Though it would be super lovely if Zenimax would give some of us vampire loyalists and lore-buffs a chance to talk with them for a hour to bring them some amazing feedback over skype or similar, so you really can get that feeling of the person you're talking too. (Then they will probably realize we're super passionate about vampires!) I certainly, with a couple of others from this forum would be totally up for that. Gathering all of the feedback together, and then discuss it with the devs responsible for the vampire skill-line. Thats naturally a long stretch, but I'll make the wish the next time I see a shooting star.
WraithAzraiel wrote: »
Though it would be super lovely if Zenimax would give some of us vampire loyalists and lore-buffs a chance to talk with them for a hour to bring them some amazing feedback over skype or similar, so you really can get that feeling of the person you're talking too. (Then they will probably realize we're super passionate about vampires!) I certainly, with a couple of others from this forum would be totally up for that. Gathering all of the feedback together, and then discuss it with the devs responsible for the vampire skill-line. Thats naturally a long stretch, but I'll make the wish the next time I see a shooting star.
Sign me up for those talks. I'm sure the handful of us that are die-hard vampires can figure out a way to both have access to all the content we've gone so long without and still not be game breakingly or OP.
Personally I would say that the fire weakness should just scale with the stage of vampirism the player is in.
Vampirism Stage 1 = 10% Weakness to fire resistence.
Vampirism Stage 2 = 20% Weakness to fire resistence.
Vampirism Stage 3 = 30% Weakness to fire resistence.
Vampirism Stage 4 = 40% Weakness to fire resistence.
WraithAzraiel wrote: »
Though it would be super lovely if Zenimax would give some of us vampire loyalists and lore-buffs a chance to talk with them for a hour to bring them some amazing feedback over skype or similar, so you really can get that feeling of the person you're talking too. (Then they will probably realize we're super passionate about vampires!) I certainly, with a couple of others from this forum would be totally up for that. Gathering all of the feedback together, and then discuss it with the devs responsible for the vampire skill-line. Thats naturally a long stretch, but I'll make the wish the next time I see a shooting star.
Sign me up for those talks. I'm sure the handful of us that are die-hard vampires can figure out a way to both have access to all the content we've gone so long without and still not be game breakingly or OP.
WraithAzraiel wrote: »So I had another thought along the lines of what @ShadowHvo
Make the Stages more robust and usefull.
Stage 1 lasts 2 hours: 10% extra damage to fire. But your beneficial passives only work at 1/4 strength.
Stage 2 lasts 1.5 hours: 20% extra damage to fire. Benefits work at half strength.
Stage 3 last 30 min or 1 hour: 30% extra damage to fire. Benefits work at 3/4 strength
Stage 4 last until fed: 50% extra damage to fire. Benefits work at full strength.
Benefits include:
Savage Feeding: Can be left alone, since the CC is breakable now.
Supernatural Recovery: +10% bonus to Magicka and Stamina Recovery.
Stage 1: 2.5% bonus Stage 2: 5% bonus Stage 3: 7.5% bonus Stage 4: 10% bonus
Blood Ritual: Left alone
Undeath: Not sure how to math this one but with each stage it regains 25% of it's total strength
Unnatural Resistance: Frankly I don't even know if this passive even works. Sooo whatevs
Dark Stalker: Left alone
These changes would allow Vampires to experience all the content available in the game without being deemed "too OP" or getting overly frustrated.
Changes in tactics and playstyle should all that's necessary to complete everything the game has to offer and enjoy yourself regardless of whether you choose to be Vampire, Mortal or Werewolf.
And if you want to get REALLY analretentive, you can give the Fighter's Guild a new passive that's only accessible to those who ARE NOT Vampire or Werewolf that increase Stamina and Magicka Recovery by 10%.
BLAM, everybody's covered Everybody's happy. Everything's balanced.
Werewolves only need their timer extended and I think all players would be happy. Mortal, Vampires and Werewolves, enjoying all the same opportunities. The only discrepancies from then on will be on the Player's end.
@ZOS_GinaBruno @ZOS_JessicaFolsom @ZOS_ChrisStrasz @ZOS_JasonLeavey

That probably is a significant reason why you see more werewolves than vampires, but for myself, that's not the reason I have more werewolf characters (I've got 7 werewolves, 3 vampires, and 6 regular human/mer characters - one of whom I plan on turning into a vampire, and the other 5 will remain as they are).Personally I've seen many more werewolves around than vampires lately, due to tha passive increase in stamina regen, without having to take the poison weakness as long as they do not use the ww transformation.
Agreed.My point being, Werewolves and Vampires should have both weaknesses, and strengths which matches well to make it balanced. But removing the weaknesses will force everyone to take it, because not doing so would be literally dumb. That is not how it should be. It should be equally viable to play a unaffiliated mortal gameplay wise. Sure, you do not get the strengths, but neither do you have to deal with the weakness.
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