Before doing this we must first evaluate the current situation on vampirism
- Passives - Not working
- Spells - Ultimate and regular skills are way to costly for what they provide while invigorating drain still is one of the best healing in the game the fact it force you to stop defending yourself for 3 second can put provide you a quick death sentence in veteran if your armor rating is any lower then the cap. While the 60% reduction was a good idea at first to make it good based on stage it proven to be that with stacking buff you could reach 0 ultimate cost wich is game breaking in its own right.
- Stage - Totally not immersive a vampire is suppose to feed constantly on any available blood available in a rotation between yet we never feed because stage four has all advantage and no disadvantage cept for the fact we look ugly (unfashionable).
Now a recapitulation of Elder scroll vampirism since oblivion
Oblivion (classic) - Vampire have 4 stage of feeding
stage 1: 25% fire damage 25% cold resistance 5% bonus to destruction magic hand to hand acrobatics and sneaking
stage 2: 50% fire damage 50% cold resistance 10% bonus to destruction magic hand to hand acrobatics and sneaking 1 sun damage per second 5% damage reduction from normal weapon.
stage 3: 75% fire damage 75% cold resistance 15% bonus to destruction magic hand to hand acrobatics and sneaking 5 sun damage per second 10% damage reduction from normal weapon.
stage 4: 100% fire damage 100% cold resistance bonus to destruction magic hand to hand acrobatics and sneaking 8 sun damage (cause death after 3 or 4 second) per second 20% damage reduction from normal weapon. People no longer want to talk to you
At all time gain immunity to poison and paralisis
Skyrim (witheout dawnguard) - Vampire still have 4 stage of feeding
Stage 1: 25% fire damage 25% cold resistance
Stage 2: 50% fire damage 50% cold resistance all vampire spell are 25% stronger (drain deals slightly better damage) Solar weakness reducing all regeneration rate by a serious amount while weakening your stats when exposed to sunlight
Stage 3: 75% fire damage 75% cold resistance all vampire spell are 50% stronger (drain deals better damage) Solar weakness reducing all regeneration rate by a serious amount while weakening your stats when exposed to sunlight (even stronger)
Stage 4: 100% fire damage 100% cold resistance all vampire spell are 75% stronger (drain deals way better damage) Everyone who sees you try to kill you. Solar weakness reducing all regeneration rate by a serious amount while weakening your stats when exposed to sunlight (even stronger)
At all time gain immunity to poison and paralisis and improved sneaking by 20%
Elder scroll online - Vampire has 4 stage
stage 1: no gain no weakness
stage 2: -25% on health regeneration +20% vampire spell cost reduction (now 7%)
stage 3: -50% on health regeneration +40% vampire spell cost reduction (now 14%)
stage 4: -75% on health regeneration +60% vampire spell cost reduction (now 21%)
Once trained 10% recovery on magicka and stamina reduction on damage taken when under 50% health and increased stealth speed at night
At all time 50% fire weakness ability to feed while sneaking
Conclusion - While oblivion and skyrim gave the player serious drawback as a reason to constantly feed (npc not talking or attacking you solar damage and weakness or just the increasing fire damage weakness) in exchange for strong powers ESO provides none and vampires end up never feeding at all due to behing effraid of behing weaker. What im proposing here is several change to vampirism so to bring the lane in line with the others witheout making it overpowered so here are the changes
Elder scroll online - Vampire has 4 stage
stage 1: 25% weakness to fire (no real advantage but you have low fire weakness)
stage 2: 50% weakness to fire -25% on health regeneration you recover 20% of the cost of vampire spell you use
stage 3: 75% weakness to fire -50% on health regeneration you recover 40% of the cost of vampire spell you use
stage 4: 100% weakness to fire -75% on health regeneration you recover 60% of the cost of vampire spell you use all npc attack or refuse to talk to you. Guards attack you on sight.
Once trained 10% recovery on magicka and stamina reduction on damage taken when under 50% health and increased stealth speed, all those buffs works only at night
At all time ability to feed while sneaking
Notice the subtle defrence? Instead of a cost reduction a part of the cost of vampire spell now is regained after use. This means no mather how low cost the ability is due to a certain broken synergy you are regaining a percentage of the final current cost wich in the case of the 43% cost reduction build means instead of recovering 120 ultimate on a 200 ultimate cost you will only recover 68.4 of a 114 ultimate bar effectively making the recovery lower depending on how much you reduced your ultimate cost (the recovery scaling down with the total spell cost make it effectively impossible to reach the 0 ever again)
You should also notice the fire damage become increasingly threatening as the stage advances toward final stage at which the 100% makes pretty much any fire attack a death sentence. You may choose to keep progressing your vampirism to stage 4 until you reach an area wich is filled with fire monster in wich case you will hastily try to reduce it back to a lower stage to make it manageable or try to survive witheout getting hit by them.
Stage 4 making people refuse to talk/guard attack also will be a deterrent to simply ignoring your urge to feed as you will need to often go on the hunt to allow yourself to be human enough to talk to npc (pretty much like in oblivion and skyrim) Thus most vampire will swim between stage 1-2-3 and will only go 4 when they need a power boost to farm pve public dungeons which does not involve fire etc.
Also take note all vampire passive now only work at night or in dark area making vampire a situational build which works best in a shadowy environment and very poorly in the sunlight therefore keeping the theme intact and the spec balanced.
The 100% fire damage weakness will effectively make it very difficult for any vampire who wants to spam bat swarm to actualy farm cyrodiil the way they did before because while the ultimate cost indeed will be reduced only sorcerer with 2h sword will be able to spam it more then once per 15 second and even then they will likely die the moment someone use a fire move on them (hence why stage 4 fire weakness needs to be lethal to counterbalance the ultimate recovery from use) Vampire will have a hard counter to their build will no longuer be OP in cyrodiil and will be playable in pve the way they were intended to all that while making an efficient feeding rotation!
We get flavor, power rotation, and balance I think that would make everyone somewhat happy
By all means what do you think of this suggestion?
Edited by Kyubi_3002b16_ESO on May 12, 2014 2:29PM One bow to darken the sun
One bow to unite the clans
One bow to conquer the world and in darkness drown it...
- Prophecy of the tyranny of the sun