I'll say this about Vampires . The need to feed every 30 minutes to keep stage one is too short . Vampires would wipe out Cyrodiil's population in a month in order to stay stage 1 . I also don't understand how stage 4 has become the preferred state in PVP . Every lore I've read , vampires are strongest after feeding .
Um...MADshadowman wrote: »MADshadowman wrote: »MADshadowman wrote: »MADshadowman wrote: »MADshadowman wrote: »Bat swarm
A good AOE that does damage and heals and sticks with you. But it got nerfed, first 25% less damage, then 30% less healing. Now it's not a real danger anymore. I can't remember the last time i died through bat swarm or really killed someone with it.
quote]
Ahhh, no. Batswarm is still a top 5 ultimate in the game for vamp NBs. Sap and bats, with tri-pots still makes me an virtually unkillable DPS machine for a time bats are running...with sap recharging ultimate at times enough to pop bats again if nobody throws a negate down.
1.6 that changes a bit with ultimate generation change, but we'll see.
We're not discussing classes + vamps here, this is only about vamps. And it is in no way stronger than other ultimates and the only negative effect on targets is that they take damage, nothing else happens. no stun, no root, no snare, no disorient, no fear, just damage and the damage can easily be outhealed or outshielded, or you can just run or dodge roll out of it. There is nothing really impressive about it. You need at least 4-5 people around you to get so much healing, that you're hard to kill, but with 4-5 people that are attacking you, you can still die pretty easily
Yes it's never been a problem .http://youtu.be/Ucmjldufa6U
Oh wait .. It has an we should be careful .
Uhm, this video is 10 months old and things have been fixed. Please stay out of the discussion if you have nothing constructive to add. Thank you.
I am being constructive . You are asking for new abilities for vampire and those that have dealt with the negative effects in PVP get concerned and want people reminded of past problems . The current bat swarm is still a problem when spammed by large groups in PVP . Ultimate generation was changed in 1.6 but no one knows yet if it will prevent how fast this ultimate builds up in stage four vampires .
Now it's your turn to be constructive and tell us exactly what new things you're asking to add . "Just needs more" isn't very constructive at all .
Name one ultimate that's not a problem when spammed by large groups in PVP.
Werewolf
that's because you can't spam it. But imagine 20 werewolves jumping you and tell me that this is not a problem.
Are you not aware of how amazing a build becomes once you become vampire? There is a reason it is twilight online in pvp.......dont like weakness to fire? Cool story bro, put on fire resistance, problem solved >_<
Your ultimate is already devastating, no point in being in anything except stage 4. The mist form?! GTFO! lol that thing is the most annoying escape skill ever. Vampires are fine where they are. If anything, and this is just MY opinion, I say penalize them far worse than what they have right now. Just so the twinkle freaks in pvp go away.
The sheer power being a vampire gives should come at a steep cost sorry.
This game is already Twilight Online. I think both vamp and WW should be nerfed.
I hear you on that . However , I think if they added more "special effects" , not necessarily new abilities for Vampire , those players that enjoy the class for RP would feel more immersed in their characters . Instead of asking for more abilities that can upset balance , I would suggest asking for cosmetic enhancements and special emotes .
I think we need a Dawnguard line, that like Vamp & WW you can only have if you're not Vamp or WW.
This would add a little more "mix" and break up the "Twilight Online" feel..
Um...MADshadowman wrote: »MADshadowman wrote: »MADshadowman wrote: »MADshadowman wrote: »MADshadowman wrote: »Bat swarm
A good AOE that does damage and heals and sticks with you. But it got nerfed, first 25% less damage, then 30% less healing. Now it's not a real danger anymore. I can't remember the last time i died through bat swarm or really killed someone with it.
quote]
Ahhh, no. Batswarm is still a top 5 ultimate in the game for vamp NBs. Sap and bats, with tri-pots still makes me an virtually unkillable DPS machine for a time bats are running...with sap recharging ultimate at times enough to pop bats again if nobody throws a negate down.
1.6 that changes a bit with ultimate generation change, but we'll see.
We're not discussing classes + vamps here, this is only about vamps. And it is in no way stronger than other ultimates and the only negative effect on targets is that they take damage, nothing else happens. no stun, no root, no snare, no disorient, no fear, just damage and the damage can easily be outhealed or outshielded, or you can just run or dodge roll out of it. There is nothing really impressive about it. You need at least 4-5 people around you to get so much healing, that you're hard to kill, but with 4-5 people that are attacking you, you can still die pretty easily
Yes it's never been a problem .http://youtu.be/Ucmjldufa6U
Oh wait .. It has an we should be careful .
Uhm, this video is 10 months old and things have been fixed. Please stay out of the discussion if you have nothing constructive to add. Thank you.
I am being constructive . You are asking for new abilities for vampire and those that have dealt with the negative effects in PVP get concerned and want people reminded of past problems . The current bat swarm is still a problem when spammed by large groups in PVP . Ultimate generation was changed in 1.6 but no one knows yet if it will prevent how fast this ultimate builds up in stage four vampires .
Now it's your turn to be constructive and tell us exactly what new things you're asking to add . "Just needs more" isn't very constructive at all .
Name one ultimate that's not a problem when spammed by large groups in PVP.
Werewolf
that's because you can't spam it. But imagine 20 werewolves jumping you and tell me that this is not a problem.
What PvP are you playing?
What game are you playing?
What werewolves are you seeing jumping anything in PvP?
Am I solo vs these 20? Are they bad players? Well If they swapped to WW form they are. So what would happen? On my vamp DK, between batswarm talons and standard, I would kill them all. Hell they are all melee at that point and cant heal for crap!
Is this a trick question?
You know there is a reason you see tons of vampires in PvP and only human form werewolves, right? It's because werewolves are simply not good for all the reasons people have told you in this thread. Trust me werewolves would rather have powers they can use outside of their ultimate form, and have their drawbacks 100% of the time because it would still be more powerful than a form you can turn into that makes you weaker... Weaker!
Weaker than if you just stayed human form.
Not to mention that werewolves get third bar to use with theirs.MornaBaine wrote: »TheShadowScout wrote: »The way I see it, the reason vamps have only a few skills and werewolves more is that vamps get to keep using their other skills, while for doggies its either human form + other skills -OR- werewolf form + werewolf skills. So they needed enough skills in WW form to fill their slots...
So, no reason for vamps to get skillbar-envy here...
Skill bar envy...I haz it. LOL I FEEL like there should be enough vamp skills to fully fill out your bar and they should really be worthwhile. As it is, I use NONE of my vamp skills in PvP because for my Sorc there are far too many better options. And for PvE all I typically use from the vamp line is Drain. So even what little we DID get...is pretty crappy. I WANT to be able to go all vamp, all the time. I DON'T want to play a Sorc with a couple "vampy" spells and a bad skin condition and weakness to fire. But that's what I have.
I still say that ALL vampire characters and ALL characters in werewolf form should be attacked on sight by town/city/camp guards.
The coding is in place now, just mark those characters with the flag from the justice system that sets all guards after them.
I still say that ALL vampire characters and ALL characters in werewolf form should be attacked on sight by town/city/camp guards.
The coding is in place now, just mark those characters with the flag from the justice system that sets all guards after them.
It's always been opposite in TES games. The hungrier they are the more powerful they become at the cost of being noticeable to mortals.I'll say this about Vampires . The need to feed every 30 minutes to keep stage one is too short . Vampires would wipe out Cyrodiil's population in a month in order to stay stage 1 . I also don't understand how stage 4 has become the preferred state in PVP . Every lore I've read , vampires are strongest after feeding .
MornaBaine wrote: »Other skills vampires could have to fill out their bar:
Summon Giant Bat: This pet could easily work pretty much like the scamp that then morphs to the clannfear. It doesn't really need to do anything different from that though some slight differences would be fun.
Charm: A simple stun that then allows your vampire to use the feed mechanism if they so desire or just wail on the NPC or opposing faction PvP player for the duration of the stun.
Fear: Just that, a simple fear. Vampires are, after all, supposed to be scary.
Add those to Drain and Mist Form and you finally have an actual vampire.
Throw in some cosmetic options in the store that allow vampires to look like they did in their mortal, pre-vamp state and maybe even one that actually makes them look especially monstrous, like a vampire lord polymorph costume, and most vampire players would be perfectly happy.
MADshadowman wrote: »MADshadowman wrote: »MADshadowman wrote: »MADshadowman wrote: »MADshadowman wrote: »Bat swarm
A good AOE that does damage and heals and sticks with you. But it got nerfed, first 25% less damage, then 30% less healing. Now it's not a real danger anymore. I can't remember the last time i died through bat swarm or really killed someone with it.
quote]
Ahhh, no. Batswarm is still a top 5 ultimate in the game for vamp NBs. Sap and bats, with tri-pots still makes me an virtually unkillable DPS machine for a time bats are running...with sap recharging ultimate at times enough to pop bats again if nobody throws a negate down.
1.6 that changes a bit with ultimate generation change, but we'll see.
We're not discussing classes + vamps here, this is only about vamps. And it is in no way stronger than other ultimates and the only negative effect on targets is that they take damage, nothing else happens. no stun, no root, no snare, no disorient, no fear, just damage and the damage can easily be outhealed or outshielded, or you can just run or dodge roll out of it. There is nothing really impressive about it. You need at least 4-5 people around you to get so much healing, that you're hard to kill, but with 4-5 people that are attacking you, you can still die pretty easily
Yes it's never been a problem .http://youtu.be/Ucmjldufa6U
Oh wait .. It has an we should be careful .
Uhm, this video is 10 months old and things have been fixed. Please stay out of the discussion if you have nothing constructive to add. Thank you.
I am being constructive . You are asking for new abilities for vampire and those that have dealt with the negative effects in PVP get concerned and want people reminded of past problems . The current bat swarm is still a problem when spammed by large groups in PVP . Ultimate generation was changed in 1.6 but no one knows yet if it will prevent how fast this ultimate builds up in stage four vampires .
Now it's your turn to be constructive and tell us exactly what new things you're asking to add . "Just needs more" isn't very constructive at all .
Name one ultimate that's not a problem when spammed by large groups in PVP.
Werewolf
that's because you can't spam it. But imagine 20 werewolves jumping you and tell me that this is not a problem.
phreatophile wrote: »To the OP, I'm with you. Make Vampires more interesting.
I love the raise corpse and summon bloodfiend ideas. They would have to be balanced of course.
It would be great if there were things we could feed on that would actually hurt us. Try feeding on someone thats diseased: get a debuff, or craft a potion with a fairly long (several minutes)duration made from vampire ashes and something with ravage health and Garlic that harms a vampire when they feed on whomever drank it.(shameless ripoff of Black Blood potion from The Witcher) Another thing that would add some flavor, so to speak, would be feeding on daedra. If you bite an ogrim you get a health regen bonus, bite a humanoid daedra and get a magicka and stamina regen bonus for a minute or so. Maybe some thing that gave us increased damage or increased resistance for a short time.
Somewhere in the Bosmer forest (I think), I ran into a vampire that survived by feeding on Hoarvers who had bitten humans, why can't we do this?
Feeding should be far more central to our skillset. Why are we only able to feed once from behind if we are really lucky and Mars is aligned with Uranus? Why can't I grab one of those actually immortal Dragon Knights in combat and drink up. Let it function just like it does now, no damage to them but tops us off. If folks are worried about unbreakable cc and the vampire's buddies whacking on the prey while we feed, make the donor immune to all damage for the duration of the channel.
In the single player games vampires had a long duration (60s or so) invisibility power that was only usable once per day. If it was only usable once a day, it wouldn't unbalance anything. Bring it back.
Why can't we detect life or see in the Dark? Those abilities were staples of vampirism in the single player games.
What ever happend to Vampiric Seduction? Would be a kick to use on a guard to give us a little time to escape, or to sooth our dinner enough to not agro them and avoid the guards altogether. It would be awesome if it could be used in combat and make the target attack its allies for a few seconds.
Why do the stages go by so quickly? Each one should last 2-3 times longer and the freshly fed stage 1 should look mortal.
Why don't the bonuses and weaknesses scale by stage? If fire damage debuff scaled from 15% - 60% by stage, there'd be fewer stage 4 vampires running around. Add a scaling weakness to fighter's guild abilities such that they aren't that big a deal at stage 1 and they one shot at stage 4. Make the bonus to regens scale by stage (5% @ Stage1 - 25% @ stage 4)and disapear in sunlight.
Look, I get that any discussion of an idea that might benefit players of vampire characters provokes the howls of a group of players that apparently aren't able to roll dodge out of an AOE. Yes, yes twilight sucks and all that.
Vampires are really only usefull for the regen and damage reduction now. If it were up to me, vampires would be far far more powerfull than they are now in the dark, and incredibly weak in sunlight, but we got a really lame strain of vampirism for ESO.
The strain we get in ESO is said to be unaffected by daylight but stronger in the dark, why isn't this true? Why are all of my debuffs still just as powerfull at night? Why doesn't my near zero health regen in daylight revert to a normal rate when the sun goes down?
ZOS, should add a few more strains of vampirism, at least one of which shouldn't suck.
ZOS really (so far) screwed the pooch regarding vampires and the justice system. It was OK to nerf most of our abilities to the point that most don't use them anymore, but not OK to have a guard kill us for showing up in town borderline feral. I think a few well thought out disadvantages that aren't nerfs to our skills would have gone a long way. Justice system would have been a good place to start, making all regens at or near zero in daylight would help too.
I doubt any of these ideas will ever be implemented, but I can dream.
phreatophile wrote: »ZOS, should add a few more strains of vampirism, at least one of which shouldn't suck.
MADshadowman wrote: »...
We also have the feeding self-synergy, but it's so hard to place it in PVP and it does no damage, it only heals us and puts an unbreakable stun on the target. In 1.6 this will no longer be the case, since this patch makes the feeding synergy stun breakable. Obviously there were enough DKs that complained about other people having a counter to their invincibility. Thanks for that.
...
I'll say this about Vampires . The need to feed every 30 minutes to keep stage one is too short . Vampires would wipe out Cyrodiil's population in a month in order to stay stage 1 . I also don't understand how stage 4 has become the preferred state in PVP . Every lore I've read , vampires are strongest after feeding .
MADshadowman wrote: »...
We also have the feeding self-synergy, but it's so hard to place it in PVP and it does no damage, it only heals us and puts an unbreakable stun on the target. In 1.6 this will no longer be the case, since this patch makes the feeding synergy stun breakable. Obviously there were enough DKs that complained about other people having a counter to their invincibility. Thanks for that.
...
Speaking from the perspective of a Nightblade Vampire, having feed be an unbreakable CC amounted to nothing more than an exploit, and it is good that ZOS is providing a fix.
MADshadowman wrote: »MADshadowman wrote: »...
We also have the feeding self-synergy, but it's so hard to place it in PVP and it does no damage, it only heals us and puts an unbreakable stun on the target. In 1.6 this will no longer be the case, since this patch makes the feeding synergy stun breakable. Obviously there were enough DKs that complained about other people having a counter to their invincibility. Thanks for that.
...
Speaking from the perspective of a Nightblade Vampire, having feed be an unbreakable CC amounted to nothing more than an exploit, and it is good that ZOS is providing a fix.
It was a good counter for over-tanky DKs and i think it's sad that this one thing we could provide to help a group is now gone. God forbid someone can stop a raging DK. Sad, sad.
MADshadowman wrote: »MADshadowman wrote: »...
We also have the feeding self-synergy, but it's so hard to place it in PVP and it does no damage, it only heals us and puts an unbreakable stun on the target. In 1.6 this will no longer be the case, since this patch makes the feeding synergy stun breakable. Obviously there were enough DKs that complained about other people having a counter to their invincibility. Thanks for that.
...
Speaking from the perspective of a Nightblade Vampire, having feed be an unbreakable CC amounted to nothing more than an exploit, and it is good that ZOS is providing a fix.
It was a good counter for over-tanky DKs and i think it's sad that this one thing we could provide to help a group is now gone. God forbid someone can stop a raging DK. Sad, sad.
If someone needs to utilize an exploit in order to have a "good counter" that indeed points to an issue with that which they are "countering," but it does not make the use of said exploit any more valid.
This game was designed with the intention of not having unbreakable CC locks. The Feed synergy is simply being brought back into line with intended gameplay mechanics.
Merlin13KAGL wrote: »First things first.
Joke grenade:phreatophile wrote: »ZOS, should add a few more strains of vampirism, at least one of which shouldn't suck.