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Vampire revamp is a major mess without apparent design guidelines

TUHD86
TUHD86
✭✭
Having taken a look at the the revamp of the Vampire line, somehow it's completely messed up. Why?

- The stealth-related passives basically scream 'Hit&run bomber'
- In the meanwhile the skills are aimed at close-combat fighters (while the Vampire passives make that an suicidal effort)
- There's no close-combat weaponry available for Magicka-based fighters they can profit from (all close-combat weapons are Stamina-based, while the Vampire is an Magicka-user in principle if you want to make full use of it)
- To make full use of the benefits the Vampire does offer, you need to use the Vampire skills. But if you want to be somewhat competitive as a Vampire, you need to use the necessarily weakened melee weapons to be able to defend yourself as well as find somewhat the compensate for the major debuffs you get as a Vampire

Effectively, the skills of the Vampire make it look like an attempted Magicka counterpart to the Werewolf.... but the drawbacks both in the passives and in design are that immense, that both veering off the designed both as well as making use of the designed path are that massive there's basically no gains to be made to play Vampire, only losses. With the exception of the 'Run into stealth' thing there's nothing solid that might lure players into playing Vampire unless for RP reasons. Even the Vampire Lord ultimate is severely lacking - only the 'Stage 5' morph seems somewhat decent, but it's killed straightaway by the Ult being just 20 seconds long.

In the meanwhile (while I love it as being an WW-player) the WWs are being buffed. I don't propose to nerf the WWs, because when it comes to viability in competitiveness it needed a minor buff, but at least WW players aren't recognizable unless they transform. Vampire players are recognizable from the get-go unless they feel like wasting more then half of the effort for the infection, while they're vulnerable more than ever to anti-'alien' measures from the Fighters Guild like due to being so recognizable and those debuffs.

When it comes to the balance between werewolves, vampires and non-infected (btw, there should be also a way to prevent getting the 'infection' from the get-go - because I can't imagine groups like the Dawnguard haven't developed something to prevent their hunters being infected en-masse), the balance is neutral for non-infected and werewolves, and massive losses for the Vampires.
The eternal Undead Half-Dragon
Also known as NRVNQSR
- Note: whenever you encounter those names, it might be me. But not always -
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