Well written but vampires in the Elder Scrolls for the longest time never had a concept of a monster transformation till Skyrim. They've always been stronger than a mortal in their "human" form so when I read "2: If you are WW or vamp, you feel weakened in your human form, and stronger in your beast form... Human = -15 % on all stats... Beast = stronger." I sadly have to disagree with you OP.
I'd much rather the Blood Scion form scrapped and discarded so we can get Bat Swarm back then be forced to use that disgusting uncustomizable form for the longest duration of our play sessions.
I don't think the intention design-wise is to have nearly everything of a character revolve around vampirism/lycanthropy. That hasn't been the case in previous Elder Scrolls game, and fittingly it isn't the case in this one either. Making this work the way the OP wants would best be done with an entirely separate class template. Even better, in an entirely different game focused on these two things. There've been tabletop RPGs (e.g., World of Darkness) that do this and computer RPGs inspired from these roots (e.g., Vampire The Masquerade - Bloodlines).
I don't think the intention design-wise is to have nearly everything of a character revolve around vampirism/lycanthropy. That hasn't been the case in previous Elder Scrolls game, and fittingly it isn't the case in this one either. Making this work the way the OP wants would best be done with an entirely separate class template. Even better, in an entirely different game focused on these two things. There've been tabletop RPGs (e.g., World of Darkness) that do this and computer RPGs inspired from these roots (e.g., Vampire The Masquerade - Bloodlines).
RPG´s are all about not being a clone warrior... giving options to players.
So should it not be for the players to decide if they want play more focused werewolf or vampire??.
RPG´s are all about not being a clone warrior... giving options to players.
So should it not be for the players to decide if they want play more focused werewolf or vampire??.
It goes without saying that a hallmark of RPGs is presenting multiple options for how to play a character. The types of options presented depends on the game systems and game design. So while the player does get to decide how they play the game, they are also forced to do this within the framework set up by the game.
Elder Scrolls online has vampires and werewolves in it but it is not a game system that focuses on either of those two things. To put it another way, core game mechanics don't revolve it like they do in a game like Vampire: Bloodlines. It's a secondary system that's been more or less supported in different titles, to varying degrees of success. The treatment these secondary systems have gotten in ESO is pretty darned good considering it's not the core focus of the game.
I mention all this mostly because I am looking at this from a developer or game design standpoint more than a player preferences standpoint. As a player, I sure wouldn't mind more options for vampire/werewolf characters (or any characters, frankly) but I also know they're not going to give these niche play styles special treatment. In order for them to do what you ask, the underlying design principles would need to be applied more broadly. For example, no skill line in the game has more than 5 active skills and one ultimate. Giving any skill line more than this would make it a rule breaker, which a developer isn't going to do without good reason. So if they do this, they would probably apply additional skills and ultimates more broadly to many, many skill lines.
Would that be pretty cool? Yeah, it just might! In the mean time, I accept ESO probably isn't trying to be that game design-wise and will probably never be that game design-wise. It's off to roll some polyhedral dice if I want the ultimate freeform RPG experience!
WhereArtThouVampires wrote: »RPG´s are all about not being a clone warrior... giving options to players.
So should it not be for the players to decide if they want play more focused werewolf or vampire??.
It goes without saying that a hallmark of RPGs is presenting multiple options for how to play a character. The types of options presented depends on the game systems and game design. So while the player does get to decide how they play the game, they are also forced to do this within the framework set up by the game.
Elder Scrolls online has vampires and werewolves in it but it is not a game system that focuses on either of those two things. To put it another way, core game mechanics don't revolve it like they do in a game like Vampire: Bloodlines. It's a secondary system that's been more or less supported in different titles, to varying degrees of success. The treatment these secondary systems have gotten in ESO is pretty darned good considering it's not the core focus of the game.
I mention all this mostly because I am looking at this from a developer or game design standpoint more than a player preferences standpoint. As a player, I sure wouldn't mind more options for vampire/werewolf characters (or any characters, frankly) but I also know they're not going to give these niche play styles special treatment. In order for them to do what you ask, the underlying design principles would need to be applied more broadly. For example, no skill line in the game has more than 5 active skills and one ultimate. Giving any skill line more than this would make it a rule breaker, which a developer isn't going to do without good reason. So if they do this, they would probably apply additional skills and ultimates more broadly to many, many skill lines.
Would that be pretty cool? Yeah, it just might! In the mean time, I accept ESO probably isn't trying to be that game design-wise and will probably never be that game design-wise. It's off to roll some polyhedral dice if I want the ultimate freeform RPG experience!
These 'secondary' systems such as vampire and werewolf are a gold mine for ESO. As not a single other MMO has a secondary subclass affliction system that changes how your character plays. So, expanding them would be an obvious boon as MMOs struggle to stand out among one another. I know people who would actively play ESO if the mortal/vamp/werewolf part of the game were more fleshed out. That's just the facts. It's a unique part of the ES world that they could certainly exploit to draw in a lot of people.
ZoS is actively losing money for not having fleshed out their golden, unique goose of 'secondary afflictions/skill lines' way more than they have. This transcends more than just vampire/werewolf. I'm talking mortal-only line, daedric worshipper lines, maybe even a lich line.
Also, some skill lines in the game have less than 5 skills, so what's stopping them from going over 5 with that thought in mind? They've already broken the core '5 skill' rule. Allow me to explain why your reasoning for why this would be 'rule breaking' and go against the game's design is also wrong. Take a gander real quick at other games. Look at WoW. Some classes have more specs (skill lines) than other classes. Look at a game like League of Legends. Every champ had 4 abilities and 1 passive until they decided to break into giving some champions 10 abilities and others only 1-2 abilities.
Basically, what I'm getting at here is games breaking this 'skill limit' rule is very common in games and NOT a bad thing like you seem to think it is. It adds variety to the game and opens up more creative options.
Also, it goes against you saying a developer would never do such a thing without good reason. I'd argue creating more in depth and diverse options for players IS a good reason (;
ESO progressing towards adding more skills to classes and these secondary lines to make them more deep and immersive is **vital** for the game's survival in the future. So, while the game may not be trying to be that at this moment, it doesn't mean that it should stay exactly as it is.
Imagine how crazy 1 new skill line per class would be as a base-game chapter feature? Or 3 new skills and 3 new ultimates per class?
It is vital the game expands what we as players can do with our classes. Especially if they keep adding in NPCs with abilities that are very cool and unique that could fit in our existing classes. Why do I say this? Because if they design a really cool animation/skill for, lets say, a templar NPC. Why not give it in an update to players? You can see an example of this in the Death Hunters from Greymoor. The templar variant can leap up into the air and then fall down in a blast of light on a location. They more than likely didn't have the tech to design that back then, but they could now.
WhereArtThouVampires wrote: »RPG´s are all about not being a clone warrior... giving options to players.
So should it not be for the players to decide if they want play more focused werewolf or vampire??.
It goes without saying that a hallmark of RPGs is presenting multiple options for how to play a character. The types of options presented depends on the game systems and game design. So while the player does get to decide how they play the game, they are also forced to do this within the framework set up by the game.
Elder Scrolls online has vampires and werewolves in it but it is not a game system that focuses on either of those two things. To put it another way, core game mechanics don't revolve it like they do in a game like Vampire: Bloodlines. It's a secondary system that's been more or less supported in different titles, to varying degrees of success. The treatment these secondary systems have gotten in ESO is pretty darned good considering it's not the core focus of the game.
I mention all this mostly because I am looking at this from a developer or game design standpoint more than a player preferences standpoint. As a player, I sure wouldn't mind more options for vampire/werewolf characters (or any characters, frankly) but I also know they're not going to give these niche play styles special treatment. In order for them to do what you ask, the underlying design principles would need to be applied more broadly. For example, no skill line in the game has more than 5 active skills and one ultimate. Giving any skill line more than this would make it a rule breaker, which a developer isn't going to do without good reason. So if they do this, they would probably apply additional skills and ultimates more broadly to many, many skill lines.
Would that be pretty cool? Yeah, it just might! In the mean time, I accept ESO probably isn't trying to be that game design-wise and will probably never be that game design-wise. It's off to roll some polyhedral dice if I want the ultimate freeform RPG experience!
These 'secondary' systems such as vampire and werewolf are a gold mine for ESO. As not a single other MMO has a secondary subclass affliction system that changes how your character plays. So, expanding them would be an obvious boon as MMOs struggle to stand out among one another. I know people who would actively play ESO if the mortal/vamp/werewolf part of the game were more fleshed out. That's just the facts. It's a unique part of the ES world that they could certainly exploit to draw in a lot of people.
ZoS is actively losing money for not having fleshed out their golden, unique goose of 'secondary afflictions/skill lines' way more than they have. This transcends more than just vampire/werewolf. I'm talking mortal-only line, daedric worshipper lines, maybe even a lich line.
Also, some skill lines in the game have less than 5 skills, so what's stopping them from going over 5 with that thought in mind? They've already broken the core '5 skill' rule. Allow me to explain why your reasoning for why this would be 'rule breaking' and go against the game's design is also wrong. Take a gander real quick at other games. Look at WoW. Some classes have more specs (skill lines) than other classes. Look at a game like League of Legends. Every champ had 4 abilities and 1 passive until they decided to break into giving some champions 10 abilities and others only 1-2 abilities.
Basically, what I'm getting at here is games breaking this 'skill limit' rule is very common in games and NOT a bad thing like you seem to think it is. It adds variety to the game and opens up more creative options.
Also, it goes against you saying a developer would never do such a thing without good reason. I'd argue creating more in depth and diverse options for players IS a good reason (;
ESO progressing towards adding more skills to classes and these secondary lines to make them more deep and immersive is **vital** for the game's survival in the future. So, while the game may not be trying to be that at this moment, it doesn't mean that it should stay exactly as it is.
Imagine how crazy 1 new skill line per class would be as a base-game chapter feature? Or 3 new skills and 3 new ultimates per class?
It is vital the game expands what we as players can do with our classes. Especially if they keep adding in NPCs with abilities that are very cool and unique that could fit in our existing classes. Why do I say this? Because if they design a really cool animation/skill for, lets say, a templar NPC. Why not give it in an update to players? You can see an example of this in the Death Hunters from Greymoor. The templar variant can leap up into the air and then fall down in a blast of light on a location. They more than likely didn't have the tech to design that back then, but they could now.
I admit I mostly play this game for werewolves and vampires. Multiplayer is another reason but not as major. I could easily go back to skyrim if those reasons weren't decent. But they can improve a lot.
It's still annoying how npcs get everything we don't. Werewolf with magic, werewolf behemoth, werewolf lord, vampire lord, vampire skills, vampire teleport, blood knight, etc.
Don't get me started on npc classes.
TX12001rwb17_ESO wrote: »Why would a Blood Scion be weaker in their Human form when most Vampires in the lore cannot transform into these sorts of things, not every Vampire is a Vampire Lord, that would be like saying that every Necromancer was a Lich.
The only thing I agree with is giving the transformations an ultimate they can use when transformed, the Blood Scion could gain the Clouding Swam Bat Teleportation Vampires use to have, for 50 ultimate rush towards an enemy in a cloud of bats doing XXXX damage.
WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »RPG´s are all about not being a clone warrior... giving options to players.
So should it not be for the players to decide if they want play more focused werewolf or vampire??.
It goes without saying that a hallmark of RPGs is presenting multiple options for how to play a character. The types of options presented depends on the game systems and game design. So while the player does get to decide how they play the game, they are also forced to do this within the framework set up by the game.
Elder Scrolls online has vampires and werewolves in it but it is not a game system that focuses on either of those two things. To put it another way, core game mechanics don't revolve it like they do in a game like Vampire: Bloodlines. It's a secondary system that's been more or less supported in different titles, to varying degrees of success. The treatment these secondary systems have gotten in ESO is pretty darned good considering it's not the core focus of the game.
I mention all this mostly because I am looking at this from a developer or game design standpoint more than a player preferences standpoint. As a player, I sure wouldn't mind more options for vampire/werewolf characters (or any characters, frankly) but I also know they're not going to give these niche play styles special treatment. In order for them to do what you ask, the underlying design principles would need to be applied more broadly. For example, no skill line in the game has more than 5 active skills and one ultimate. Giving any skill line more than this would make it a rule breaker, which a developer isn't going to do without good reason. So if they do this, they would probably apply additional skills and ultimates more broadly to many, many skill lines.
Would that be pretty cool? Yeah, it just might! In the mean time, I accept ESO probably isn't trying to be that game design-wise and will probably never be that game design-wise. It's off to roll some polyhedral dice if I want the ultimate freeform RPG experience!
These 'secondary' systems such as vampire and werewolf are a gold mine for ESO. As not a single other MMO has a secondary subclass affliction system that changes how your character plays. So, expanding them would be an obvious boon as MMOs struggle to stand out among one another. I know people who would actively play ESO if the mortal/vamp/werewolf part of the game were more fleshed out. That's just the facts. It's a unique part of the ES world that they could certainly exploit to draw in a lot of people.
ZoS is actively losing money for not having fleshed out their golden, unique goose of 'secondary afflictions/skill lines' way more than they have. This transcends more than just vampire/werewolf. I'm talking mortal-only line, daedric worshipper lines, maybe even a lich line.
Also, some skill lines in the game have less than 5 skills, so what's stopping them from going over 5 with that thought in mind? They've already broken the core '5 skill' rule. Allow me to explain why your reasoning for why this would be 'rule breaking' and go against the game's design is also wrong. Take a gander real quick at other games. Look at WoW. Some classes have more specs (skill lines) than other classes. Look at a game like League of Legends. Every champ had 4 abilities and 1 passive until they decided to break into giving some champions 10 abilities and others only 1-2 abilities.
Basically, what I'm getting at here is games breaking this 'skill limit' rule is very common in games and NOT a bad thing like you seem to think it is. It adds variety to the game and opens up more creative options.
Also, it goes against you saying a developer would never do such a thing without good reason. I'd argue creating more in depth and diverse options for players IS a good reason (;
ESO progressing towards adding more skills to classes and these secondary lines to make them more deep and immersive is **vital** for the game's survival in the future. So, while the game may not be trying to be that at this moment, it doesn't mean that it should stay exactly as it is.
Imagine how crazy 1 new skill line per class would be as a base-game chapter feature? Or 3 new skills and 3 new ultimates per class?
It is vital the game expands what we as players can do with our classes. Especially if they keep adding in NPCs with abilities that are very cool and unique that could fit in our existing classes. Why do I say this? Because if they design a really cool animation/skill for, lets say, a templar NPC. Why not give it in an update to players? You can see an example of this in the Death Hunters from Greymoor. The templar variant can leap up into the air and then fall down in a blast of light on a location. They more than likely didn't have the tech to design that back then, but they could now.
I admit I mostly play this game for werewolves and vampires. Multiplayer is another reason but not as major. I could easily go back to skyrim if those reasons weren't decent. But they can improve a lot.
It's still annoying how npcs get everything we don't. Werewolf with magic, werewolf behemoth, werewolf lord, vampire lord, vampire skills, vampire teleport, blood knight, etc.
Don't get me started on npc classes.
Exactly. You aren't alone. I have many friends that would jump into this game the split second its vampire and werewolf system were as in-depth as Skyrim.
If people don't see the fact that this is only MMO with playable vampires and werewolves in a fantasy world where they're actually a reasonably big deal as a main selling point for the game then idk man. All I know is that MMOs usually strive to milk what unique assets they have and so far ZOS has not done this at all with their affliction system. Despite....it literally being a gold mine.
Absolutely correct on the werewolf with magic, behemoth, vamp lord, etc.
No Thanks, that ability looks ridiculous and there's good reason to not have that in PvP.The templar variant can leap up into the air and then fall down in a blast of light on a location.
WhereArtThouVampires wrote: »WhereArtThouVampires wrote: »RPG´s are all about not being a clone warrior... giving options to players.
So should it not be for the players to decide if they want play more focused werewolf or vampire??.
It goes without saying that a hallmark of RPGs is presenting multiple options for how to play a character. The types of options presented depends on the game systems and game design. So while the player does get to decide how they play the game, they are also forced to do this within the framework set up by the game.
Elder Scrolls online has vampires and werewolves in it but it is not a game system that focuses on either of those two things. To put it another way, core game mechanics don't revolve it like they do in a game like Vampire: Bloodlines. It's a secondary system that's been more or less supported in different titles, to varying degrees of success. The treatment these secondary systems have gotten in ESO is pretty darned good considering it's not the core focus of the game.
I mention all this mostly because I am looking at this from a developer or game design standpoint more than a player preferences standpoint. As a player, I sure wouldn't mind more options for vampire/werewolf characters (or any characters, frankly) but I also know they're not going to give these niche play styles special treatment. In order for them to do what you ask, the underlying design principles would need to be applied more broadly. For example, no skill line in the game has more than 5 active skills and one ultimate. Giving any skill line more than this would make it a rule breaker, which a developer isn't going to do without good reason. So if they do this, they would probably apply additional skills and ultimates more broadly to many, many skill lines.
Would that be pretty cool? Yeah, it just might! In the mean time, I accept ESO probably isn't trying to be that game design-wise and will probably never be that game design-wise. It's off to roll some polyhedral dice if I want the ultimate freeform RPG experience!
These 'secondary' systems such as vampire and werewolf are a gold mine for ESO. As not a single other MMO has a secondary subclass affliction system that changes how your character plays. So, expanding them would be an obvious boon as MMOs struggle to stand out among one another. I know people who would actively play ESO if the mortal/vamp/werewolf part of the game were more fleshed out. That's just the facts. It's a unique part of the ES world that they could certainly exploit to draw in a lot of people.
ZoS is actively losing money for not having fleshed out their golden, unique goose of 'secondary afflictions/skill lines' way more than they have. This transcends more than just vampire/werewolf. I'm talking mortal-only line, daedric worshipper lines, maybe even a lich line.
Also, some skill lines in the game have less than 5 skills, so what's stopping them from going over 5 with that thought in mind? They've already broken the core '5 skill' rule. Allow me to explain why your reasoning for why this would be 'rule breaking' and go against the game's design is also wrong. Take a gander real quick at other games. Look at WoW. Some classes have more specs (skill lines) than other classes. Look at a game like League of Legends. Every champ had 4 abilities and 1 passive until they decided to break into giving some champions 10 abilities and others only 1-2 abilities.
Basically, what I'm getting at here is games breaking this 'skill limit' rule is very common in games and NOT a bad thing like you seem to think it is. It adds variety to the game and opens up more creative options.
Also, it goes against you saying a developer would never do such a thing without good reason. I'd argue creating more in depth and diverse options for players IS a good reason (;
ESO progressing towards adding more skills to classes and these secondary lines to make them more deep and immersive is **vital** for the game's survival in the future. So, while the game may not be trying to be that at this moment, it doesn't mean that it should stay exactly as it is.
Imagine how crazy 1 new skill line per class would be as a base-game chapter feature? Or 3 new skills and 3 new ultimates per class?
It is vital the game expands what we as players can do with our classes. Especially if they keep adding in NPCs with abilities that are very cool and unique that could fit in our existing classes. Why do I say this? Because if they design a really cool animation/skill for, lets say, a templar NPC. Why not give it in an update to players? You can see an example of this in the Death Hunters from Greymoor. The templar variant can leap up into the air and then fall down in a blast of light on a location. They more than likely didn't have the tech to design that back then, but they could now.
I admit I mostly play this game for werewolves and vampires. Multiplayer is another reason but not as major. I could easily go back to skyrim if those reasons weren't decent. But they can improve a lot.
It's still annoying how npcs get everything we don't. Werewolf with magic, werewolf behemoth, werewolf lord, vampire lord, vampire skills, vampire teleport, blood knight, etc.
Don't get me started on npc classes.
Exactly. You aren't alone. I have many friends that would jump into this game the split second its vampire and werewolf system were as in-depth as Skyrim.
If people don't see the fact that this is only MMO with playable vampires and werewolves in a fantasy world where they're actually a reasonably big deal as a main selling point for the game then idk man. All I know is that MMOs usually strive to milk what unique assets they have and so far ZOS has not done this at all with their affliction system. Despite....it literally being a gold mine.
Absolutely correct on the werewolf with magic, behemoth, vamp lord, etc.
Skyrim did not have a complex system for werewolves and vampires. Each one had One Simple Skill Tree, just like the ones in ESO have one skill line.
If you wanted an in-depth monster system in Skyrim you had to download mods.
Werewolves and Vampires have always been secondary aspects of the character. Also the Vampire overhaul was all about making the vampire skill line something you actually had to participate in, that already makes it more immersive.
I have a werewolf character but I never really use the skill line, by using the skill line I am automatically changing how I play. The Werewolf itself has multiple choices just like any other skill line.
So no I do not agree with yet another skill line that is werewolf and/or vampire centric. We do not need another one.
Again for me I'd just like to have Skins for the Werewolf like Were-Crocodile. That's a gold mine.
I'm one of those people that don't think every single ability that an enemy has is something that a player should have.No Thanks, that ability looks ridiculous and there's good reason to not have that in PvP.The templar variant can leap up into the air and then fall down in a blast of light on a location.
Werewolf is very strong in pvp but piece of *** PvE, in cyro, i tri focus a werewolf that doing 15k dps to him, and he just howl over and over again about 15 times and heal to full whenever i bring his health down to 20% ( he has 45k hp ) and i dont even know where is that magicka from when he's trying to howl like that. If u let werewolf can use normal skill like vampire it will become a nightmare for pvp when everyone all want werewolf
Vampire some simple changes that may help:
Reverse Progression "well fed: looks young and unrecognizable to the public as a vamp, when starving not so much (aka Stage 1).
All passives stay same except:
Feed passives:
Health & Flame negatives on feed passive stay the same;
Remove Reg Ability cost increases & Vamp Ability cost decrease.
Replace with below passives:
Vamp Abilities only damage increase. (S1V-0;S2V-15;S3V-30;S4V-45)
Vamp Abilities only cost increase. (S1V-0;S2V-10;S3V-25;S4V-50)
Skills Changes
All Same including ultimate's except;
Arterial Burst (morph); Ranged magic damage Skill
Vapric Drain ; Change all skills to DOTs or direct damage similar to NB ability (swallow soul (morph))
WhereArtThouVampires wrote: »Vampire some simple changes that may help:
Reverse Progression "well fed: looks young and unrecognizable to the public as a vamp, when starving not so much (aka Stage 1).
All passives stay same except:
Feed passives:
Health & Flame negatives on feed passive stay the same;
Remove Reg Ability cost increases & Vamp Ability cost decrease.
Replace with below passives:
Vamp Abilities only damage increase. (S1V-0;S2V-15;S3V-30;S4V-45)
Vamp Abilities only cost increase. (S1V-0;S2V-10;S3V-25;S4V-50)
Skills Changes
All Same including ultimate's except;
Arterial Burst (morph); Ranged magic damage Skill
Vapric Drain ; Change all skills to DOTs or direct damage similar to NB ability (swallow soul (morph))
Toss in changing the visuals of Blood Mist to be a bat swarm instead of the weird red pool of mist (It has bite sound effects atm, mind you).
And vampiric drain can be fixed in an even simpler way: Just up the damage and heal to its pre-pts values. Back then it was doing around 9k a tick and healing for up to 60% of your missing HP per tick.
Also, add 5% magicka resource regen onto Drain Vigor. That way it restore 5% stam and 5% magicka, making it an actual worthy thing to take. If this is added, I'd argue Invogorating drain should have it's '3-per-tick' ultimate regen buffed up to 6 per tick or giving the old unique 10% movespeed increase for 30 seconds. (Old Vampiric drain morph) in combination with the 3 ulti gen.
These are pretty simple changes to add onto yours and over all would fix a lot of the more glaring issues with vampire. (I'd even argue these drain changes are simpler than the ones you suggested since this is how the skill used to be pre-pts.)
If they wanted another simple fix to the kit, they should make Perfect Scion's effect something totally different or simply have it apply as a passive when slotted.
Also for the love of god.....PLEASE
please make Vampiric Drain's visuals more dark and bloody like the NPC vampiric drain. Whoever decided we should be draining green mountain dew and golden pee from people as a vampire genuinely needs to have their position at the company questioned.
Especially when the base unmorphed vampiric drain ability actually looks cool.
Also a simple visual indicator on your HP bar that shows the player is under the effect of Blood Frenzy or Blood For Blood would be a nice quality of life thing for groups!