I've seen a few ideas on the rework of vampirism. I think it's definitely of importance to make sure that if someone is being a vampire, that it does not just turn into a passive-based thing. It should be something that allows players to use some skills and feel that the passives are of enough benefit to bear some negatives. I'll be going into detail about my idea starting from the Ultimate Ability, down to the Actives, and finally with the Passives with one or two final details.
URL back to the Home Post - I have made a "Home" of sorts that is going to be knitting a lot of these ideas of mine together. It is just the beginning of a bunch of discussions.This will be fun!
https://forums.elderscrollsonline.com/en/discussion/666989/home-post-whiterun-vampire-rework-werewolf-rework-new-skill-line-idea#latest
NOTE: As you read this, you may see that I provide approximate times for things or the general idea of what something should be used for, but lack giving out damage numbers or AoE ranges. I leave these details out because I fully understand that testing is required and a general direction is best, not micromanaging every detail. This allows for leeway since if I say "I think this ability should do 9k magic damage with a 20k bleed over 5 seconds" that the ability in question may seem broken or weak when tested.
Vampire rework idea version: 2.0
So, this is a rework idea I had for the Vampire Skill line. I had one before but as you can see, I edited the original post and created a revised “2.0” of it. If you want the 1st version (or version “1.5” before this) of it, I can just create a discussion for it.
Ultimate Ability:
Proposed Vampire Ult mechanic:
- I am putting this here to shrink the information for the Ult category. When it comes to this, I propose that the Vampire Ult serve two functions. The first is the ability to toggle into and out of the Scion form with either a hold of the Ult-related controls or a press of them. Then, there is a feature that would be opposite of them in controls. It would be the “actual” Ult. An AoE Burst-type feature. This would cause an explosion around the player and have modified effects based around what form you are in (mortal or Scion form) as well as what morph you chose. The basis of the ability is based around the formula: Plus 10K to Max Health, Stamina, and Magicka/ heals 50% (50% is a placeholder) of Max Health (before 10k increase), damage AoE (heals percentage done). The increase to Max Health and Resources would also change depending on the morph you chose later on (for Blood Scion and Swarming Scion, this would stay the same as current).. There are also the effects current as well that activate when you transform such as healing from 15% of all damage dealt and seeing enemies through walls. These would be reworked to activate when the AoE Burst is used instead. As for the name of the AoE Burst? Not completely set on it. Could be “Vampire’s Wrath” or “Lamae’s Blessing” or something. I didn’t really think of a name for the feature.
Blood Scion (Base Ult)
- Now, as for this. The Blood Scion is the starting transformation the vampiric player gets. The player can transform at will now instead of using their Ult. As for why would it matter now? Well, the vampire active abilities would have (potentially) different functions when transformed. As a starting vampire, the Blood Scion is part of the vampire’s journey to vampiric power (unless you don’t build into it depending on your needs). When using the new proposed feature (I’ll just call it “Vampire’s Wrath” as a placeholder for now), there are no added mechanics or features. For this form, it takes after the current model, which is almost a copy and paste of the Necromancer’s Tank Ult where you still have access to both bars and non-vampiric abilities.
Swarming Scion (Morph)
- This morph is not any different in model from the Blood Scion. Appearance-wise it would be nice to be able to see more additional armor added on to show a difference between it and the Blood Scion. As for differences, this version is different mechanically based around Vampire’s Wrath. This version would still have access to the bat swarm that is current. The difference is that the current 20 second timer goes up to 30, and the mortal form gains an altered form of it, similar to the ability prior to Greymoor. This would give the player 15 seconds of Ult time with the ability to teleport to a targeted individual and deal magic damage.
Perfect Scion (Morph)
- This morph version would be different from Blood Scion and Swarming Scion. It would work similar to Werewolf based around that you are locked into one bar. Looks-wise, it would be similar to the Vampire Lords, but slimmer, smaller, armored or robed. It should be smaller than the other two Scion forms but bigger than the mortal form. Now, functionally, it would be different. I’ll go more into details with 2 paragraphs. The first will be about the uniques of the Perfect Scion. The second will be about the upgrade to Vampire’s Wrath.
- Now, as for Perfect Scion, the first unique is that it will have 2 permanent pets (Bloodfiends as a placeholder). Another detail is that certain active abilities would have different abilities even more so than the Blood and Swarming Scion forms because of the uniqueness of the form. The Vampire Stage for the Perfect Scion form (not the mortal form) would be locked. It would have the benefits of all 4 Vampire Stages with Stage 2 disadvantages. As for the Light and Heavy Attack, the Light attack would be about throwing an individual Dark (or Blood) Spear. As for the Heavy, it turns into an AoE with minor Bleed. The Heavy Attack restores Magicka. Finally, while in this form, your Max Magicka is increased by 30%.
- As for Vampire’s Wrath, the AoE Burst deals more damage with less healing per percentage for whoever it hits. The Max Resource increase is modified, with the Scion-form receiving 5k to Max Health, 10k to Max Stamina, and 15k to Max Magicka. As for mortal form, it would remain the same Max Resource-wise to the original form. When activated, both forms still gain access to Vampire Stage 5 and the Max Resource gain is still 20 seconds. For mortal form, this would last 30 to 40 seconds. As for Scion form, this is 20 to 30 seconds. For Scion form, it would cause both pets to explode, both resummon after 20 seconds or when half the Ult cost is built up. If killed from other sources, they respawn after 5 to 10 seconds.
Active Abilities: For active abilities, you may notice I am adding an extra detail since they may work differently while in Scion form.
Added Detail: Before I begin. Any ability that if used, cancels healing from others, I would trade with a healing reduction from outer sources (keeping full healing from self, pets, and companions as listed currently).
Eviscerate
- It’s an okay-ish spammable. The resource cost should be dependent on which form is taken for the base and Arterial Burst. For Blood and Swarming Scion it would be Stamina, and for Perfect Scion it should be Magicka. For Blood for Blood, it can stay as is with the resource cost but maybe add an execute ability based around the enemy’s Health as well.
Blood Frenzy
- For mortal form, it can stay the same (remember “Added Detail” though). For Scion form, the base ability and Simmering Frenzy would remain the same while Sated Frenzy becoming a defensive ability. For cost, I think it would be an interesting idea to keep it as a toggle but have a reduced cost. It should not be more than 75% to 80% of total Health Recovery. The use of this ability gives Major Resolve and Minor Protection.
- As for Perfect Scion, from base and the morphs, it gains Major Brutality and Major Sorcery for having this ability slotted.
Vampiric Drain
- Mortal variants stay the same but with increased healing percentage. For Scion forms, Exhilarating Drain becomes a ranged AoE. The aspects of damage, healing, and Ult generation staying the same (though, with multiple targets, it would scale like other multi-target damage/heal type attacks with the Ult Generation effect going off of at least hitting an enemy). For Drain Vigor, it would stay the same for Blood and Swarming Scion (and mortal form) but with increased Stamina generation. As for Perfect Scion, it becomes able to generate Magicka, with a certain amount being re-gained even after the ability is done being channeled for around 20 to 30 seconds (losing the Stamina generation feature).
- As for Perfect Scion, from base and the morphs, it gains Major Savagery and Major Prophecy for having this ability slotted.
Mesmerize
- For starters, I think this was a unique ability, though please put it in the description that it can be used on merchants for Stage 4 players who may not know. As for mortal form, it is relatively good to keep it as is. For Scion form, the base ability and Stupefy can stay as is. It allows for some good stuns and snares. As for Hypnosis, I would make it serve 2 different functions. Allow it to serve as a limited range stun for the front like the base ability (or stay as the present circular AoE), but I would add a ranged taunt. This allows for some more interesting play if someone wants to be a vampire tank.
Mist Form
- One of the best things about vampires is the ability to turn into mist. When it started, it negated damage by 75% if I remember correctly. Now it causes the next three projectiles to miss. If anything, for mortal form I would make the base and Elusive Mist forms stay as their current "move to marked location" style of play with an added benefit of increasing the buffs to around 7-10 seconds, as well as causing projectiles to miss, though, maybe cause the next three targeted attacks to miss instead (AoEs still hit). As for Blood Mist, I would return it to where you control it toggle-wise. The buff would revert to the previous 75% damage negation (though it would not be flat. Stage 1 gets 25%. Stage 2 gets 50%, with the last 3 and 4 Stages getting the 75%). As for Scion forms, they would also be the same as the mortal forms.
- For Perfect Scion, Elusive Mist gains a different function. Instead of being a movement-type of ability, it allows the player to become semi-mist instead, gaining Major Evasion and Major Expedition for 20 seconds with the damage negation of Stage 4 above (though once you hit 10 seconds, it drops to 50% with another drop at 5 seconds for 25%).
Passive Abilities: I may reorder the passives you get for better player experience.
Feed
- Starting passive. I think if anything, that the Health Recovery debuff needs some slight changing. If anything, the formula should work as this: (Base Health Recovery Subtracted by Health Recovery Debuff percentage) + Health Recovery from sets, enchantments, and consumables. This would allow for vampires to still be affected by their choice of vampirism and the current stage, but gives the appearance that the curse does not completely cut off healing.
Dark Stalker
- No changes. It makes sense that vampires would be stealthy outright.
- For the Perfect Scion, this would give the stealth button (analog for controller) a unique function. This would allow for the Perfect Scion to become a mist low to the ground, reducing your radius of being detected by one meter. For combat, it becomes an instant teleport. This teleport consumes 33% of the player's total stamina and propels the player up to 12 meters (the Sorcerer skill Bolt Escape goes up to 15 meters, and costs around 3289 or so magicka when at rank 4 and morphed. This is to prevent the ability from becoming something that anyone can abuse and it won't beat a class-related skill). The use of this would proc the Strike from Shadows damage buff (+300 damage for 12 seconds).
Strike from Shadows (Stage 2 or higher)
- No changes. It makes sense for them to be here as a damage buff. 6 seconds is a good amount of time for +300 damage increase.
- For the Perfect Scion, this would give the form an added damage buff of 18% to all damage dished out. I think this is fair as a damage buff, as it shouldn't be too big when compared to other buffs, and like it's counterpart, the WW. Also, the +300 damage from the Strike from Shadows Passive gains an added upgrade from 6 seconds to 12 seconds.
Unnatural Movement (Stage 3 or higher)
- I think this should get moved up to here. It is a movement type and stealth type of passive. Putting it at this stage allows for players to plan on either stopping here or going one step further for that last passive.
Undeath (Stage 4)
- Undeath has been one of the most controversial passives from what I can tell. It is a fairly decent passive that currently allows for a 15% reduction in the damage taken, but it is based on your missing health. If anything, this skill is hard to shape into fairness. So for my own opinion, I would look above at the things I have done and make this change: Reduce damage taken by 15%, with the range of health not being from 100% to 0%, but from 100% to 30%. There are other takes, but I think this is rather fair. In a game like this, if you make a build right and master it, I have seen tanks be able to stay alive for minutes in PvP in a 1v8+ and they were not a vampire. I don't think this proposed change would be game breaking, but as this is such a controversial passive, this is just my take on it.
Note for Undeath: I will be honest, I was thinking of putting a buff here for Major Resolve, but I think that would be too much for permanent defensive buffs plus it conflicts with the potential morph of Sated Frenzy here. So, I went with the added Perfect Scion buff with Dark Stalker.
Added Details: With these changes, any set related to vampirism may need a rework. For instance, Shapeshifter's Chain would need a rework since a 15% reduction in an Ult cost would maybe not be good depending on if the current Ult Costs transfer over to this proposed change. I know this proposed idea, if looked at seriously, would take time to deliver on, but I think it would be worth it. If anything, it would maybe give the Werewolf Skill line a small touch-up and rework. Not to mention the tank Ult for the Necromancer.
I hope that whoever reads this enjoyed it. Also, you may notice I left out Blood Ritual. It doesn't serve any combat or other significant gameplay function, so I left it out of the proposed changes. It should stay as is.
It was a pleasure to write this post!