A Proper Vampire Overhaul
After playing with the Vampire changes for a while on the PTS and now on live I would like to offer my suggestions on what could be done to make what feels like an incomplete and rushed overhaul into a complete kit.
I am aware that the Vampire skill line, like Werewolf, is meant to be an additional toy that adds flavor without becoming seen as Best In Slot that everybody must use in order to feel competitive.
At the same time, the skill line needs to be fun to use and offer abilities that provide the fantasy of being a vampire.
With this in mind I believe that my ideas below may help ZOS complete what feels like an incomplete but well intentioned overhaul.
First off, we need to dial in what a Vampire is conceptually.
Without writing a novel covering all the various vampire lore from around the world, let’s instead take a few common themes.
Ultimately, vampires are supernatural predators that drain blood / life energy from prey to sustain their undead immortality.
Broadly they are said to possess great physical strength, the ability to move faster than the eye can see, they are cunning and stealthy and they have the ability to manipulate the minds of their victims in order to facilitate attack or retreat.
Vampiric Blood Magic as a concept should sacrifice the vampire’s own blood for a good reason only. That reason should be in service of elevating the function and power of his own abilities and increasing the return of blood / life force from his victim, otherwise there is no point in sacrificing the resource most precious to the vampire ie. Blood.
Since ESO does not offer much in the way of political intrigue or the ability to play as a seductive vampire, we need to look at the above concepts from the point of view of a combat centric game.
I am going to suggest changes to certain abilities below. I am not going to talk about abilities or passives that I think are fine as they stand. I am going to address each ability below with the concepts touched on above in mind, namely Strength, Speed, Stealth and Manipulation.
Abilities
Eviscerate
The default ability should cost health to cast but should also drain life from the victim as a percentage of damage done. This is classic vampire, the life draining touch.
The melee morph should function as above but scale its damage with missing health, similar to how it functions now with the addition of a life drain.
The magicka morph should be a ranged ability that draws life force from the target from range, but to a lesser extent than the melee version. Less risk, less reward. This would in effect replace Vampiric Drain which is in itself a lackluster ability that can and should be replaced with something more interesting.
Blood Frenzy Augment - Increase range and give melee versions a short range leap / pounce gap closer of like 10 meters.
Blood Frenzy
This ability confounds me. I love it conceptually and hate it in function.
The concept of the vampire burning their own blood to enhance their combat prowess is compelling and lots of other games contain abilities like this.
The execution however strikes me as clunky and fairly uninteresting.
I do not have a clear picture in my mind of exactly what this ability should do in order to be balanced while also fulfilling the above concepts of what a vampire is.
Here are some of my various ideas of what this ability could do either as a toggle or a single click buff with a duration.
Reduces the Non-Vampire ability cost penalty for a duration.
Improve the Vampire ability cost reduction for a duration.
Improves Life-drain return / healing done / healing taken for a duration
Gives a movement speed buff for a duration that is useful for combat, unlike Elusive mist.
Provides a damage buff that increases to a certain value cap (such as 150% weapon / spell damage) as a percentage of damage done per stack over a duration. This is similar to how Simmering Frenzy works now, but would provide a definite max buff with less risk to the user.
Augments other vampire abilities with a secondary effect while active. I have noted these possible augments below the ability they affect.
Vampiric Drain
This ability is just simply lackluster and can and should be removed.
This slot could be replaced with a much more interesting ability such as a much requested gap closer or an AoE ability.
One possibility that I particularly like is turning into bats.
Vampire Bats
The vampire summons a swarm of bats that attack a target dealing damage over time. A portion of the damage dealt is returned as healing to the vampire with each tick of damage. While the ability is active the ability can be activated a second time. Doing so turns the vampire into a cloud of bats and teleports them behind the selected target.
Or
The vampire turns into a swarm of bats and flies to a selected enemy or location (ground aoe targeting if no enemy selected). All enemies at that location are attacked by a swarm of bats as the vampire reforms at that location. The bats deal damage over time for a duration and the vampire heals for a portion of the damage dealt with each tick.
Morphs. Increase the range, area and / or duration of the ability.
Blood Frenzy Augment - leave a swarm of bats at the location you left that deal aoe. An enemy can only have a max of 2 stacks of bats so you can’t just spam bats for crazy aoe stacks.
Mesmerize
In pve the CC duration should be much longer like 12 seconds or cause affected targets to drop the vampire from their agro tables.
This would allow vamps to run past encounters as many will currently use invisi-run to do, but will actually require some interaction and choice on the part of the player.
I am unsure what else this ability could or should do.
Given that in pve most monsters are not dangerous enough to bother using CC against and the monsters that are dangerous enough to need CC used against them are usually bosses and thus immune to CC.
Therefore it seems to me that there really isn’t much use for CC outside of pvp. Given that, CC should have alternate utility in pve.
It might be cool to be able to cast Mesmerize on civilians in order to be able to feed from them without killing them and without incurring a bounty.
Mist Form
This ability is an excellent escape or overland mobility tool.
It would be cool to provide a choice between combat utility and overland mobility.
Mist Form could provide invisibility and CC break mechanics but no movement bonus.
A morph into a Bat Form could provide overland mobility with a large, perhaps 40% movement bonus and immobility immunity without the invisibility.
Blood Frenzy Augment - Feeds health into Magicka in order to extend the duration of the ability toggle.
Blood Scion
It would be cool to allow the vampire to maintain the war-form as long as their health remains above a certain threshold or to add a blood or feed timer similar to Werewolf and devour.
Unnatural Movement
While the invisible sprinting is a very cool concept and I like it a lot, it seems to me that it could be so much more. It also seems that it can be used to skip or cheese an awful lot of content. I know people run past lots of content anyway and this invisi-run makes doing that easier, I would think that more creative solutions to skipping content could be formulated, such as using Mesmerize to CC a group and make them drop agro.
I think a cooler idea for Unnatural Movement would be something someone else suggested in the PTS forums (sorry, I forgot who) and that is to have this ability modify dodge roll so that you burst into a swarm of bats and dash in the direction you desire.
Perhaps it could be cheaper than dodge or not give dodge fatigue.
Vampire Stages
In most common vampire lore, hungry vampires are more feral and bestial and fed vampires are more in control of the beast within and flushed with life.
The vampire skin visuals and feeding penalties as they currently stand are backwards.
Stage 1 Vampires are hungry vampires, so they should have the most penalties and look the most feral and be the vampires that townsfolk recognize as monsters and refuse to deal with (and, what if I am wearing a full face covering helm? How do they know I am a vampire?).
Stage 4 vampires are fully fed and so should look the most human and be the most powerful given that they are full of stolen vitality.
In closing
I would love it if ZOS would acknowledge that a lot of people are unhappy with the vampire overhaul and I would love it even more if they would consider some of these ideas as ways to improve upon what they started.
I doubt they will actually do anything about Vampire for years, but I can hope and dream.
Please, if you feel strongly about Vampire gameplay add your constructive ideas to the thread and lets see if we can get ZOS’ attention here!