DrNukenstein wrote: »being mortal, or a werewolf needs to be made competitive.
Vampirism is a skill line with immensely useful passives that are active all the time, and skills that essentially allow any class to multiclass into nightblade. That's very good.
What if werewolf was reworked to be more like vampirism with passives that are active all the time, and skills that can be used out of werewolf form but are enhanced in werewolf form? What if werewolf form was a recastable 20 second buff with nice secondary effects?
What if fighters and mages guild skills were for mortals only? This becomes way more palatable with increasing access to class sourced Msav/Proph
Without that competition between multiple mutually exclusive character states, vampirism could only be nerfed to uselessness.
DrNukenstein wrote: »being mortal, or a werewolf needs to be made competitive.
Vampirism is a skill line with immensely useful passives that are active all the time, and skills that essentially allow any class to multiclass into nightblade. That's very good.
What if werewolf was reworked to be more like vampirism with passives that are active all the time, and skills that can be used out of werewolf form but are enhanced in werewolf form? What if werewolf form was a recastable 20 second buff with nice secondary effects?
What if fighters and mages guild skills were for mortals only? This becomes way more palatable with increasing access to class sourced Msav/Proph
Without that competition between multiple mutually exclusive character states, vampirism could only be nerfed to uselessness.
autocookies wrote: »DrNukenstein wrote: »being mortal, or a werewolf needs to be made competitive.
What if fighters and mages guild skills were for mortals only? This becomes way more palatable with increasing access to class sourced Msav/Proph
Please don't do that all my toons are both vampires and werewolves... and my necro would be completely worthless without fighters guild buffs....
Twohothardware wrote: »All the vampire passives need to be tied to slotting vampire skills. None should be active without.
Panderbander wrote: »Twohothardware wrote: »All the vampire passives need to be tied to slotting vampire skills. None should be active without.
100% this. Especially Undeath. Tie it to the number of vampire abilities you have on your bar for the effect, say 5% damage reduction per ability so a full bar gives the full effect.
Panderbander wrote: »Twohothardware wrote: »All the vampire passives need to be tied to slotting vampire skills. None should be active without.
100% this. Especially Undeath. Tie it to the number of vampire abilities you have on your bar for the effect, say 5% damage reduction per ability so a full bar gives the full effect.
Panderbander wrote: »100% this. Especially Undeath. Tie it to the number of vampire abilities you have on your bar for the effect, say 5% damage reduction per ability so a full bar gives the full effect.
CameraBeardThePirate wrote: »Vampire is all but mandatory in PvP. They shouldn't receive any buffs until Undeath receives a needed nerf.
AlterBlika wrote: »Panderbander wrote: »100% this. Especially Undeath. Tie it to the number of vampire abilities you have on your bar for the effect, say 5% damage reduction per ability so a full bar gives the full effect.
I wish these skills actualy did something
Could introduce a dawnguard skill line only available to mortals. Unlikely without a major chapter update, but thematically it would work and create the least amount of salt with the player base. Fighters guild could also be made more actually fighter oriented too instead of the weird niche it occupies now. Only problem is the fighters guild quest line and the dawnbreaker ultimate might feel weird cause ZoS already sort of conflated the dawnguard with the fighters guild.