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.
phreatophile wrote: »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 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.
purple-magicb16_ESO wrote: »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 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.
Kastle.Bb14_ESO wrote: »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.
phreatophile wrote: »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
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...
poodlemasterb16_ESO wrote: »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.
phreatophile wrote: »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.
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.
phreatophile wrote: »-major debuff to magicka and magicka regen even in human form
-above softcap health/stamina regen
phreatophile 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.
smeeprocketnub19_ESO 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.
smeeprocketnub19_ESO 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.
phreatophile 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.