Rohamad_Ali wrote: »Wish they would put mist form back the original way.
StarOfElyon wrote: »Rohamad_Ali wrote: »Wish they would put mist form back the original way.
The new mist form has grown on me. I just wish it would remove snares and immobilizations. It seems so counter-intuitive that it doesn't remove those.
StarOfElyon wrote: »I can't remember if I made a thread on this before (if I did, I can't find it). These changes are very much needed. The suggested changes are in italics:
Rather than revert the changes to the Undeath passive, I believe it would be better to increase the power of Vampires (while being careful not to passively boost the power of the Nightblade class).
Strike from the Shadows: When you leave Mist Form or activate Unnatural Movement your Weapon and Spell Damage is increased by 300 for 6 seconds.
SKILLS:
Vampiric Drain: Siphon away your enemies' vitality, dealing 870 Magic Damage and healing you for 25% of your missing Health every 1 second for 3 seconds. Activating this ability grants you gain Major Protection and Major Berserk for 10 seconds.
Mesmerize: Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
- Hypnosis: Subdue enemies around you with your baleful gaze, stunning them for 5 seconds. This stun cannot be blocked. Enemies are no longer required to be facing your direction.
Mist Form: Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka. Activating the skill removes snares and immobilizations.Snare removal would make mist form a fantastic ability, instead of a frustrating one. It's really a no-brainer.
Blood Frenzy:
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. [l]All damage you deal heals you for 1250 Health, up to once every 1 second.[/I]
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SETS
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Hopefully ZOS revisits all sets in the game and I have a few proposals for the vampire themed sets here:
Vampire Cloak:
(2 items) Adds 1206 Maximum Health
(3 items) Adds 1206 Maximum Health
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 171 Weapon and Spell Damage. Removes the penalties of your Vampire stages.I believe these changes will make this set worth choosing for vampire themed builds over sets that are stronger in general.
Vampire Lord:
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 129 Weapon and Spell Damage
(4 items) Adds 657 Critical Chance
(5 items) Increases the bonuses of your Vampire Stage, depending on how far you've progressed. Stage 1/2/3/4: 5%/10%/15%/20% reduced Vampire Ability cost.Vampirism is already punishing enough already.
I don’t think frenzy should heal you unless vampire (and other sets like the one that gives you crit damage the less health you have) is reworked to not scale off how much health you have remaining, or if its only one morph that heals you. I already was very frustrated when frenzy got changed so that the damage is so low its easy to outheal by literally any healing skill.
StarOfElyon wrote: »I don’t think frenzy should heal you unless vampire (and other sets like the one that gives you crit damage the less health you have) is reworked to not scale off how much health you have remaining, or if its only one morph that heals you. I already was very frustrated when frenzy got changed so that the damage is so low its easy to outheal by literally any healing skill.
The health cost makes it only useful for gank builds. Making it heal with dealing damage can open it up for more sustained pressure builds. It also adds utility for a one dimensional skill. It's still going to be punishing in a pvp environment for anyone who can't rely on cloak. But part of my philosophy is separating vampires from the nightblade class so I think that'll help.
StarOfElyon wrote: »I don’t think frenzy should heal you unless vampire (and other sets like the one that gives you crit damage the less health you have) is reworked to not scale off how much health you have remaining, or if its only one morph that heals you. I already was very frustrated when frenzy got changed so that the damage is so low its easy to outheal by literally any healing skill.
The health cost makes it only useful for gank builds. Making it heal with dealing damage can open it up for more sustained pressure builds. It also adds utility for a one dimensional skill. It's still going to be punishing in a pvp environment for anyone who can't rely on cloak. But part of my philosophy is separating vampires from the nightblade class so I think that'll help.
I guess something that would be cooler and more thematically appropriate would be swapping the low-health bonuses (I'm particularly thinking about eviscerate and its morphs) for how much you've healed yourself using vampire abilities. I've never used vampire for anything hardcore, just eternally unhappy my build got destroyed when frenzy got changed haha.
StarOfElyon wrote: »StarOfElyon wrote: »I can't remember if I made a thread on this before (if I did, I can't find it). These changes are very much needed. The suggested changes are in italics:
Rather than revert the changes to the Undeath passive, I believe it would be better to increase the power of Vampires (while being careful not to passively boost the power of the Nightblade class).
Strike from the Shadows: When you leave Mist Form or activate Unnatural Movement your Weapon and Spell Damage is increased by 300 for 6 seconds.
SKILLS:
Vampiric Drain: Siphon away your enemies' vitality, dealing 870 Magic Damage and healing you for 25% of your missing Health every 1 second for 3 seconds. Activating this ability grants you gain Major Protection and Major Berserk for 10 seconds.
Mesmerize: Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
- Hypnosis: Subdue enemies around you with your baleful gaze, stunning them for 5 seconds. This stun cannot be blocked. Enemies are no longer required to be facing your direction.
Mist Form: Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka. Activating the skill removes snares and immobilizations.Snare removal would make mist form a fantastic ability, instead of a frustrating one. It's really a no-brainer.
Blood Frenzy:
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. [l]All damage you deal heals you for 1250 Health, up to once every 1 second.[/I]
========
SETS
========
Hopefully ZOS revisits all sets in the game and I have a few proposals for the vampire themed sets here:
Vampire Cloak:
(2 items) Adds 1206 Maximum Health
(3 items) Adds 1206 Maximum Health
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 171 Weapon and Spell Damage. Removes the penalties of your Vampire stages.I believe these changes will make this set worth choosing for vampire themed builds over sets that are stronger in general.
Vampire Lord:
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 129 Weapon and Spell Damage
(4 items) Adds 657 Critical Chance
(5 items) Increases the bonuses of your Vampire Stage, depending on how far you've progressed. Stage 1/2/3/4: 5%/10%/15%/20% reduced Vampire Ability cost.Vampirism is already punishing enough already.
I made the following updates in hopes that ZOS is listening to player feedback:
=========
SKILLS
=========
Blood Frenzy:
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. [l]All damage you deal heals you for 1250 Health, up to once every 1 second.[/I]
========
SETS
========
Hopefully ZOS revisits all sets in the game and I have a few proposals for the vampire themed sets here:
Vampire Cloak:
(2 items) Adds 1206 Maximum Health
(3 items) Adds 1206 Maximum Health
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 171 Weapon and Spell Damage. Removes the penalties of your Vampire stages.I believe these changes will make this set worth choosing for vampire themed builds over sets that are stronger in general.
Vampire Lord:
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 129 Weapon and Spell Damage
(4 items) Adds 657 Critical Chance
(5 items) Increases the bonuses of your Vampire Stage, depending on how far you've progressed. Stage 1/2/3/4: 5%/10%/15%/20% reduced Vampire Ability cost.Vampirism is already punishing enough already.
KaironBlackbard wrote: »StarOfElyon wrote: »StarOfElyon wrote: »I can't remember if I made a thread on this before (if I did, I can't find it). These changes are very much needed. The suggested changes are in italics:
Rather than revert the changes to the Undeath passive, I believe it would be better to increase the power of Vampires (while being careful not to passively boost the power of the Nightblade class).
Strike from the Shadows: When you leave Mist Form or activate Unnatural Movement your Weapon and Spell Damage is increased by 300 for 6 seconds.
SKILLS:
Vampiric Drain: Siphon away your enemies' vitality, dealing 870 Magic Damage and healing you for 25% of your missing Health every 1 second for 3 seconds. Activating this ability grants you gain Major Protection and Major Berserk for 10 seconds.
Mesmerize: Subdue enemies in front of you with your baleful gaze, stunning them for 5 seconds if they are facing your direction. This stun cannot be blocked.
- Hypnosis: Subdue enemies around you with your baleful gaze, stunning them for 5 seconds. This stun cannot be blocked. Enemies are no longer required to be facing your direction.
Mist Form: Disperse into a dark mist, causing the next 3 projectiles to deal no damage to you for 1 second while you dash forward and reappear at your target location after a short duration. Casting again within 4 seconds costs 33% more Magicka. Activating the skill removes snares and immobilizations.Snare removal would make mist form a fantastic ability, instead of a frustrating one. It's really a no-brainer.
Blood Frenzy:
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. [l]All damage you deal heals you for 1250 Health, up to once every 1 second.[/I]
========
SETS
========
Hopefully ZOS revisits all sets in the game and I have a few proposals for the vampire themed sets here:
Vampire Cloak:
(2 items) Adds 1206 Maximum Health
(3 items) Adds 1206 Maximum Health
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 171 Weapon and Spell Damage. Removes the penalties of your Vampire stages.I believe these changes will make this set worth choosing for vampire themed builds over sets that are stronger in general.
Vampire Lord:
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 129 Weapon and Spell Damage
(4 items) Adds 657 Critical Chance
(5 items) Increases the bonuses of your Vampire Stage, depending on how far you've progressed. Stage 1/2/3/4: 5%/10%/15%/20% reduced Vampire Ability cost.Vampirism is already punishing enough already.
I made the following updates in hopes that ZOS is listening to player feedback:
=========
SKILLS
=========
Blood Frenzy:
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. [l]All damage you deal heals you for 1250 Health, up to once every 1 second.[/I]
========
SETS
========
Hopefully ZOS revisits all sets in the game and I have a few proposals for the vampire themed sets here:
Vampire Cloak:
(2 items) Adds 1206 Maximum Health
(3 items) Adds 1206 Maximum Health
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 171 Weapon and Spell Damage. Removes the penalties of your Vampire stages.I believe these changes will make this set worth choosing for vampire themed builds over sets that are stronger in general.
Vampire Lord:
(2 items) Adds 1096 Maximum Magicka
(3 items) Adds 129 Weapon and Spell Damage
(4 items) Adds 657 Critical Chance
(5 items) Increases the bonuses of your Vampire Stage, depending on how far you've progressed. Stage 1/2/3/4: 5%/10%/15%/20% reduced Vampire Ability cost.Vampirism is already punishing enough already.
The point behind Vampire Cloak wasn't vampirism, it was a universal way to gain Minor Protection at all times.
Don't change that.
Don't delete that.
There is no other set that does it.
Also, a single easy to get overland set that negates vamp penalties is too OP. Maybe by one stage, but not entirely. Plus, what lore do you have for a vampire who had no penalties? Not only is it OP, it's against the lore. And it deletes everyone's universal way to get minor protection at all times.
StarOfElyon wrote: »Vampire Cloak:
(2 items) Adds 1206 Maximum Health
(3 items) Adds 1206 Maximum Health
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 171 Weapon and Spell Damage. Removes the penalties of your Vampire stages.
Erickson9610 wrote: »StarOfElyon wrote: »Vampire Cloak:
(2 items) Adds 1206 Maximum Health
(3 items) Adds 1206 Maximum Health
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 171 Weapon and Spell Damage. Removes the penalties of your Vampire stages.
I'll offer a similar suggestion for a similar set, inspired by that suggestion:
Hide of the Werewolf:
(2 items) Adds 1096 Maximum Stamina
(3 items) Adds 1096 Maximum Stamina
(4 items) Adds 129 Weapon and Spell Damage
(5 items) Adds 171 Weapon and Spell Damage. While in Werewolf form, removes the increased Poison Damage penalty.
The Ultimate generation from Werewolf Hide is completely useless for your Werewolf form. Isn't it odd that Vampire Cloak has nothing to do with vampires, and Hide of the Werewolf does nothing for werewolves? If a 5-piece set can remove the penalties of Vampire, then this 5-piece set should remove the penalties of Werewolf — although in both cases, they would still take increased damage from Fighters Guild abilities.
I'm sure there are builds which used the Minor Protection from Vampire Cloak and the Ultimate generation from Werewolf Hide, but if one's going to be made thematic, the other should be, too. They're parallels of one another, the way Salvation is to Vampire Lord.
KaironBlackbard wrote: »Vampire Cloak: Lore: It's not vampire powers, it's more like their attire cloak quite literally, just turned into a set instead of a standalone cloak. It grants minor protection reducing their damage taken.
Gameplay: It's easy to get and is overland. There is a limit on the power score they can give those.
Lore: In no point in recorded history has there been a Vampire who was immune to the negativities of their vampirism at all times.
Gameplay: Plus such power would be a dungeon set, probably a DLC dungeon, making it difficult to get because it is so powerful.
Hide of the Werewolf: you're wearing a Werewolf pelt. Why would wearing a werewolf pelt buff werewolves or reduce their penalties?
Erickson9610 wrote: »I do like the idea of sets that Vampires or Werewolves can use to reduce/remove their penalties, but which give no advantage to non-cursed characters.
For instance, this proposed change to Vampire Cloak shouldn't add Flame Damage resistance, because then non-Vampires could benefit from it — instead, it should reduce the existing penalty for Vampires, so that Vampires and non-Vampires can be on more equal footing. The same should go for the Poison Damage penalty for Werewolves via the Werewolf Hide set, since that's basically the Werewolf equivalent of Vampire Cloak.
StarOfElyon wrote: »Also, I have a werewolf but haven't leveled those skills yet. When I do, I'm sure I'll have some ideas for the sets because I do look at those every time I pick them up.
MincMincMinc wrote: »Crazy idea here, what if vampire actually had some sort of lifesteal.......you know........like a vampire
The most vampire playstyle they put in the game was with the pale order ring, which became unusable in group play(99%) of content.
MincMincMinc wrote: »Crazy idea here, what if vampire actually had some sort of lifesteal.......you know........like a vampire
The most vampire playstyle they put in the game was with the pale order ring, which became unusable in group play(99%) of content.
StarOfElyon wrote: »I made the following updates in hopes that ZOS is listening to player feedback:
=========
SKILLS
=========
Blood Frenzy:
Allow your monstrous appetites to take hold, increasing your Weapon and Spell Damage by 60 every 2 seconds, up to 5 times. While toggled on, the Health cost of this ability increases by 360 per stack and you cannot be healed by anyone but yourself, your pets, or your Companions. All damage you deal heals you for 1250 Health, up to once every 1 second.
...
StarOfElyon wrote: »KaironBlackbard wrote: »Vampire Cloak: Lore: It's not vampire powers, it's more like their attire cloak quite literally, just turned into a set instead of a standalone cloak. It grants minor protection reducing their damage taken.
Gameplay: It's easy to get and is overland. There is a limit on the power score they can give those.
Lore: In no point in recorded history has there been a Vampire who was immune to the negativities of their vampirism at all times.
Gameplay: Plus such power would be a dungeon set, probably a DLC dungeon, making it difficult to get because it is so powerful.
Hide of the Werewolf: you're wearing a Werewolf pelt. Why would wearing a werewolf pelt buff werewolves or reduce their penalties?
"Easy to get = weaker" is vertical progression. I thought ESO was horizontal. Let's look at the penalties:
Increased cost to non vampire skills. Is that in Vampire lore? My proposed change would mean that their skills have the standard cost.
Increased fire damage. My proposed change to the set will add some protection against it, not immunity. It only means they take standard flame damage while wearing this cloak.
Edit: I forgot about the reduced health recovery penalty. I don't think that's in the lore either but we have it. This set would make vampire health recovery standard.
So protection from extra fire damage (not immunity), standard skill cost, and standard health recovery.
That's all the set would offer. I don't see how this is such a problem.
Erickson9610 wrote: »I do like the idea of sets that Vampires or Werewolves can use to reduce/remove their penalties, but which give no advantage to non-cursed characters.
For instance, this proposed change to Vampire Cloak shouldn't add Flame Damage resistance, because then non-Vampires could benefit from it — instead, it should reduce the existing penalty for Vampires, so that Vampires and non-Vampires can be on more equal footing. The same should go for the Poison Damage penalty for Werewolves via the Werewolf Hide set, since that's basically the Werewolf equivalent of Vampire Cloak.
Erickson9610 wrote: »I do think Vampire needs a source of Minor Lifesteal, since it's thematic and would be a valuable buff to have.
Erickson9610 wrote: »Vampire should have the Charm effect on one morph of Mesmerize, again because it's thematic.
KaironBlackbard wrote: »Hey, folks that have Werewolves AND Vampires. Do you prefer transform or keepsake? Do you prefer getting a unique bar and attack style when you cast curse ult or maintaining your bar and weapon?
I think I'd prefer if Scion was more like Werewolf, but magic instead of stamina. Like Skyrim.
I could even speculate on the versions the abilities would have in ESO compared to Skyrim.
KaironBlackbard wrote: »Hey, folks that have Werewolves AND Vampires. Do you prefer transform or keepsake? Do you prefer getting a unique bar and attack style when you cast curse ult or maintaining your bar and weapon?