
Probably the single greatest thing you could have done right here. It feels impactful, cinematic, it doesn't get boring (at least in my opinion), and the very fact that you can finally have a way to have feed actually KILL the person you're feeding on rather than just stunning them is great. It's top notch. I always hated having to leave town and find a humanoid NPC to feed off of if I needed to reduce my stages so I wouldn't wind up with a bounty.
I personally, don't like the fact that feeding now kills victim, i can't feed not noticeably in town now, i forced to leave blood trail. But in open field, in precombat situations, it feels good, to kill one of the enemies by feeding on him. As compromise i already suggested to allow players to feed on Mesmerized NPCs from the front, in close range, and don't kill victim by this type of feeding. It will solve problems with overlap with Blade of Woe in close range, feeding in cramped rooms and will allow to keep victim alive if you want.WhyMustItBe wrote: »RavemasterCrow wrote: »How does feeding feel overall?
Probably the single greatest thing you could have done right here. It feels impactful, cinematic, it doesn't get boring (at least in my opinion), and the very fact that you can finally have a way to have feed actually KILL the person you're feeding on rather than just stunning them is great. It's top notch. I always hated having to leave town and find a humanoid NPC to feed off of if I needed to reduce my stages so I wouldn't wind up with a bounty.
The problem I have with the new feeding is that they made it so you have to be really far away from your victim for the synergy to show up. Not only is this counter intuitive (let me bite you with my fangs from 40 paces!) but in real-world uses where you want to feed on say a Bosmer in their hut, the environment will often not allow you to get far enough away to actually use it.
I feel this is a quick and dirty attempt to resolve the issue the addon Vampires Woe addresses, which is ZOS needs to add a toggle for Blade of Woe/Feeding so you can choose which one will pop up when approaching NPC's. It is a very simple fix and far better than this current stop-gap which I find incredibly jarring from an immersion standpoint.
1 Yes the playstyle is different and improved a bit. Some abilities don to make sense however; such as Carnage preventing you re-pouncing for 5 seconds. Also please fix the cost of the heal; it's massively out of proportion with other healing, and makes no sense with the way it scales.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:
@ZOS_GinaBruno
- Werewolf
- 1 Is your play pattern as a werewolf different with these changes?
- 2 Do you find playing a werewolf as enjoyable as what’s currently live?
- 3 Do you have any other general feedback?
TheBinarySurfer wrote: »There's something else in my comment above I forgot to say; WW is in no-mans land still, even with these changes from a PvP perspective. You aren't enough of a threat to people and you can't self-heal, so every fight is basically someone either ignoring you and finishing off someone else, or pressuring you until you (<10s) run out of self-sustain and die horribly.
Here's another idea; consider a stacking self-resist buff the longer the WW is in melee combat if you don't want to buff the heal. So for example, you gain say 1k resist per 2 seconds you are hitting something, with stacks dropping if you aren't able to hit something for a short time (2-5 seconds?), capping out at an additional 5-10k resist? That way, if you just let the WW hammer on you, it'll be a nightmare to deal with when you go for it, and would remove the need to chose claws of life to have even a vain hope of self-sustaining vs. damage. @ZOS_ginabruno .
TheBinarySurfer wrote: »There's something else in my comment above I forgot to say; WW is in no-mans land still, even with these changes from a PvP perspective. You aren't enough of a threat to people and you can't self-heal, so every fight is basically someone either ignoring you and finishing off someone else, or pressuring you until you (<10s) run out of self-sustain and die horribly.
Here's another idea; consider a stacking self-resist buff the longer the WW is in melee combat if you don't want to buff the heal. So for example, you gain say 1k resist per 2 seconds you are hitting something, with stacks dropping if you aren't able to hit something for a short time (2-5 seconds?), capping out at an additional 5-10k resist? That way, if you just let the WW hammer on you, it'll be a nightmare to deal with when you go for it, and would remove the need to chose claws of life to have even a vain hope of self-sustaining vs. damage. @ZOS_ginabruno .
What if werewolf heavy attacks restored both magicka and stamina? *Gasssp*