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Ideas for a Re-Rework for Vampire

fathym1
fathym1
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I ,like many others, have been pretty unhappy with how Vampires have been treated since Greymoor so I decided to work out how I would personally rework the skill line to make it more interesting and useable in various aspect of play. I gave myself a few constraints:
1. I did not change any of the skills in a way that would require new assets as that would be more costly to implement for the studio.
2. I tried to keep to , what I believe to be, the studio's original vision for how the Vampire was supposed to play. They seemed to be going for 2 different play styles within the kit, one for drain tanking and another for a magicka dps that tries to get to low health to deal more damage and then heal up. My rework works to advance those two play styles. I also pushed more heavily into the kiss curse concept by strengthen both the positives and negatives of each rank of vampire. My rework plays more into the idea that vampires gain and maintain their power by feeding off the lifeforce of their enemies and this becomes more prevalent as they increase in rank. Blood is both sustenance and power to the Vampire.

Check out the ideas below. Be aware that mana costs and damage numbers weren't added for most of the spells because they would need to be extensively tested and rebalanced after an overhaul like this. Any ability not mentioned would stay largely the same with slight number adjustments. I would love to hear feedback and any ideas you guys might have about how to make the Vampire skill line a bit more fun. :smile:

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  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    These ideas make Vampirism look extremely weak like -100% magicka recovery? Vampirism does not need much as far changes as go, it just needs tweaks to be more viable.

    - Perfect Scion last 50% longer then Swarming Scion
    - Mist Form grants 50% speed and immunity to snares, Major Protection on the first morph. Health Drain on the second morph
    - Stage 2 grant unnatural movement (Lower Stages should be the weaker runaway and hide stages)
    - Stage 4 grant a Flat 300 weapon/spell damage buff (Higher Stages like 3 and 4 should be about Power)
    - Health Regeneration is increased by 100 points per stage up to 400 at the cost of receiving 3%/6%/9%/12% outside healing
    - Replace Blood Frenzy with a Gap Closer, Vanish then reappear as a Bat swarm at the targeted location dealing XXX damage
  • Bobargus
    Bobargus
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    If Blood For Blood's damage was to be increased based on how much health you have, since it uses health as a resource, i would be happy. I would have been even happier if blood for blood's damage was converted from magicka to oblivion damage instead.
    Edited by Bobargus on May 23, 2022 7:07AM
  • Gorrdained
    Blood Feast should have a synergy when target is at x% hp you can use it to sustain vampire scion form. how Werewolves do with eating hearts.
  • SedoUmbra
    SedoUmbra
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    Well that minus magicka recovery has just killed off any chance of anyone ever playing Stage 3 or 4 Vamp.
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