This thread is not to talk about the recent changes to vampirism. Instead, I would like to suggest further changes to make the skill line both more fun to play from a roleplaying perspective and more useful from a competitive standpoint.
STAGES
First, I would like to see an additional cost/benefit analysis for the Vampire stages. Since the cost reduction has been nerfed, it seems the majority of vampires feel that Stage 4 is not worth the reduction in ability costs (due to decreased health regen.)
I would like to see the following changes implemented:
1. The percent extra fire damage taken is dependent on stage. From 20% more fire damage at stage 1 to 60% more fire damage at stage 4. This would be in line with past Elder Scrolls titles and also make the choice of stage more meaningful.
2. The abilities not only decrease in cost, but also increase in effectiveness at Stage 4. These could be marginal increases (more damage, longer duration, ect.) or substantive increases (Vampire Drain affects two targets instead of one, ect.)
STALKERS OF THE NIGHT
I think that Vampires should be more affected by the day night cycle. This would add an interesting dynamic to PvP where Vampire players are relatively weak during the day, and shy away from fights, but become quite fierce at night.
Here's specifically what I'd like to see:
1. Dark Stalker ONLY works at night. During the day, Vampires move at the same stealth speed as everyone else.
2. Vampire abilities become more potent at night (this would be either/or with number 2 from above, not both.)
3. Health regen is dependent on day/night. This would be more consistent with past Elder Scrolls games where vampires take damage during the day and/or have lower health regen during the day. You could either remove the Health Regen dependency from the stages or keep that and make it so that health regen is always as if in stage 1 at night.
Thoughts?
@NordJitsu - Guild Master (Main Character = Hlaalu Idas)
GREAT HOUSE HLAALU