KaironBlackbard wrote: »For they who want a more skyrim like vampire lord thing, here is my idea:
https://sites.google.com/view/ideascompilationforeso/ideas-since-11012023/vampire-mk3-if-current-scion-is-mk2
Human form is listed beneath the Vampire Lord stuff.
TL;DR, there are a few spells you can use in human form, as well as more skyrim like vampire effects in both human and lord form.
The Ultimate turns you into a Scion, which will be sort of like Lycanthrope, but you have two bars instead of one.
Bar A: Magic and blood magic spells.
Bar B: Claws and Night powers.
In total, about 16 abilities. There might not be any purchasable passives due to the large amount of abilities. However, both human and scion form have both positive and negative passives. Some of which grow more potent at higher stages.
If they wish to go even more Skyrim-like and lock certain human form spells behind stage requirements, that's their prerogative.
And yes, I would really like the vampire to be played fully, like a werewolf, and not for the sake of some individual passives and skills.
KaironBlackbard wrote: »And yes, I would really like the vampire to be played fully, like a werewolf, and not for the sake of some individual passives and skills.
YES.
The whole reason is roleplay, just like in the single player games.
Do you play Skyrim?
As a Vamp Lord?
Do you ever send Giant flying into the air using Vampiric Grip?
That is so much fun!
If you viewed the page, did you see the morph idea?
It also has a bit of integrated balancing so people can't abuse it like Skyrim.
What do you think?
Good point, we used to have op health regen to compete with op Undeath, so it seemed less obnoxious back then.DrNukenstein wrote: »Give players a strong reason to stay mortal and give werewolf competitive benefits, then vampire is fine.
MentalxHammer wrote: »The only thing that really needs changing is the undeath passive. It’s a relic of the past from when major protection gave 30% mitigation. The fact that 99% of players in PvP are forced to use it should make it clear to ZOS that it needs to be rebalanced. I think the very tanky meta that has existed for years now is due in large part to that one passive.. also the increase in ability costs associated with vampire causes players to need to build for more sustain where they could be building into damage, which further exacerbates the time to kill issue.
The problem is not that this is meta, but why it is meta, developers need to work on the cause and not on the effect, but the fact is that there are no other alternatives that increase survivability other than vampirism, if previously it was possible to accelerate health regeneration to decent values in pvp zones, now due to morale it’s impossible to do this normally, moreover, heavy armor does not give any penalties for dd, so you can use it to the fullest, and plus you get bonus from undeath, you’ll kill noobs anyway, but serious ones the players will be just as fat and with good damage, but at the same time they won’t do anything to you, just as you won’t do anything to them, and such fights can drag on forever. sustain Wretched + some good stat sets, undeath, and heavy armor 4-5, and you unkillable tank with huge sustain, self heal, and damage, so the reason is not only undeath, which is far from being the key in this situation, but a huge balance hole
I won't stop insisting on a full vampire rework in the forums until we AT LEAST get a Vampire Lord transformation and not a reskinned goliath.
And for the love of Mara, make new vampire stage skins and fix the tats. Crown store or not, I don't care.
xylena_lazarow wrote: »Good point, we used to have op health regen to compete with op Undeath, so it seemed less obnoxious back then.DrNukenstein wrote: »Give players a strong reason to stay mortal and give werewolf competitive benefits, then vampire is fine.
Vampire cons:
Bad synergy with health regen
Undeath being mandatory for PvP
Getting stronger if you take more damage seems anti-lore
Experienced groups can just use the benefit without any downside (e.g. massive ulti building during trial boss invulnerable)
Vampire pros:
I've seen some really cool builds utilising the vamp skill "simmering frenzy" for vet arena score runs or IA runs - builds that only work if you're really skilled - turning you into the quintessential glass cannon.
I think both vamp and WW need a serious redesign, but vamp is currently in a better place than WW.
KaironBlackbard wrote: »Curses are solely for roleplay. Anyone using them otherwise needs to rethink their playstyle.
Also, why bother with the 22.5% resist at 25% health when you are taking 24% more fire damage?
The 30% doesn't kick in until you are below 5%, and normally you are dead before then.
Mathing... you get 0.3% per percentage of health missing.
Effectively you never top 27% before you die.
How is Undeath broken?
Literally only tanks get any use out of it.
Trying to use it as any other role is suicidal.
Too many Dragonknights spewing flame all over the battlefield.
That increased fire damage taken is too high a price for such low defence boost.
It's suicidal.
KaironBlackbard wrote: »Curses are solely for roleplay. Anyone using them otherwise needs to rethink their playstyle.
Also, why bother with the 22.5% resist at 25% health when you are taking 24% more fire damage?
The 30% doesn't kick in until you are below 5%, and normally you are dead before then.
Mathing... you get 0.3% per percentage of health missing.
Effectively you never top 27% before you die.
How is Undeath broken?
Literally only tanks get any use out of it.
Trying to use it as any other role is suicidal.
Too many Dragonknights spewing flame all over the battlefield.
That increased fire damage taken is too high a price for such low defence boost.
It's suicidal.
KaironBlackbard wrote: »@GrimStyx
Even so, I still haven't figured out an unkillable build yet.
Here's a theory that I can't test because I don't have Summerset:
Meditate (Psijic Channel) + Deliberation (30% mit during psijic channel) + Light of Cyrodiil (15% during channel) + High Elf (5% during channel) = either 50% mitigation (additive) or x0.56525 damage taken (multiplicative) (43.475% mitigation)
I honestly hope it's additive.
Nightblade: Revealing Flare slotted (Major Protection), Dark Cloak slotted on either bar (Minor Protection), 15%. Those two are additive together.
Added Bonus: Concealed Weapon on either bar (Minor Expedition)
Alternatively, you could slot Temporal Guard (Morph of Undo {Psijic Ult}) to get Minor Protection while slotted on any class.
Necromancer's Bitter Harvest reduces damage taken by 3% while slotted. Stacked with Flare and Temporal Guard that should make 18% instead of just 15...
Necro can also reduce damage taken from DoT by 15% while a Bone Tyrant ability is active. Not adding that below for now.
Light set that decreases damage from players by 10% as it's 5th perk (Edit: It's Buffer of the Swift), and the CP reducing damage from NPCs by 10%, make 10% reduced damage taken from everything.
4 warfare slotteds, reducing single target and area damage taken, and reducing direct and DoT damage taken, totalling 12% mitigation. If you want to swap one for Cutting Defence, that's up to you. Damage dealer would go Reaving Blows as well.
Passive CPs, Reduce Martial and Magic damage taken by 2%.
I feel like I'm missing one, or a few, CPs.
Current stats: 50% gear and race and psijic (playstyle), 15% skills (18% Necro), 22% 24% CP and gear. 87% 89% (90% 92% Necro).
Huh, one of my last math runs did manage to get it over 100%... I'm missing something.
Light armor doesn't really top 12k-16k. At 16k it's 25% resistance, as long as they don't penetrate through it. It seems like even enemy tanks have over 45k penetration these days.
My tank has 42k armor and they cut through him as if he doesn't have any.
Siphoning Strikes paired with cutting defence will give you even more healing per second, as long as they attack you within 7 meters.
Morph can grant extreme more healing or resource restore.
I thought Arcanist had something similar, an ability that gave them defence either per crux spent or per crux active?
Found it: Runic Jolt, reduce damage taken by 2% per active crux. 3 crux makes 6%.
Pair with Cruxweaver Armor to generate crux when you take damage while its active.
So, Arcanist instead, 21% in skills. 93% 95% total.
I feel like I'm missing some CPs. Passive ones probably.
Oh, right, reduce magic and martial damage taken by 2%. Editing...
Ok, still missing something. Oh, maybe it was Evasion or the Trials defensive perk... Doesn't really help with PvP or single target damage though.
But, Oakensoul does give the Minor defensive dungeon/trials perk, which would make 100% Arcanist in dungeons and trials.
Edit: Found another CP: Juggernaut: When under CCI, reduce damage taken by 5%. Fitness tree. 100% Arcanist everywhere. Theoretically.
Theory Build
Meditate, Runic Jolt, Cruxweaver Armor, Revealing Flare, Radiant Magelight, Temporal Guard. Deliberation passive.
Light of Cyrodiil, Buffer of the Swift, possibly Oakensoul.
High Elf race.
To be continued...
CPs
Warfare
Duelist's Rebuff: Slotted, Single Target
Elemental Aegis: Passive, Magic
Enduring Resolve: Slotted, DoT (I'd probably swap for Cutting Defence)
Hardy: Passive, Martial
Ironclad: Slotted, Direct
Preparation: Passive, NPCs
Unassailable: Slotted, AoE (Alternative to swap for Cutting Defence)
CPs
Fitness
Juggernaut: Slotted, Global during CCI
Pain's Refuge: Slotted, defence for negative effects on you
Hardened: Slotted, CCI Duration
Fortified: Slotted, Extra Armor
Piercing Gaze: Passive, stealth detection boost
Spirit Mastery: Slotted, revive time 33% faster
Celerity: Slotted, 10% more speed
5 slotteds listed, you can only have 4 at a time.
Alternative for Buffer: Bastion of the Heartland. Reduce damage taken from players by 3% (instead of 10%.) Reduce damage taken from Siege Weapons and Player AoEs by 10%. 7 points less effective against player single target damage, but 3 points more effective against their AoEs. I'd probably go with buffer.
Other than the fire damage taken increase, Undeath might help against everything else if you still aren't completely immune.
I'd still avoid vampirism with this setup though.
KaironBlackbard wrote: »What would you think if Vampirism had no purchasable passives, but instead had this:I think it'd be cool. I would miss Unnatural Movement though.
- Reduce the area you can be detected while sneaking and cost of sneak by 25%
- Reduce the cost of illusion spells by 25% (Needs to be converted to ESO but I don't really know how...)
- Resist Frost 20%/30%/40%/50%
- Weakness to Fire 20%/30%/40%/50%
- Vampiric Strength: Melee/Unarmed damage boost 5%/10%/15%/20%
- Weakness to Sunlight: Reduce Recoveries by 15%/30%/45%/60%
BTW: the A/B/C/D is Stage1/Stage2/Stage3/Stage4
KaironBlackbard wrote: »What would you think if Vampirism had no purchasable passives, but instead had this:I think it'd be cool. I would miss Unnatural Movement though.
- Reduce the area you can be detected while sneaking and cost of sneak by 25%
- Reduce the cost of illusion spells by 25% (Needs to be converted to ESO but I don't really know how...)
- Resist Frost 20%/30%/40%/50%
- Weakness to Fire 20%/30%/40%/50%
- Vampiric Strength: Melee/Unarmed damage boost 5%/10%/15%/20%
- Weakness to Sunlight: Reduce Recoveries by 15%/30%/45%/60%
BTW: the A/B/C/D is Stage1/Stage2/Stage3/Stage4
The percentages for fire damage and cold protection are too high, I would change to 25%, this is an MMO after all, not a solo game
the increase in damage in melee is also too high, and again it ties you to melee combat, for example, I practically don’t play melee combat, and if I do, I play at most on a templar, or combine ranged and melee, with a priority to ranged.
I don’t understand what it has to do with illusions and a vampire. This is a vampire branch, you need to buff it, not illusions. Moreover, the game does not yet have an illusionist class, and it would be strange to give an advantage in vampirism to it.
I agree about the percentage of regeneration, but we need to clarify this reduction in health regeneration or all resources.
Now, even though there are enough resources for almost everything, thanks to the same wretched vitality, but nevertheless, any interference in the precarious balance of resource recovery or the cost of abilities greatly affects players with vampirism, and reduces the regeneration of stamina or magic, or increasing their cost is a bad decision, taking into account the fact that the vampire branch does not offer its own truly practical and strong abilities, but is simply a set for patching up holes in the problems of the class and build, the abilities of which are disgustingly combined with each other
And even more so, I don’t understand at all why a vampire needs a sneak buff in a practical sense, we are again going back to making an impractical rollplay out of the vampire branch, instead of giving him good combat buffs, like a werewolf, although even there players argue about that the werewolf is weak and unpopular.
Role-players already finded something to do with a reworked branch, the main thing is to give them good effects, but in a real game, without the practical power of skills, the branch becomes dead and useless to anyone
about Unnatural Movement, it needs a major and minor expedition buff, when sprinting, and invisibility after 1 second, then I won’t have anything against such a passive skill at stage 4. Or invisibility can be replaced with some other special effect, for example blur, where you cannot be targeted, but the blurred silhouette and air flows from high speed will be visible. The blur will go away, as will invisibility, if you get damaged by undirected attack
And even more so, I don’t understand at all why a vampire needs a sneak buff in a practical sense
KaironBlackbard wrote: »about Unnatural Movement, it needs a major and minor expedition buff, when sprinting, and invisibility after 1 second, then I won’t have anything against such a passive skill at stage 4. Or invisibility can be replaced with some other special effect, for example blur, where you cannot be targeted, but the blurred silhouette and air flows from high speed will be visible. The blur will go away, as will invisibility, if you get damaged by undirected attack
Don't you dare remove my invisi-sprinting! I rely on that in PvE! Especially since I turned my cloak into Dark Cloak. Fun heal, but forces me to fight Everything when I can't invisi-sprint.
Although, I wouldn't mind the time to invisible being decreased, hastened. 3 seconds is... handleable. 6 seconds is murder. Wish it wasn't more than 5 for rank 1. I've got one Vamp who isn't high enough level to get rank 2 yet, so he's suffering a bit from that.
Also, I hate stairs.
Now, one alteration that would be fun, is this:
You can now sprint while invisible without losing it. This applies to other sources, such as Potions and NB cloak. Mostly potions.
I hate losing my invisibility when I start sprinting to proc Unnatural Movement. It shouldn't instantly remove it like that.And even more so, I don’t understand at all why a vampire needs a sneak buff in a practical sense
Eating people requires stealth. If you aren't sneaky, you starve.