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Should Vampires be KoS to Guards at Stage 4?

  • naatokb14_ESO
    naatokb14_ESO
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    All the arguments against this add up to one thing:
    "I'm too lazy to feed in between Pee-Vee-Pee or quest runs."

    And people call me a whiner because ZOS be stealin' mah Night's Silence/Dark Stalker bucket.

    Un-fracking-believable.
    gawad-du.enjin.com/
    "For what deem'st thou so dear thy blood, when through my veins it will flood?"
  • MornaBaine
    MornaBaine
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    Mendoze wrote: »
    I don't think so...

    Unless developers make it similar to Exile faction in Everquest 2. Like vampires get their own city and stuff and it's permanent betrayal to all "humankind". Constant level cap increases would of course mess this up royally, if there's no quests or anything but PVP for vampires. Then again, I'm not even going to start how PVP would be like when vampires would rule all over Cyrodiil. Maybe some time in distant future developers have enough resources and time to really build vampires and werewolves as proper races, but not at the moment.

    Currently I'd rather change advantages and disadvantages of being a vampire much smaller. Like 10% more stamina and magicka regen and 10% more damage from fire, and that's it.

    There are already no quests for vampires with the exception of the initial vampire quest itself. But if you mean you don't want quest givers to refuse to speak to your Stage 4 vampire, I don't think anyone has actually suggested that be the case. Although at Stage 4 I can see why they wouldn't. I've always thought that Vampires should have their own Persuade skill though and perhaps that could be used to override the reticence of quest givers to speak with you. It would act as a glamour, causing them to temporarily NOT see you as a vampire.

    Also, once again, the proposal to make Stage 4 vamps KOS to guards does NOT involve PvP. No bounty would be incurred if the guards attack you first without you DOING anything to incur a bounty. It would HAVE to be managed that way to be fair, even I agree on that. But feeding on citizens should definitely have a chance of causing a bounty to be incurred.

    On the other hand, I DO think a Vamp friendly shady area off in the wilds would be pretty darned cool. Especially if it ALSO had crypts your vampire could sleep in. Even better if doing so gave you a small buff for like the first hour after you logged back in after logging out while sleeping in a crypt.
    Edited by MornaBaine on September 17, 2014 12:33PM
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • phreatophile
    phreatophile
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    If I could have my wish list for vampires...

    1.) Normalise the day/night schedule to be the same 2.5-3hr length.
    2.) Stages would last 1.5hrs each
    3.) We would have negligable to zero(low 10s and 20s like our health)
    stamina/magicka and health regen in Daylight and no sneak bonus.
    (note: daylight not daytime)
    4.) Leave the appearances the way they are now.
    5.) Scale fire damage debuff from 40% to 70% as the stages progress
    6.) At stage 1: no "social issues". At stage 2 people notice you are "ill" and
    Fighter's guild NPC will not speak to you. At Stage 3 merchants and some
    quest givers won't interact with you. At stage 4 you are KOS for guards
    including your own faction guards in Cyrodiil.

    Basicly I want it to be a pain in the a$# to be a Vampire so the FOTM crowd will abandon it, and we can stop being nerfed. I want Vampires to be weak as kittens in daylight.

    But at night, we should be all that we are now and then some:
    1) we should sprint faster than a horse, and sneak as fast as the Night's silence set allowed
    2) we should have the same or better regen than we have now(near soft cap), health included
    3) we should have a unique paralyze ability
    4) We should be immune to cold and disease (fire debuff stays)
    5) and please, for the love of all that's unholy, a decent bite animation. One where we lean in and bite the neck. I'm not sure what to say about the current animation, nothing I can compare it to can be described in polite company.
  • MornaBaine
    MornaBaine
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    If I could have my wish list for vampires...

    1.) Normalise the day/night schedule to be the same 2.5-3hr length.
    2.) Stages would last 1.5hrs each
    3.) We would have negligable to zero(low 10s and 20s like our health)
    stamina/magicka and health regen in Daylight and no sneak bonus.
    (note: daylight not daytime)
    4.) Leave the appearances the way they are now.
    5.) Scale fire damage debuff from 40% to 70% as the stages progress
    6.) At stage 1: no "social issues". At stage 2 people notice you are "ill" and
    Fighter's guild NPC will not speak to you. At Stage 3 merchants and some
    quest givers won't interact with you. At stage 4 you are KOS for guards
    including your own faction guards in Cyrodiil.

    Basicly I want it to be a pain in the a$# to be a Vampire so the FOTM crowd will abandon it, and we can stop being nerfed. I want Vampires to be weak as kittens in daylight.

    But at night, we should be all that we are now and then some:
    1) we should sprint faster than a horse, and sneak as fast as the Night's silence set allowed
    2) we should have the same or better regen than we have now(near soft cap), health included
    3) we should have a unique paralyze ability
    4) We should be immune to cold and disease (fire debuff stays)
    5) and please, for the love of all that's unholy, a decent bite animation. One where we lean in and bite the neck. I'm not sure what to say about the current animation, nothing I can compare it to can be described in polite company.

    You are my new freaking hero. Although, to make this work, they would need to actually make day and night of equal length in the game. As it is now, a complete day/night cycle is 6 hours long....but only 2 of those hours are night. Drives me completely nuts and already acts as a gimp to vamps since we are supposedly stronger at night and weaker during the day already. And while I personally wouldn't mind being KoS to guards in Cyrodil I can already hear the shrieking of the PvPers now. So I doubt it would fly. But, again, I'd be very okay with a single wayshrine about in the middle of each zone with a small shady community that would deal with vampires...possibly at higher prices. And I still think that every half hour is still too short a time period to have to feed in order to maintain Stage 1. I'd be thrilled if it were as long as Stage 1 and 2 combined and as long as we had "vampires camps" those who feel they have an advantage by remaining at Stage 4 could do so and hopefully that would mitigate the pitch of the whining down to something that would not break the sound barrier.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • phreatophile
    phreatophile
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    MornaBaine wrote: »
    You are my new freaking hero. Although, to make this work, they would need to actually make day and night of equal length in the game. As it is now, a complete day/night cycle is 6 hours long....but only 2 of those hours are night. Drives me completely nuts and already acts as a gimp to vamps since we are supposedly stronger at night and weaker during the day already. And while I personally wouldn't mind being KoS to guards in Cyrodil I can already hear the shrieking of the PvPers now. So I doubt it would fly. But, again, I'd be very okay with a single wayshrine about in the middle of each zone with a small shady community that would deal with vampires...possibly at higher prices. And I still think that every half hour is still too short a time period to have to feed in order to maintain Stage 1. I'd be thrilled if it were as long as Stage 1 and 2 combined and as long as we had "vampires camps" those who feel they have an advantage by remaining at Stage 4 could do so and hopefully that would mitigate the pitch of the whining down to something that would not break the sound barrier.

    Ya, thats what I meant about normalising day/night schedule. With that said, we have, I think, one skill morph affected by day/night, there needs to be more. It would still need to add up so that 4 days is more or less than 24hrs in the real world in order to not have it be day night at the same time every real life day.

    A semi-related point why isn't actually dark or even especially dim at night?

    The entire point is to have fewer Vampires in PVP. I have to admit I'd love to be a fly on the wall (or bat on the ceiling) the first time keep guards turned on somebody mid-battle. Group chat would be hillarious... Maybe only if the keep isn't under attack.

    There certainly would need to be pockets where we could be out of the coffin so to speak. I imagine the Theives Guild and Dark Brotherhood (when we finnaly get them) would be examples and the mages guild is notoriously tollerant of those with unusual gifts.

    And that bite animation. The first time I saw it in Mother's crypt, I thought it had to be a glitch. I expected to rise up behind my prey and sink fangs into an artery, instead I squat down and it looks like a kid drinking from a fountain. (there, I came up with a non-offensive description of that ridiculous animation)

    Similar things should be done for Werewolves.
    -toggle transformation
    -major debuff to magicka and magicka regen even in human form
    -above softcap health/stamina regen
    -automaticly transmorm back to human if you fall below 20% health
    -5 second AOE (no damage) fear effect during transformation
    -very high movement speed, attack speed, and damage
    -auto-transform under a full moon
    -Werewolf form is Kill on sight for guards
  • purple-magicb16_ESO
    purple-magicb16_ESO
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    If that's the case then vamps should have their own communities then. Players still need to trade etc. I can see this getting really complicated when it come to questing.
    I don't comment here often but when I do, I get [snip]
  • phreatophile
    phreatophile
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    If that's the case then vamps should have their own communities then. Players still need to trade etc. I can see this getting really complicated when it come to questing.

    No more complicated than it was in the single player games. Show up in town at stage 3 or 4 and you will have problems. Stop by a local bandit camp/solo dungeon on the way and "make yourself presentable" by draining a couple thugs.

    Besides, I'm sure the Dark Brotherhood and the Theives Guild will be accepting of our particular skills as long as we don't feed on other members.
  • Caspur
    Caspur
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    I say yes they should be KoS but, only if devs implemented a vampire city. A place where vampires can go when they are at stage 4 and the guards and merchants are also vampires.
    A place where everything and nothing exists, this is my playground.
  • phreatophile
    phreatophile
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    Caspur wrote: »
    I say yes they should be KoS but, only if devs implemented a vampire city. A place where vampires can go when they are at stage 4 and the guards and merchants are also vampires.

    I'm all for that. Though I find most zones to be rich in delicious, nutritious NPC's and dinner before running errands works for me.

    I have this picture of a human Character walking into such a city, and the image of a rabbit hopping into a kennel comes to mind.
    Edited by phreatophile on September 19, 2014 8:48PM
  • Kastle.Bb14_ESO
    Kastle.Bb14_ESO
    Soul Shriven
    im confused why people keep saying this would only work if they had a city for vampires, like its impossible to get out of stage 4.

    You are a vampire, you are supposed to feed. You aren't supposed to be getting to stage 4 and if you do you did something wrong, go feed on someone. It takes less than a minute.

    And yes, almost all of my characters are vampires, so don't think I'm a vampire hater.
  • Varicite
    Varicite
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    I'll throw my vote in the hat for yes.

    And while we're at it, let's add some dialogue that acknowledges that you are a bloodthirsty killing machine.

    Seems like something is missing w/ everybody just being cool w/ you being a vamp.
  • MornaBaine
    MornaBaine
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    im confused why people keep saying this would only work if they had a city for vampires, like its impossible to get out of stage 4.

    You are a vampire, you are supposed to feed. You aren't supposed to be getting to stage 4 and if you do you did something wrong, go feed on someone. It takes less than a minute.

    And yes, almost all of my characters are vampires, so don't think I'm a vampire hater.

    I actually agree with you and I think most PvEers do as well. The only people I have seen object to this are PvPers who feel being in Stage 4 gives them an advantage in PvP so they never want to be out of it. In order to appease them I would be fine with the KoS to guards at Stage 4 NOT applying in Cyrodil. And IF "vampire camps" are elsewhere in the game they should be small, have only the basics, and they should be located in the middle of nowhere AND the prices for any goods or services obtained there should be higher. This would accurately reflect a community that would deal with feral vampires and the NPCs themselves should probably be Stage 3 or 4 vampires themselves. I think such an area would be fun for immersion's sake so long as they aren't TOO easily accessible.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • MornaBaine
    MornaBaine
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    MornaBaine wrote: »
    You are my new freaking hero. Although, to make this work, they would need to actually make day and night of equal length in the game. As it is now, a complete day/night cycle is 6 hours long....but only 2 of those hours are night. Drives me completely nuts and already acts as a gimp to vamps since we are supposedly stronger at night and weaker during the day already. And while I personally wouldn't mind being KoS to guards in Cyrodil I can already hear the shrieking of the PvPers now. So I doubt it would fly. But, again, I'd be very okay with a single wayshrine about in the middle of each zone with a small shady community that would deal with vampires...possibly at higher prices. And I still think that every half hour is still too short a time period to have to feed in order to maintain Stage 1. I'd be thrilled if it were as long as Stage 1 and 2 combined and as long as we had "vampires camps" those who feel they have an advantage by remaining at Stage 4 could do so and hopefully that would mitigate the pitch of the whining down to something that would not break the sound barrier.

    Ya, thats what I meant about normalising day/night schedule. With that said, we have, I think, one skill morph affected by day/night, there needs to be more. It would still need to add up so that 4 days is more or less than 24hrs in the real world in order to not have it be day night at the same time every real life day.

    A semi-related point why isn't actually dark or even especially dim at night?

    The entire point is to have fewer Vampires in PVP. I have to admit I'd love to be a fly on the wall (or bat on the ceiling) the first time keep guards turned on somebody mid-battle. Group chat would be hillarious... Maybe only if the keep isn't under attack.

    There certainly would need to be pockets where we could be out of the coffin so to speak. I imagine the Theives Guild and Dark Brotherhood (when we finnaly get them) would be examples and the mages guild is notoriously tollerant of those with unusual gifts.

    And that bite animation. The first time I saw it in Mother's crypt, I thought it had to be a glitch. I expected to rise up behind my prey and sink fangs into an artery, instead I squat down and it looks like a kid drinking from a fountain. (there, I came up with a non-offensive description of that ridiculous animation)

    Similar things should be done for Werewolves.
    -toggle transformation
    -major debuff to magicka and magicka regen even in human form
    -above softcap health/stamina regen
    -automaticly transmorm back to human if you fall below 20% health
    -5 second AOE (no damage) fear effect during transformation
    -very high movement speed, attack speed, and damage
    -auto-transform under a full moon
    -Werewolf form is Kill on sight for guards

    Why aren't you working on this game????? Devs! PAY ATTENTION!!!!!!
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • poodlemasterb16_ESO
    poodlemasterb16_ESO
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    LOL. So if my Vampire Witch goes stage 4 in Rawl'kha, where she lives, the level 40 odd guards would attack my VR6 sorc.

    That would be fun.

    She could even go back to Vulkel Guard and wipe out the entire force there is just a few minutes.
    Edited by poodlemasterb16_ESO on September 19, 2014 10:37PM
  • phreatophile
    phreatophile
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    MornaBaine wrote: »
    ...The only people I have seen object to this are PvPers who feel being in Stage 4 gives them an advantage in PvP so they never want to be out of it. In order to appease them I would be fine with the KoS to guards at Stage 4 NOT applying in Cyrodil...

    Sadly, having all penalties apply in Cyrodil is probably the most important thing I wrote. ZOS has, with very limited exception, decided that PVE and PVP will have to balance together which means they live and die together.
    If we want to be able to have RP features like the ones in this thread and if we want to keep our powerful feeling characters there need to be many fewer vampires PVPing in Cyrodil. Ask yourself if it weren't for PVP DK FOTM vampires would we have received any nerfs at all? We'd still be happily zipping around in our night's silence sets and the ridiculous scene that happened in the high level zones early on with people chasing bloodfiends wouldn't have happened either. Make it one hell of a commitment to be a vampire and the folks who only care about killing other players will drop it and we can play in peace.

  • phreatophile
    phreatophile
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    LOL. So if my Vampire Witch goes stage 4 in Rawl'kha, where she lives, the level 40 odd guards would attack my VR6 sorc.

    That would be fun.

    She could even go back to Vulkel Guard and wipe out the entire force there is just a few minutes.

    Indeed it would. Though I imagine the justice system, when it comes, will require some adjustments to the levels of the guards to avoid exactly that happening when we're caught stealing.
  • Probitas
    Probitas
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    I don't see any real negatives in this game to being a vampire since most debuffs are overcome by other buffs. Same as with Skyrim. At a certain point, those guards couldn't even handle one master and a couple freshly turned corpses.

    This game is willing to let people add vampire/werewolf. OK. Other than some very specific attacks from fighters guild or fire based/poison, which you can mitigate to a degree, particularly if you use Argonian/Dunmer as the base race, it's basically a fast track to OP.

    Sure, maybe realistic, to a degree, but they aren't also required to deal with the negatives, like having guards and randoms attack you on site when they see what you are. They should, and that would at least provide some balance to their power, but without it, it's just ESO:TWILIGHT.
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    MornaBaine wrote: »
    ...The only people I have seen object to this are PvPers who feel being in Stage 4 gives them an advantage in PvP so they never want to be out of it. In order to appease them I would be fine with the KoS to guards at Stage 4 NOT applying in Cyrodil...

    Sadly, having all penalties apply in Cyrodil is probably the most important thing I wrote. ZOS has, with very limited exception, decided that PVE and PVP will have to balance together which means they live and die together.
    If we want to be able to have RP features like the ones in this thread and if we want to keep our powerful feeling characters there need to be many fewer vampires PVPing in Cyrodil. Ask yourself if it weren't for PVP DK FOTM vampires would we have received any nerfs at all? We'd still be happily zipping around in our night's silence sets and the ridiculous scene that happened in the high level zones early on with people chasing bloodfiends wouldn't have happened either. Make it one hell of a commitment to be a vampire and the folks who only care about killing other players will drop it and we can play in peace.

    right, because the keep guards of my own faction should attack me while I fight for the dominion.

    whatever.
    Dear Sister, I do not spread rumors, I create them.
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    Probitas wrote: »
    I don't see any real negatives in this game to being a vampire since most debuffs are overcome by other buffs. Same as with Skyrim. At a certain point, those guards couldn't even handle one master and a couple freshly turned corpses.

    This game is willing to let people add vampire/werewolf. OK. Other than some very specific attacks from fighters guild or fire based/poison, which you can mitigate to a degree, particularly if you use Argonian/Dunmer as the base race, it's basically a fast track to OP.

    Sure, maybe realistic, to a degree, but they aren't also required to deal with the negatives, like having guards and randoms attack you on site when they see what you are. They should, and that would at least provide some balance to their power, but without it, it's just ESO:TWILIGHT.

    the negatives are crazy damage from siege. those very effective fighter's guild skills and weaknesses, and no health regen.

    It has a lot of downsides. Plenty already.
    Dear Sister, I do not spread rumors, I create them.
  • chipputer
    chipputer
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    -major debuff to magicka and magicka regen even in human form
    -above softcap health/stamina regen

    Why?

    I like it how they have the stats on werewolves now-- we get nothing different unless we're in form. In form we get more stamina and our melee becomes more powerful. Out of form, all we get is a passive ultimate gain that requires the ability be slotted, taking the space of our ultimate, and for us to take damage. Even then it has a cooldown so it's only 5 ultimate every 3 seconds while taking damage.

    Werewolves are only powerful while transformed. Their powers and punishments should only come while in form (minus paltry passives that allow you to actually make use of your form, which is the sole purpose of the passive ultimate gain). Vampires don't have to transform. It makes sense for them to have pros and cons at all times. Werewolves aren't constantly in form.

    If you were to buff any werewolves' stamina while out of form you'd simply create a new FOTM build where super tanks or super melee fighters go werewolf for the huge stamina buff (and, consequently, damage buff). You would also lock out spellcasters who would like to make use of the form in order to exhaust their magicka, in close combat, and then whip out their secret weapon, by punishing them out of form.

    EDIT: Oop. Misread the second part as an increase and not a regen increase. My bad. Even so, you are still giving a heavy benefit to melee fighters and tanks by that suggestion. Werewolves should not gain much out of form, at all, if anything. Their punishments should be an auto-transform on full moon nights, KoS in form, and poison weakness.
    Edited by chipputer on September 20, 2014 2:46AM
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    chipputer wrote: »
    -major debuff to magicka and magicka regen even in human form
    -above softcap health/stamina regen

    Why?

    I like it how they have the stats on werewolves now-- we get nothing different unless we're in form. In form we get more stamina and our melee becomes more powerful. Out of form, all we get is a passive ultimate gain that requires the ability be slotted, taking the space of our ultimate, and for us to take damage. Even then it has a cooldown so it's only 5 ultimate every 3 seconds while taking damage.

    Werewolves are only powerful while transformed. Their powers and punishments should only come while in form (minus paltry passives that allow you to actually make use of your form, which is the sole purpose of the passive ultimate gain). Vampires don't have to transform. It makes sense for them to have pros and cons at all times. Werewolves aren't constantly in form.

    If you were to buff any werewolves' stamina while out of form you'd simply create a new FOTM build where super tanks or super melee fighters go werewolf for the huge stamina buff (and, consequently, damage buff). You would also lock out spellcasters who would like to make use of the form in order to exhaust their magicka, in close combat, and then whip out their secret weapon, by punishing them out of form.

    have you tried keeping that ultimate on your bar and using werewolf to fight things? Werewolves are not powerful when transformed. All I have to do is fear you and you can't even break free from it.
    Dear Sister, I do not spread rumors, I create them.
  • chipputer
    chipputer
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    have you tried keeping that ultimate on your bar and using werewolf to fight things? Werewolves are not powerful when transformed. All I have to do is fear you and you can't even break free from it.

    Yes. I have.

    But that wasn't the point.
  • smeeprocketnub19_ESO
    smeeprocketnub19_ESO
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    chipputer wrote: »
    have you tried keeping that ultimate on your bar and using werewolf to fight things? Werewolves are not powerful when transformed. All I have to do is fear you and you can't even break free from it.

    Yes. I have.

    But that wasn't the point.

    well you did a fair sight better than i did. That is the point though, werewolves are weak as hell.
    Dear Sister, I do not spread rumors, I create them.
  • Probitas
    Probitas
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    This is why there are so many vamps. Compared to werewolves they are totally overpowering them.

    I think the problem is that people don't want to play with handicaps they can't overcome easily. If they can't use a slide rule and math to negate it to almost nothing, it's too hard. I always figured with PvP you had to pick your battles, but if a game is giving one particular class/skill combination too much power (OP) then they can do what they want with impunity, and it is incumbent on developers to fix that.

    Otherwise it's not very fun for all, and I thought that was the point, to have fun, not win all the time.
  • BloodStorm
    BloodStorm
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    ZoS needs to make some big drawback to vampires. When I became one of the first vampires in early access I was worried this game would become UNDERWORLD ONLINE or Vampire Scrolls Online. I stopped playing after first month because everyone was becoming vampires. I plan on going PS4 in 2015 when it launches for one year anniversary probably. Console will feel more like Elder scrolls and less players.
    Edited by BloodStorm on September 20, 2014 5:06AM
  • nightwalkerrobin_ESO
    I currently have 3 vampire toons and one WW tune. I have another who will be WW once he levels a bit more. I support that while in a city/town, vampires being KOS in Stage 4 and WW being KOS if they transform. These are the prices we pay for playing these types of characters.

    Not to steel the thread, but I also think that for those who pre-ordered and got the ability to play any race in any faction, if you play a race that is not supported by the faction you chose, you should be looked down upon but not KOS (I know play anything other than a High Elf in AD and you already have this). I think there should be more immersion in that what race you are playing matters to the NPCs.
  • Atarax
    Atarax
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    As a vamp on most of my characters, I like the following ideas:

    -KOS to guards at Stage 4
    -Vampire city

    Do not like:
    -Abilities dependant upon day / night cycle (I don't have a lot of time to play during the work week, and I don't like the idea of logging in, only to be gimped for the entire 2-4 hours I get to play on a weekday)

    I would add:
    -As part of the justice system, if we are stage 4, feed on another player or humanoid, we should get a bounty to all non-vamps, if we kill a vampire NPC, we should get a bounty to vampires

    If they do something like this though, they need to give us some buffs, specific to stage 4, (and buff non-vampires so we're on an even playing field) to compensate.
    Edited by Atarax on September 20, 2014 6:57AM
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    50 Argonian Templar

    Discussions of Interest:
    Class Balance in 1.6
    Quest Choices
    Request to Reinstate Night's Silence and Dark Stalker stacking
  • MercyKilling
    MercyKilling
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    I think vampires should be KoS at stage 1.
    I am not spending a single penny on the game until changes are made to the game that I want to see.
    1) Remove having to be in a guild to sell items to other players at a kiosk.
    2) Cosmetic modding for armor and clothing.
    3) Difficulty slider.
    4) Fully customizable player housing that isn't tied to anything in the game other than having the correct resources and enough gold to build. Don't tie it to PvP, guild membership, or anything at all. Oh, make it instanced so as not to take up world map space, too. Zeni screwed this one up already.
    Any /one/ of these things implemented would get me spending again, maybe even subbing.
  • Leeric
    Leeric
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    Im going to go with no, unless their is a disguise option.
  • phreatophile
    phreatophile
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    chipputer wrote: »
    -major debuff to magicka and magicka regen even in human form
    -above softcap health/stamina regen

    Why?

    EDIT: Oop. Misread the second part as an increase and not a regen increase. My bad. Even so, you are still giving a heavy benefit to melee fighters and tanks by that suggestion. Werewolves should not gain much out of form, at all, if anything. Their punishments should be an auto-transform on full moon nights, KoS in form, and poison weakness.

    Because you have a feral beast inside trying to claw it's way to the surface.

    Also.

    Melee, stamina, werewolves. All in desperate need of buffs.
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