Right now there's little reason to not be a Vampire or a Werewolf, since Vampirism gives passive bonuses, and Lycanthropes only downside while not transformed are a handful of fighter's guild abilities. I love both vampire and werewolf, but what if there was some sort of benefit to remaining a mere mortal?
I think various fighter's guild passives should give minor bonuses if you aren't a werewolf or vampire yourself, particularly playing into the themes of hunting down daedric influence. These could be things as minor as slightly increased stealth detection, to improved fire / poison damage against their respective targets.
Somewhat obviously my main focus is PvP, where the two curses often come into play, but what would you think about leveling the playing field? Would werewolves need untransformed bonuses to level it out? Would we need to see a rework of the curses? I'm interested to hear your thoughts!
Lycanthropes only downside while not transformed are a handful of fighter's guild abilities.
thedoodle_90 wrote: »Vampire and werewolf alrdy barely offer anything lets not go nerfing them
Right now there's little reason to not be a Vampire or a Werewolf, since Vampirism gives passive bonuses, and Lycanthropes only downside while not transformed are a handful of fighter's guild abilities. I love both vampire and werewolf, but what if there was some sort of benefit to remaining a mere mortal?
I think various fighter's guild passives should give minor bonuses if you aren't a werewolf or vampire yourself, particularly playing into the themes of hunting down daedric influence. These could be things as minor as slightly increased stealth detection, to improved fire / poison damage against their respective targets.
Somewhat obviously my main focus is PvP, where the two curses often come into play, but what would you think about leveling the playing field? Would werewolves need untransformed bonuses to level it out? Would we need to see a rework of the curses? I'm interested to hear your thoughts!
the1andonlyskwex wrote: »It would be easier to just nerf Vampire and Werewolf so that their penalties balance out their bonuses, instead of having them (particularly Vampire) be overpowered.
The reason not to use use vampire is to not have to feed every 4 hours. And of course you have higher skill cost and vampire dmg received. When you not feed you fall to stage 2 loosing undeath passive or stage 1 loosing extra wpn dmg from stealth while still having 5% or 3% extra skill cost and 8% or 5% more flame dmg. When you dont have to use vamp skills this is clearly worse than mortal and a reason not to be vampire.LittlePinkDot wrote: »Right now there's little reason to not be a Vampire or a Werewolf, since Vampirism gives passive bonuses, and Lycanthropes only downside while not transformed are a handful of fighter's guild abilities. I love both vampire and werewolf, but what if there was some sort of benefit to remaining a mere mortal?
I think various fighter's guild passives should give minor bonuses if you aren't a werewolf or vampire yourself, particularly playing into the themes of hunting down daedric influence. These could be things as minor as slightly increased stealth detection, to improved fire / poison damage against their respective targets.
Somewhat obviously my main focus is PvP, where the two curses often come into play, but what would you think about leveling the playing field? Would werewolves need untransformed bonuses to level it out? Would we need to see a rework of the curses? I'm interested to hear your thoughts!
The reason to not be a vampire is to not be ugly.
thedoodle_90 wrote: »Vampire and werewolf alrdy barely offer anything lets not go nerfing them
Vamp stage 3 is the biggest crutch in Pvp.
Playing in Cyro and IC = World of Vampires.
Everyone talks about diversity of builds yet World of Vamps.
And this could be countered without a nerf....buff Mortal damage against Vamps outside of the limited choices in Fighters Guild.
thedoodle_90 wrote: »Vampire and werewolf alrdy barely offer anything lets not go nerfing them
Vamp stage 3 is the biggest crutch in Pvp.
Playing in Cyro and IC = World of Vampires.
Everyone talks about diversity of builds yet World of Vamps.
And this could be countered without a nerf....buff Mortal damage against Vamps outside of the limited choices in Fighters Guild.
Not. Everything. Is. PvP.
Buff the vampire skill line and then talk about nerfing vampire passives.
Bobby_V_Rockit wrote: »Aren’t vampires laughably weak in anything outside of PvP? Like weaker than being a mortal? More fire damage, higher skill cost, etc.
Bobby_V_Rockit wrote: »Aren’t vampires laughably weak in anything outside of PvP? Like weaker than being a mortal? More fire damage, higher skill cost, etc.
the1andonlyskwex wrote: »It would be easier to just nerf Vampire and Werewolf so that their penalties balance out their bonuses, instead of having them (particularly Vampire) be overpowered.
Werewolf penalties more than balance out their boni, In mortal form they are both non existant and In werewolf form penalties are bigger than boni.
Werewolf is worse than any class with 2 bars and even worse than most classes with onebar oakensoul builds. Untransformed a werewolf has no advantages or disadvantages over mortals, werewolves practically are mortals while untransformed. A werewolf can just not slot werewolf transformation and play like a mortal. Why is it a problem If players have Lycantrophy but dont use it, they practically are mortals, there is no difference. Werewolf is just a unlockable skillline. And I think It is fine this way.
My first StamDk lost Werewolf when I resettet him using armory to change him into a Magdk, I didnt let someone bite me because I have no use for it. My second stam dk is still a werewolf, but I almost never use it since werewolf got nerfed in update 29. If there was a penalty for beeing untransformed werewolf I had to remove werewolf.
If you want to be a mortal you can do this and get neither vampire nor werewolf. Seems like many players here are already doing this.The reason not to use use vampire is to not have to feed every 4 hours. And of course you have higher skill cost and vampire dmg received. When you not feed you fall to stage 2 loosing undeath passive or stage 1 loosing extra wpn dmg from stealth while still having 5% or 3% extra skill cost and 8% or 5% more flame dmg. When you dont have to use vamp skills this is clearly worse than mortal and a reason not to be vampire.LittlePinkDot wrote: »Right now there's little reason to not be a Vampire or a Werewolf, since Vampirism gives passive bonuses, and Lycanthropes only downside while not transformed are a handful of fighter's guild abilities. I love both vampire and werewolf, but what if there was some sort of benefit to remaining a mere mortal?
I think various fighter's guild passives should give minor bonuses if you aren't a werewolf or vampire yourself, particularly playing into the themes of hunting down daedric influence. These could be things as minor as slightly increased stealth detection, to improved fire / poison damage against their respective targets.
Somewhat obviously my main focus is PvP, where the two curses often come into play, but what would you think about leveling the playing field? Would werewolves need untransformed bonuses to level it out? Would we need to see a rework of the curses? I'm interested to hear your thoughts!
The reason to not be a vampire is to not be ugly.
Dawnbreaker used to give 20% extra dmg against all werewolves and vampires, however they changed it to give 20% extra dmg only to vampire and werewolve players and 10% to everyone else including mortal players to reduce number of calculations from 23 to 3.
They should increase the bonus dmg versus vampires to 30-40% and/or remove the 10% bonus dmg to mortals.