I edited the OP to address the run speed issue, it could be swapped out to be something more in line with the lore and not as Inconvenient. For players who can only play during the day, that's what vampirism stage 1 is for, it's all buffs and no debuffs, sure you're not as strong as a vampire who plays at night, but you don't have to put up with all those debuffs either. I also addressed the feed time issue, it now takes nearly a full day to transition from 1 stage to another. My thought process behind this idea was this, I've seen a lot of people complaining about vampires being to strong this suggestion keeps vampires strong, not as strong as they are now, but still significantly strong but only during the night and during the day vampires are significantly weaker, as they should be, but not too weak as to be unplayable a little cost increase here a little increased damage there, during the night you should be terrified to come across a vampire in Cyrodil, and during the day, the reverse should be true, I believe this also encourages more build swapping and gear changing. The sun is coming up? Uh oh, better swap some vampire abilities because they're about to get more expensive(If you don't think they're worth using with a 5-10% cost increase) and I better swap on some fire resist gear, but when the sun goes down, the monsters come out and *** gets real.The_Sadist wrote: »My only real issue with this is people who are vampires that have a limited amount of game time and are unfortunately on for a majority of said time during the in game day time wouldn't be able to enjoy themselves if they were a vampire as they would be constantly gimping their character.
However that aside I wouldn't mind a system like this if there was a significant time between feedings or you had the ability to gorge yourself and not worry about feeding for literal days or something.
Furthermore I think the run speed debuff / buff is a bit.. iffy given mist form and mounts, but that's just me.
It would add an interesting dynamic to the game, but I'm on the boat.
That's well and good and all but I'd like to know your thoughts on my particular suggestion, please and thanks.aquaorange11 wrote: »I agree with the idea of more introducing more negatives to being a vamp. As it is, you can't run 10 yards without spotting a player with vampirism in-game, and it seems totally unrealistic in terms of the ES lore.
Vampirism is a "curse", is it not? As it stands, it looks almost like a mandatory positive skill line for the Nightblade class especially, which is based largely around stealth. Not having that vamp movement passive is flat-out brutal for NBs.
Too many positive abilities... best travel power in-game (mist form), best ultimate (high dmg + great healing), best stealth movement, excellent fight-starter/stun (feed), mid-combat pause/heal button (drain).
The debuffs are weak as hell for all that you gain... I'd crank them up so much more that you'd actually LOSE 1hp every 10 secs or so, varying in extremes depending on day/night cycle. Fire dmg/Silver Bolts should be nearly instakill as well, because clearly its current state is not deterring enough players from taking this line.
ArgonianAssassin wrote: »I edited the OP to address the run speed issue, it could be swapped out to be something more in line with the lore and not as Inconvenient. For players who can only play during the day, that's what vampirism stage 1 is for, it's all buffs and no debuffs, sure you're not as strong as a vampire who plays at night, but you don't have to put up with all those debuffs either. I also addressed the feed time issue, it now takes nearly a full day to transition from 1 stage to another. My thought process behind this idea was this, I've seen a lot of people complaining about vampires being to strong this suggestion keeps vampires strong, not as strong as they are now, but still significantly strong but only during the night and during the day vampires are significantly weaker, as they should be, but not too weak as to be unplayable a little cost increase here a little increased damage there, during the night you should be terrified to come across a vampire in Cyrodil, and during the day, the reverse should be true, I believe this also encourages more build swapping and gear changing. The sun is coming up? Uh oh, better swap some vampire abilities because they're about to get more expensive(If you don't think they're worth using with a 5-10% cost increase) and I better swap on some fire resist gear, but when the sun goes down, the monsters come out and *** gets real.The_Sadist wrote: »My only real issue with this is people who are vampires that have a limited amount of game time and are unfortunately on for a majority of said time during the in game day time wouldn't be able to enjoy themselves if they were a vampire as they would be constantly gimping their character.
However that aside I wouldn't mind a system like this if there was a significant time between feedings or you had the ability to gorge yourself and not worry about feeding for literal days or something.
Furthermore I think the run speed debuff / buff is a bit.. iffy given mist form and mounts, but that's just me.
It would add an interesting dynamic to the game, but I'm on the boat.
The_Sadist wrote: »ArgonianAssassin wrote: »I edited the OP to address the run speed issue, it could be swapped out to be something more in line with the lore and not as Inconvenient. For players who can only play during the day, that's what vampirism stage 1 is for, it's all buffs and no debuffs, sure you're not as strong as a vampire who plays at night, but you don't have to put up with all those debuffs either. I also addressed the feed time issue, it now takes nearly a full day to transition from 1 stage to another. My thought process behind this idea was this, I've seen a lot of people complaining about vampires being to strong this suggestion keeps vampires strong, not as strong as they are now, but still significantly strong but only during the night and during the day vampires are significantly weaker, as they should be, but not too weak as to be unplayable a little cost increase here a little increased damage there, during the night you should be terrified to come across a vampire in Cyrodil, and during the day, the reverse should be true, I believe this also encourages more build swapping and gear changing. The sun is coming up? Uh oh, better swap some vampire abilities because they're about to get more expensive(If you don't think they're worth using with a 5-10% cost increase) and I better swap on some fire resist gear, but when the sun goes down, the monsters come out and *** gets real.The_Sadist wrote: »My only real issue with this is people who are vampires that have a limited amount of game time and are unfortunately on for a majority of said time during the in game day time wouldn't be able to enjoy themselves if they were a vampire as they would be constantly gimping their character.
However that aside I wouldn't mind a system like this if there was a significant time between feedings or you had the ability to gorge yourself and not worry about feeding for literal days or something.
Furthermore I think the run speed debuff / buff is a bit.. iffy given mist form and mounts, but that's just me.
It would add an interesting dynamic to the game, but I'm on the boat.
Ah, I dislike the idea of sun damage, more so on stage 1 where in later Elder Scrolls games they don't take said damage. I don't know, I get the idea behind sun damage come later stages but still, I really don't like the idea of it personally :P.
That aside I like the idea of a full day transition, it would be both good and bad. It would mean feeding might actually mean something and if you decide to feed or not.
The issue is I can see people rolling their vamps during the night and logging on their non-vampire characters during the day, a sort of obvious workaround.
Like I said an interesting vampire dynamic, but I don't see it being implemented any time soon given the list of things needing to be fixed. We'll see how the ultimate nerf works and go from there!
ArgonianAssassin wrote: »That's well and good and all but I'd like to know your thoughts on my particular suggestion, please and thanks.
if you're using drain as a fight opener you're doing it wrong, drain is there as an oh *** button
I didn't press you, just wanted to stay on topic. I apologize I didn't see you had feed in the middle there I read it as you implying drain was a fight starter/stun and a mid combat pause/heal, the point of this is to not discourage people from becoming vampires, merely to tune it down from a pure upgrade as it is now, to a sidegrade more tuned for RP. There are 0 advantages to being a vampire during daylight hours, in fact, it's gimping yourself to run around during the day with this suggestion, but during the night you're significantly stronger, and that's the point. The make day/night cycles more meaningful for the 'class' it should matter most to. I saw your suggestion, if we had it your way, vampires would be completely and utterly useless. I thank you for your feedback.aquaorange11 wrote: »ArgonianAssassin wrote: »That's well and good and all but I'd like to know your thoughts on my particular suggestion, please and thanks.
if you're using drain as a fight opener you're doing it wrong, drain is there as an oh *** button
Firstly, I don't owe you any sort of in-depth commentary on your OP; the relevance of my reply was my agreement that vampires indeed need to feel more like a sidestep than an obvious upgrade (which they currently are, across the board). But, since you pressed me for a response, sure, your ideas would be a start, but in my opinion, not nearly enough to lower vamp player numbers.
To your second point, I said "feed", which is not the drain ability (former is used OOC, latter is used during, though you can pop a mid-combat feed as a NB with cloak if you get behind the target).
ArgonianAssassin wrote: »The_Sadist wrote: »ArgonianAssassin wrote: »I edited the OP to address the run speed issue, it could be swapped out to be something more in line with the lore and not as Inconvenient. For players who can only play during the day, that's what vampirism stage 1 is for, it's all buffs and no debuffs, sure you're not as strong as a vampire who plays at night, but you don't have to put up with all those debuffs either. I also addressed the feed time issue, it now takes nearly a full day to transition from 1 stage to another. My thought process behind this idea was this, I've seen a lot of people complaining about vampires being to strong this suggestion keeps vampires strong, not as strong as they are now, but still significantly strong but only during the night and during the day vampires are significantly weaker, as they should be, but not too weak as to be unplayable a little cost increase here a little increased damage there, during the night you should be terrified to come across a vampire in Cyrodil, and during the day, the reverse should be true, I believe this also encourages more build swapping and gear changing. The sun is coming up? Uh oh, better swap some vampire abilities because they're about to get more expensive(If you don't think they're worth using with a 5-10% cost increase) and I better swap on some fire resist gear, but when the sun goes down, the monsters come out and *** gets real.The_Sadist wrote: »My only real issue with this is people who are vampires that have a limited amount of game time and are unfortunately on for a majority of said time during the in game day time wouldn't be able to enjoy themselves if they were a vampire as they would be constantly gimping their character.
However that aside I wouldn't mind a system like this if there was a significant time between feedings or you had the ability to gorge yourself and not worry about feeding for literal days or something.
Furthermore I think the run speed debuff / buff is a bit.. iffy given mist form and mounts, but that's just me.
It would add an interesting dynamic to the game, but I'm on the boat.
Ah, I dislike the idea of sun damage, more so on stage 1 where in later Elder Scrolls games they don't take said damage. I don't know, I get the idea behind sun damage come later stages but still, I really don't like the idea of it personally :P.
That aside I like the idea of a full day transition, it would be both good and bad. It would mean feeding might actually mean something and if you decide to feed or not.
The issue is I can see people rolling their vamps during the night and logging on their non-vampire characters during the day, a sort of obvious workaround.
Like I said an interesting vampire dynamic, but I don't see it being implemented any time soon given the list of things needing to be fixed. We'll see how the ultimate nerf works and go from there!
I'm glad you like the idea overall, thanks for your input. (: I also don't see this being implemented any time soon, but maybe ZoS will give it a look over and consider making day/night more significant to a vampire. What is it you personally find appealing about taking small amount of fire damage? Do you find the snare/sprint more preferable, if not what do you suggest? And yeah, the idea behind this was to make feeding or not more meaningful. As to the ultimate nerf I hope you remember it's not just a nerf to ultimates it's a nerf to the whole skill tree.
In an attempt to add more risks as a vampire, stages 2-4 take increased damage from fighter's guild abilities scaling with stage, also added stage specific bonuses to add more variation among vampires.aquaorange11 wrote: »I'm not aiming for utter uselessness, simply a tradeoff, a legitimate risk. My instakill suggestions may be extreme, I'll admit that. The point being the current drawbacks aren't enough to keep what I'm guessing to be ~45% of the entire population of Tamriel from becoming a vampire (I reckon it's closer to 75% if you count only high levels/vet ranks).
I like your emphasis on day/night cycles, I do agree with basing many things around that concept. In short, I'm after anything based in realism (as it pertains to the ES universe), and this many players running around as vamps is anything but realistic.
The_Sadist wrote: »ArgonianAssassin wrote: »The_Sadist wrote: »ArgonianAssassin wrote: »I edited the OP to address the run speed issue, it could be swapped out to be something more in line with the lore and not as Inconvenient. For players who can only play during the day, that's what vampirism stage 1 is for, it's all buffs and no debuffs, sure you're not as strong as a vampire who plays at night, but you don't have to put up with all those debuffs either. I also addressed the feed time issue, it now takes nearly a full day to transition from 1 stage to another. My thought process behind this idea was this, I've seen a lot of people complaining about vampires being to strong this suggestion keeps vampires strong, not as strong as they are now, but still significantly strong but only during the night and during the day vampires are significantly weaker, as they should be, but not too weak as to be unplayable a little cost increase here a little increased damage there, during the night you should be terrified to come across a vampire in Cyrodil, and during the day, the reverse should be true, I believe this also encourages more build swapping and gear changing. The sun is coming up? Uh oh, better swap some vampire abilities because they're about to get more expensive(If you don't think they're worth using with a 5-10% cost increase) and I better swap on some fire resist gear, but when the sun goes down, the monsters come out and *** gets real.The_Sadist wrote: »My only real issue with this is people who are vampires that have a limited amount of game time and are unfortunately on for a majority of said time during the in game day time wouldn't be able to enjoy themselves if they were a vampire as they would be constantly gimping their character.
However that aside I wouldn't mind a system like this if there was a significant time between feedings or you had the ability to gorge yourself and not worry about feeding for literal days or something.
Furthermore I think the run speed debuff / buff is a bit.. iffy given mist form and mounts, but that's just me.
It would add an interesting dynamic to the game, but I'm on the boat.
Ah, I dislike the idea of sun damage, more so on stage 1 where in later Elder Scrolls games they don't take said damage. I don't know, I get the idea behind sun damage come later stages but still, I really don't like the idea of it personally :P.
That aside I like the idea of a full day transition, it would be both good and bad. It would mean feeding might actually mean something and if you decide to feed or not.
The issue is I can see people rolling their vamps during the night and logging on their non-vampire characters during the day, a sort of obvious workaround.
Like I said an interesting vampire dynamic, but I don't see it being implemented any time soon given the list of things needing to be fixed. We'll see how the ultimate nerf works and go from there!
I'm glad you like the idea overall, thanks for your input. (: I also don't see this being implemented any time soon, but maybe ZoS will give it a look over and consider making day/night more significant to a vampire. What is it you personally find appealing about taking small amount of fire damage? Do you find the snare/sprint more preferable, if not what do you suggest? And yeah, the idea behind this was to make feeding or not more meaningful. As to the ultimate nerf I hope you remember it's not just a nerf to ultimates it's a nerf to the whole skill tree.
Sun damage come stage 4 might be acceptable but constant sun damage during earlier stages when lore indicates ESO vampires are sun tolerant seems a bit misguided. Furthermore, a few % run speed wouldn't really change a thing. I can't think of an alternative currently but something like increased magicka / stamina by a few % per stage (with stage 4 being something like during day -5% magicka / stamina and +10% during night, no idea, the whole drained vitality). The nerf might be overkill (21% v 60% at stage 4) but we will see.. Mist form won't be chained anymore.. but still it seems pretty intense. I'm pure PvE currently so most of the changes are due to PvP so I can only sigh and move on.
I am still very against the idea of having vampires be weaker during the day but your suggestion was thought out and reasonable unlike the mindless "kik out of fightr guild plox heuheu" nonsense going on.
ArgonianAssassin wrote: »The_Sadist wrote: »ArgonianAssassin wrote: »The_Sadist wrote: »ArgonianAssassin wrote: »I edited the OP to address the run speed issue, it could be swapped out to be something more in line with the lore and not as Inconvenient. For players who can only play during the day, that's what vampirism stage 1 is for, it's all buffs and no debuffs, sure you're not as strong as a vampire who plays at night, but you don't have to put up with all those debuffs either. I also addressed the feed time issue, it now takes nearly a full day to transition from 1 stage to another. My thought process behind this idea was this, I've seen a lot of people complaining about vampires being to strong this suggestion keeps vampires strong, not as strong as they are now, but still significantly strong but only during the night and during the day vampires are significantly weaker, as they should be, but not too weak as to be unplayable a little cost increase here a little increased damage there, during the night you should be terrified to come across a vampire in Cyrodil, and during the day, the reverse should be true, I believe this also encourages more build swapping and gear changing. The sun is coming up? Uh oh, better swap some vampire abilities because they're about to get more expensive(If you don't think they're worth using with a 5-10% cost increase) and I better swap on some fire resist gear, but when the sun goes down, the monsters come out and *** gets real.The_Sadist wrote: »My only real issue with this is people who are vampires that have a limited amount of game time and are unfortunately on for a majority of said time during the in game day time wouldn't be able to enjoy themselves if they were a vampire as they would be constantly gimping their character.
However that aside I wouldn't mind a system like this if there was a significant time between feedings or you had the ability to gorge yourself and not worry about feeding for literal days or something.
Furthermore I think the run speed debuff / buff is a bit.. iffy given mist form and mounts, but that's just me.
It would add an interesting dynamic to the game, but I'm on the boat.
Ah, I dislike the idea of sun damage, more so on stage 1 where in later Elder Scrolls games they don't take said damage. I don't know, I get the idea behind sun damage come later stages but still, I really don't like the idea of it personally :P.
That aside I like the idea of a full day transition, it would be both good and bad. It would mean feeding might actually mean something and if you decide to feed or not.
The issue is I can see people rolling their vamps during the night and logging on their non-vampire characters during the day, a sort of obvious workaround.
Like I said an interesting vampire dynamic, but I don't see it being implemented any time soon given the list of things needing to be fixed. We'll see how the ultimate nerf works and go from there!
I'm glad you like the idea overall, thanks for your input. (: I also don't see this being implemented any time soon, but maybe ZoS will give it a look over and consider making day/night more significant to a vampire. What is it you personally find appealing about taking small amount of fire damage? Do you find the snare/sprint more preferable, if not what do you suggest? And yeah, the idea behind this was to make feeding or not more meaningful. As to the ultimate nerf I hope you remember it's not just a nerf to ultimates it's a nerf to the whole skill tree.
Sun damage come stage 4 might be acceptable but constant sun damage during earlier stages when lore indicates ESO vampires are sun tolerant seems a bit misguided. Furthermore, a few % run speed wouldn't really change a thing. I can't think of an alternative currently but something like increased magicka / stamina by a few % per stage (with stage 4 being something like during day -5% magicka / stamina and +10% during night, no idea, the whole drained vitality). The nerf might be overkill (21% v 60% at stage 4) but we will see.. Mist form won't be chained anymore.. but still it seems pretty intense. I'm pure PvE currently so most of the changes are due to PvP so I can only sigh and move on.
I am still very against the idea of having vampires be weaker during the day but your suggestion was thought out and reasonable unlike the mindless "kik out of fightr guild plox heuheu" nonsense going on.
The only thing I want to cover is 1, I like your idea of having your stam/magicka/health reduced during the day and increase at night, like say -50 stam/magicka/health during the day and +50 during the night, and also it's not so much you're weaker during the day(except at stage 4 where you deal 10% less damage, but that is made up by the ability lasting longer) abilities just cost more to cast during the day.
How's it look now?The_Sadist wrote: »ArgonianAssassin wrote: »The_Sadist wrote: »ArgonianAssassin wrote: »The_Sadist wrote: »ArgonianAssassin wrote: »I edited the OP to address the run speed issue, it could be swapped out to be something more in line with the lore and not as Inconvenient. For players who can only play during the day, that's what vampirism stage 1 is for, it's all buffs and no debuffs, sure you're not as strong as a vampire who plays at night, but you don't have to put up with all those debuffs either. I also addressed the feed time issue, it now takes nearly a full day to transition from 1 stage to another. My thought process behind this idea was this, I've seen a lot of people complaining about vampires being to strong this suggestion keeps vampires strong, not as strong as they are now, but still significantly strong but only during the night and during the day vampires are significantly weaker, as they should be, but not too weak as to be unplayable a little cost increase here a little increased damage there, during the night you should be terrified to come across a vampire in Cyrodil, and during the day, the reverse should be true, I believe this also encourages more build swapping and gear changing. The sun is coming up? Uh oh, better swap some vampire abilities because they're about to get more expensive(If you don't think they're worth using with a 5-10% cost increase) and I better swap on some fire resist gear, but when the sun goes down, the monsters come out and *** gets real.The_Sadist wrote: »My only real issue with this is people who are vampires that have a limited amount of game time and are unfortunately on for a majority of said time during the in game day time wouldn't be able to enjoy themselves if they were a vampire as they would be constantly gimping their character.
However that aside I wouldn't mind a system like this if there was a significant time between feedings or you had the ability to gorge yourself and not worry about feeding for literal days or something.
Furthermore I think the run speed debuff / buff is a bit.. iffy given mist form and mounts, but that's just me.
It would add an interesting dynamic to the game, but I'm on the boat.
Ah, I dislike the idea of sun damage, more so on stage 1 where in later Elder Scrolls games they don't take said damage. I don't know, I get the idea behind sun damage come later stages but still, I really don't like the idea of it personally :P.
That aside I like the idea of a full day transition, it would be both good and bad. It would mean feeding might actually mean something and if you decide to feed or not.
The issue is I can see people rolling their vamps during the night and logging on their non-vampire characters during the day, a sort of obvious workaround.
Like I said an interesting vampire dynamic, but I don't see it being implemented any time soon given the list of things needing to be fixed. We'll see how the ultimate nerf works and go from there!
I'm glad you like the idea overall, thanks for your input. (: I also don't see this being implemented any time soon, but maybe ZoS will give it a look over and consider making day/night more significant to a vampire. What is it you personally find appealing about taking small amount of fire damage? Do you find the snare/sprint more preferable, if not what do you suggest? And yeah, the idea behind this was to make feeding or not more meaningful. As to the ultimate nerf I hope you remember it's not just a nerf to ultimates it's a nerf to the whole skill tree.
Sun damage come stage 4 might be acceptable but constant sun damage during earlier stages when lore indicates ESO vampires are sun tolerant seems a bit misguided. Furthermore, a few % run speed wouldn't really change a thing. I can't think of an alternative currently but something like increased magicka / stamina by a few % per stage (with stage 4 being something like during day -5% magicka / stamina and +10% during night, no idea, the whole drained vitality). The nerf might be overkill (21% v 60% at stage 4) but we will see.. Mist form won't be chained anymore.. but still it seems pretty intense. I'm pure PvE currently so most of the changes are due to PvP so I can only sigh and move on.
I am still very against the idea of having vampires be weaker during the day but your suggestion was thought out and reasonable unlike the mindless "kik out of fightr guild plox heuheu" nonsense going on.
The only thing I want to cover is 1, I like your idea of having your stam/magicka/health reduced during the day and increase at night, like say -50 stam/magicka/health during the day and +50 during the night, and also it's not so much you're weaker during the day(except at stage 4 where you deal 10% less damage, but that is made up by the ability lasting longer) abilities just cost more to cast during the day.
I don't know how I feel about static v percent, come endgame static might be minute and irrelevant due to how insignificant the reduction is. Furthermore lower level vampires who are at stage 4 and have some crazy high static reduction to compensate mightn't be able to play. I think percentages might be a bit better as it has an impact on all vampire players regardless of their level / veteran rank.
Basically I'm liking the concept of increased negative fire resistance as stages go up, increased poison (or disease / frost) resistance as stages go up, reduction / increase in magicka / stamina / health depending on stage / time of day, increased / decreased spell costs depending on stage / time of day AND potentially passive changes / spell changes etc etc.
How about sun damage come stage 4 with some massive trade off come night time? Food for thought.
ArgonianAssassin wrote: »How's it look now?The_Sadist wrote: »ArgonianAssassin wrote: »The_Sadist wrote: »ArgonianAssassin wrote: »The_Sadist wrote: »ArgonianAssassin wrote: »I edited the OP to address the run speed issue, it could be swapped out to be something more in line with the lore and not as Inconvenient. For players who can only play during the day, that's what vampirism stage 1 is for, it's all buffs and no debuffs, sure you're not as strong as a vampire who plays at night, but you don't have to put up with all those debuffs either. I also addressed the feed time issue, it now takes nearly a full day to transition from 1 stage to another. My thought process behind this idea was this, I've seen a lot of people complaining about vampires being to strong this suggestion keeps vampires strong, not as strong as they are now, but still significantly strong but only during the night and during the day vampires are significantly weaker, as they should be, but not too weak as to be unplayable a little cost increase here a little increased damage there, during the night you should be terrified to come across a vampire in Cyrodil, and during the day, the reverse should be true, I believe this also encourages more build swapping and gear changing. The sun is coming up? Uh oh, better swap some vampire abilities because they're about to get more expensive(If you don't think they're worth using with a 5-10% cost increase) and I better swap on some fire resist gear, but when the sun goes down, the monsters come out and *** gets real.The_Sadist wrote: »My only real issue with this is people who are vampires that have a limited amount of game time and are unfortunately on for a majority of said time during the in game day time wouldn't be able to enjoy themselves if they were a vampire as they would be constantly gimping their character.
However that aside I wouldn't mind a system like this if there was a significant time between feedings or you had the ability to gorge yourself and not worry about feeding for literal days or something.
Furthermore I think the run speed debuff / buff is a bit.. iffy given mist form and mounts, but that's just me.
It would add an interesting dynamic to the game, but I'm on the boat.
Ah, I dislike the idea of sun damage, more so on stage 1 where in later Elder Scrolls games they don't take said damage. I don't know, I get the idea behind sun damage come later stages but still, I really don't like the idea of it personally :P.
That aside I like the idea of a full day transition, it would be both good and bad. It would mean feeding might actually mean something and if you decide to feed or not.
The issue is I can see people rolling their vamps during the night and logging on their non-vampire characters during the day, a sort of obvious workaround.
Like I said an interesting vampire dynamic, but I don't see it being implemented any time soon given the list of things needing to be fixed. We'll see how the ultimate nerf works and go from there!
I'm glad you like the idea overall, thanks for your input. (: I also don't see this being implemented any time soon, but maybe ZoS will give it a look over and consider making day/night more significant to a vampire. What is it you personally find appealing about taking small amount of fire damage? Do you find the snare/sprint more preferable, if not what do you suggest? And yeah, the idea behind this was to make feeding or not more meaningful. As to the ultimate nerf I hope you remember it's not just a nerf to ultimates it's a nerf to the whole skill tree.
Sun damage come stage 4 might be acceptable but constant sun damage during earlier stages when lore indicates ESO vampires are sun tolerant seems a bit misguided. Furthermore, a few % run speed wouldn't really change a thing. I can't think of an alternative currently but something like increased magicka / stamina by a few % per stage (with stage 4 being something like during day -5% magicka / stamina and +10% during night, no idea, the whole drained vitality). The nerf might be overkill (21% v 60% at stage 4) but we will see.. Mist form won't be chained anymore.. but still it seems pretty intense. I'm pure PvE currently so most of the changes are due to PvP so I can only sigh and move on.
I am still very against the idea of having vampires be weaker during the day but your suggestion was thought out and reasonable unlike the mindless "kik out of fightr guild plox heuheu" nonsense going on.
The only thing I want to cover is 1, I like your idea of having your stam/magicka/health reduced during the day and increase at night, like say -50 stam/magicka/health during the day and +50 during the night, and also it's not so much you're weaker during the day(except at stage 4 where you deal 10% less damage, but that is made up by the ability lasting longer) abilities just cost more to cast during the day.
I don't know how I feel about static v percent, come endgame static might be minute and irrelevant due to how insignificant the reduction is. Furthermore lower level vampires who are at stage 4 and have some crazy high static reduction to compensate mightn't be able to play. I think percentages might be a bit better as it has an impact on all vampire players regardless of their level / veteran rank.
Basically I'm liking the concept of increased negative fire resistance as stages go up, increased poison (or disease / frost) resistance as stages go up, reduction / increase in magicka / stamina / health depending on stage / time of day, increased / decreased spell costs depending on stage / time of day AND potentially passive changes / spell changes etc etc.
How about sun damage come stage 4 with some massive trade off come night time? Food for thought.
The_Sadist wrote: »ArgonianAssassin wrote: »How's it look now?The_Sadist wrote: »ArgonianAssassin wrote: »The_Sadist wrote: »ArgonianAssassin wrote: »The_Sadist wrote: »ArgonianAssassin wrote: »I edited the OP to address the run speed issue, it could be swapped out to be something more in line with the lore and not as Inconvenient. For players who can only play during the day, that's what vampirism stage 1 is for, it's all buffs and no debuffs, sure you're not as strong as a vampire who plays at night, but you don't have to put up with all those debuffs either. I also addressed the feed time issue, it now takes nearly a full day to transition from 1 stage to another. My thought process behind this idea was this, I've seen a lot of people complaining about vampires being to strong this suggestion keeps vampires strong, not as strong as they are now, but still significantly strong but only during the night and during the day vampires are significantly weaker, as they should be, but not too weak as to be unplayable a little cost increase here a little increased damage there, during the night you should be terrified to come across a vampire in Cyrodil, and during the day, the reverse should be true, I believe this also encourages more build swapping and gear changing. The sun is coming up? Uh oh, better swap some vampire abilities because they're about to get more expensive(If you don't think they're worth using with a 5-10% cost increase) and I better swap on some fire resist gear, but when the sun goes down, the monsters come out and *** gets real.The_Sadist wrote: »My only real issue with this is people who are vampires that have a limited amount of game time and are unfortunately on for a majority of said time during the in game day time wouldn't be able to enjoy themselves if they were a vampire as they would be constantly gimping their character.
However that aside I wouldn't mind a system like this if there was a significant time between feedings or you had the ability to gorge yourself and not worry about feeding for literal days or something.
Furthermore I think the run speed debuff / buff is a bit.. iffy given mist form and mounts, but that's just me.
It would add an interesting dynamic to the game, but I'm on the boat.
Ah, I dislike the idea of sun damage, more so on stage 1 where in later Elder Scrolls games they don't take said damage. I don't know, I get the idea behind sun damage come later stages but still, I really don't like the idea of it personally :P.
That aside I like the idea of a full day transition, it would be both good and bad. It would mean feeding might actually mean something and if you decide to feed or not.
The issue is I can see people rolling their vamps during the night and logging on their non-vampire characters during the day, a sort of obvious workaround.
Like I said an interesting vampire dynamic, but I don't see it being implemented any time soon given the list of things needing to be fixed. We'll see how the ultimate nerf works and go from there!
I'm glad you like the idea overall, thanks for your input. (: I also don't see this being implemented any time soon, but maybe ZoS will give it a look over and consider making day/night more significant to a vampire. What is it you personally find appealing about taking small amount of fire damage? Do you find the snare/sprint more preferable, if not what do you suggest? And yeah, the idea behind this was to make feeding or not more meaningful. As to the ultimate nerf I hope you remember it's not just a nerf to ultimates it's a nerf to the whole skill tree.
Sun damage come stage 4 might be acceptable but constant sun damage during earlier stages when lore indicates ESO vampires are sun tolerant seems a bit misguided. Furthermore, a few % run speed wouldn't really change a thing. I can't think of an alternative currently but something like increased magicka / stamina by a few % per stage (with stage 4 being something like during day -5% magicka / stamina and +10% during night, no idea, the whole drained vitality). The nerf might be overkill (21% v 60% at stage 4) but we will see.. Mist form won't be chained anymore.. but still it seems pretty intense. I'm pure PvE currently so most of the changes are due to PvP so I can only sigh and move on.
I am still very against the idea of having vampires be weaker during the day but your suggestion was thought out and reasonable unlike the mindless "kik out of fightr guild plox heuheu" nonsense going on.
The only thing I want to cover is 1, I like your idea of having your stam/magicka/health reduced during the day and increase at night, like say -50 stam/magicka/health during the day and +50 during the night, and also it's not so much you're weaker during the day(except at stage 4 where you deal 10% less damage, but that is made up by the ability lasting longer) abilities just cost more to cast during the day.
I don't know how I feel about static v percent, come endgame static might be minute and irrelevant due to how insignificant the reduction is. Furthermore lower level vampires who are at stage 4 and have some crazy high static reduction to compensate mightn't be able to play. I think percentages might be a bit better as it has an impact on all vampire players regardless of their level / veteran rank.
Basically I'm liking the concept of increased negative fire resistance as stages go up, increased poison (or disease / frost) resistance as stages go up, reduction / increase in magicka / stamina / health depending on stage / time of day, increased / decreased spell costs depending on stage / time of day AND potentially passive changes / spell changes etc etc.
How about sun damage come stage 4 with some massive trade off come night time? Food for thought.
It's looking quite interesting but I still have a few issues with stage one. Stage one is the stage were you're basically indistinguishable from normal races, so while I feel the negative fire resistance should stay.. 20% reduction in regeneration rates during the day seems incredibly steep (granted supernatural recovery gives you 10% recovery rate to magicka / stamina making this less during the day, but still!).
I think stage 4 is also a bit iffy, the trade off for constant sun damage during the day is detect life during the night.. which is okay for PvP but almost useless for PvE. So I like the concept but it seems a bit.. underwhelming.
The whole frost v poison thing is interesting, skyrim vampires gained frost resistance as they grew hungry but other vampires became immune to disease once infected.. I'm not sure which would be better honestly.
I like how you upped the damage done by fighter's guild spells (a percentage is a percentage) and balanced it so vampires deal increased damage per spell slotted (smart thinking, now if only the bloody 'kik from guild plox' guys read this)
Your wording is a little iffy '45% increased fire damage and 50% during the day' but I think I get your general point. How about a lowered resistance to frost / poison gained during the day regardless of stage e.g. 45% negative fire and 40% poison / frost resistance during the day becoming 40% negative fire and 50% poison / frost during the night (changes as the stages progress.. so 25/20 -> 35/30 -> 45/40 -> 55/50 so stage one would be 25 negative fire during day with 20 resistance to frost / poison which swaps during the night to 20 and 25, granted I feel 20 is a bit low even for stage one as a negative fire resistance. Just an idea and it's late so I'm not thinking properly!)
I also feel that the 'unique' abilities gained during stages 2-4 should accumulate, so the movement from stage 2 should carry on to stage 3 plus whatever stage 3 has and both stage 2 and 3 should carry on to stage 4 etc etc (it would mean like 15% extra damage taken from and dealt to players though depending on whether fighter guild's skills are slotted)
That's the point of this suggestion, it's all based on the time of day, you get 0 pure buffs for being out and about in the sunlight, but you're powerful and should be feared when the sun goes down.xxslam48xxb14_ESO wrote: »Being A vampire should make you very weak(if not completely useless or outright dead) in the sun and powerful during the night. Its there defining feature in almost every universe with vampires since the very first stories of vampires were told. Vampires in their current state are just.... are they even vampires or are they just pale people with extra powers? It should be a choice that if you make it, your going to pay dearly for it. No mortal should want to be afflicted with the curse unless they are extremely desperate. I mean just look at who created the curse! It was molag bal for crying out loud! He hates us, why would he give us something nice? For players it should be something you wouldn't do on your main, but for an alt or people into role play it would be an interesting way to play. When this game first announced it would have vampires I had no doubts that they would do it right and then this disgrace to vampire lore shattered all my faith in them ever being put in their proper place. In its current state being a vampire should just be an option in character creation labeled "easy difficulty" because all it does is make everything easier.
xxslam48xxb14_ESO wrote: »Being A vampire should make you very weak(if not completely useless or outright dead) in the sun and powerful during the night. Its there defining feature in almost every universe with vampires since the very first stories of vampires were told. Vampires in their current state are just.... are they even vampires or are they just pale people with extra powers? It should be a choice that if you make it, your going to pay dearly for it. No mortal should want to be afflicted with the curse unless they are extremely desperate. I mean just look at who created the curse! It was molag bal for crying out loud! He hates us, why would he give us something nice? For players it should be something you wouldn't do on your main, but for an alt or people into role play it would be an interesting way to play. When this game first announced it would have vampires I had no doubts that they would do it right and then this disgrace to vampire lore shattered all my faith in them ever being put in their proper place. In its current state being a vampire should just be an option in character creation labeled "easy difficulty" because all it does is make everything easier.
ArgonianAssassin wrote: »Well that was a fun exercise in creativity.
aquaorange11 wrote: »Too many positive abilities... best travel power in-game (mist form), best ultimate (high dmg + great healing), best stealth movement, excellent fight-starter/stun (feed), mid-combat pause/heal button (drain).
aquaorange11 wrote: »The debuffs are weak as hell for all that you gain...
eaglestormub17_ESO wrote: »Is everyone forgetting that daytime lasts ~4.5 hours, and nighttime lasts ~1 hour? Balancing around day/night cycles is unsupportable in this game. I may find time to run around for 6+ hours in a session, but not all will.
As for the OP, your suggestions are a literary exercise, no more. I appreciate the immersion and complexity from a fantasy perspective, but it wouldn't work here. Try thinking of game mechanics in terms of tooltips and simple explanations to simple people. From a game design perspective, it's just too bloated and overly complicated.
aquaorange11 wrote: »Vampirism is a "curse", is it not? As it stands, it looks almost like a mandatory positive skill line for the Nightblade class especially, which is based largely around stealth. Not having that vamp movement passive is flat-out brutal for NBs.
aquaorange11 wrote: »Vampirism is a "curse", is it not? As it stands, it looks almost like a mandatory positive skill line for the Nightblade class especially, which is based largely around stealth. Not having that vamp movement passive is flat-out brutal for NBs.
Yes, my NB is going vampire for exactly that reason.