WraithAzraiel wrote: »MornaBaine wrote: »I feel like this has turned into a WW vs Vamps discussion that it was never intended to be.
The thing is that they share a lot of similarities, the most notable of which is that they were (and remain!) very poorly implemented and those who play them really wish they were more fun. Yet any and all suggestions on how to MAKE them more fun continue to fall on deaf ears.
Supernaturals of ESO, unite already! LOL
Did....someone say...Supernatural?
MornaBaine wrote: »I feel like this has turned into a WW vs Vamps discussion that it was never intended to be.
The thing is that they share a lot of similarities, the most notable of which is that they were (and remain!) very poorly implemented and those who play them really wish they were more fun. Yet any and all suggestions on how to MAKE them more fun continue to fall on deaf ears.
Supernaturals of ESO, unite already! LOL
MornaBaine wrote: »I feel like this has turned into a WW vs Vamps discussion that it was never intended to be.
The thing is that they share a lot of similarities, the most notable of which is that they were (and remain!) very poorly implemented and those who play them really wish they were more fun. Yet any and all suggestions on how to MAKE them more fun continue to fall on deaf ears.
Supernaturals of ESO, unite already! LOL
Oh I definitely agree with you there, and I am (or at least wish I was) amazed to see that there has yet to be a single post from ZOS after this thread has reached the ten page mark. But what I'm saying is, the comparing Vamps to WW discussion in an us vs them sort of way, is both nonconstructive and goes against the intention of this discussion. If anything, we should be addressing the problems with both, equally. As you said, a more SUPERNATURALS UNITE! attitude, as opposed to a
Twilight-esque Werewolves vs Vampires one (shudder).
I don't understand what they are thinking with removing fire weakness. It flies in the face of the lore, and if anything makes Vampires less flavorful. Playing a Vampire or Werewolf should be a meaningful choice for the player, from either a role play or strategic build perspective, ideally both. It should open up more options, powers, and role play opportunities, to the player, while also somewhat constricting their play style. From a design perspective, its all about balancing risk and reward. It should never be something that's an obvious must have skill line. Nor should it be something that no player would be interested in, due to it being completely lack luster, unnecessary, or gimped.
Changing fire damage on Vamps, in the way they have described, will only make the class more bland and uninteresting. It will become just another item on a check list. "Acquire Vampirism for the the nice passives..... check." Terrible design choice, and it reeks of laziness. Its just another way to cut corners, and put a band-aid on the issue while avoiding actually addressing and correcting it, a practice that has unfortunately seemed to become the norm.
MADshadowman wrote: »Yeah, what they said in ESO love was basically:
They're thinking about making vampires only weak to fire for a certain amount of time after they used a vampire ability.
This is so wrong on so many levels. Nobody asked for that. And this doesn't make sense at all. We wanna keep our weaknesses, but our skill line needs to be expanded so we can actually be vampires and not just a class with 3 vampire gimmicks.
I don't understand how they can come up with such an idea. Why is it so hard to look into this thread and pick up some of the ideas here? It's always this "WE think there's nothing wrong with that", "WE think this is ok the way it is". Yeah, but WE - the vampire community don't think so, and we have to play them everyday and don't like the way it is.
Pleeeease please take a look at this thread and start to communicate with us.
Fizzlewizzle wrote: »Both Vampires and Werewolves need some changes (Vampires a bit more then werewolves) neither has enough advantages, as well as drawbacks.
My personal view, Starting with the Werewolves:
Drawback:
Ultimate Price should be increased, 500-750.
Poison weakness (as it is)
Fighters guild weakness (as it is now)
Advantages:
Human Form:
+15% Stamina Regeneration (as it is now).
Werewolf Form:
Increased Werewolf form time (minimum 3-5 minutes), Each defour gives 30 seconds - 1 minute.
Increased Stamina Regeneration (30%).
Increased Health Regeneration (15%).
Resistance against Knockdown and Rooting (25/50%).
Increased damage while in werewolf form (25/50%).
Restore 10% Health and Stamina while feeding.
Reduced Magicka Regeneration (50/75%).
The skills they have are pretty okey.
As for Vampires:
Drawback:
Fire Weakness depending on stage (25/50/75/100%)
Reduced Health Regeneration (as it is now)
Fighters guild Weakness (as it is now)
Advantages:
Increased Magicka regeneration based on stage (15/30/45/60%)
Increased Movement speed while sneaking (as it is now)
Decreased size of own detection radius based on stage (10/20/30/40%)
Increased detection radius based on stage (10/20/30/40%)
Bleed damage will heal them for 25% of the damage done.
Vampire skills will be TWICE as effective during the night.
As for the skills:
Bat Swarm and Morphs, could stay as it is now.
Drain Essence: Becomes a long Ranged spell like Entropy. Low damage (no Stun), High health recovery over time.
- Invigorating Drain: Recover moderate Health, Stamina and Magicka over time.
- Accelerated Drain: Like Drain essence, but will also hit up to 3 enemies if they are close enough to the target.
Mist Form: Same as current Mist form:
- Elusive mist: Target becomes completely invisible, and high movement speed increase.
- Red Mist: Instead of Poison damage (like the current Poison Mist has) the Mist will cause bleed damage (which will allow the user to heal themselves).
For new skills maybe summon skills, Skills that boost players around them/ fellow Vampires?
I'd actually prefer they get rid of batswarm completely, make a active skill like the sorcerer lightning form instead (no, or extremely reduced, healing) and make more interesting Ultimate skill (possibly vampire lord form, further morphed into stamina or magicka based variants).
Fizzlewizzle wrote: »I'd actually prefer they get rid of batswarm completely, make a active skill like the sorcerer lightning form instead (no, or extremely reduced, healing) and make more interesting Ultimate skill (possibly vampire lord form, further morphed into stamina or magicka based variants).
Vampire Lord would be cool, but it should have some big bonuses since a vampire is always walking with his weakness exposed (unlike a Werewolf). It would make Vampires something special.
MADshadowman wrote: »Fizzlewizzle wrote: »I'd actually prefer they get rid of batswarm completely, make a active skill like the sorcerer lightning form instead (no, or extremely reduced, healing) and make more interesting Ultimate skill (possibly vampire lord form, further morphed into stamina or magicka based variants).
Vampire Lord would be cool, but it should have some big bonuses since a vampire is always walking with his weakness exposed (unlike a Werewolf). It would make Vampires something special.
Nah, then everyone would be a vampire lord. Would you feel special with a hundred other vampire lords around you?
This game is already Twilight Online. I think both vamp and WW should be nerfed.
This game is already Twilight Online. I think both vamp and WW should be nerfed.
More like Underworld to me, these werewolves walk up right and the vampires do not glitter...
Perhaps we are not playing the same ESO? I expect that you see glitter vampires based on your movie reference correct?
Shlankwald wrote: »I can agree with this, vampires have disadvantages all around. Mist form i find useless, theirs better defense buffs without the downside. Drain essence can only be used on normal mobs, and since normal mobs are so easy, it feels wasted. The AoE ult is the only thing i find useful, and even then its not worth the multitude of downsides that accompany it. The vamp has many disadvantages and excels at nothing. furthermore neither of his two moves sync well with most builds. I don't feel we need a lot of abilities, just i'd be fine if the other two were completely changed, maybe add in one more.
@Lynx7386 I can sort of agree, werewolves are only useful if you take up their ultimate slot, but that just makes sense imo, werewolf shouldnt affect you unless you transform for the most part (then again, it would be nice to give you access to your magic abilities at least). However, as it stands the vamp ult is about the only useful thing in that skill tree atm, so we're sort of in the same boat.
Shlankwald wrote: »I can agree with this, vampires have disadvantages all around. Mist form i find useless, theirs better defense buffs without the downside. Drain essence can only be used on normal mobs, and since normal mobs are so easy, it feels wasted. The AoE ult is the only thing i find useful, and even then its not worth the multitude of downsides that accompany it. The vamp has many disadvantages and excels at nothing. furthermore neither of his two moves sync well with most builds. I don't feel we need a lot of abilities, just i'd be fine if the other two were completely changed, maybe add in one more.
@Lynx7386 I can sort of agree, werewolves are only useful if you take up their ultimate slot, but that just makes sense imo, werewolf shouldnt affect you unless you transform for the most part (then again, it would be nice to give you access to your magic abilities at least). However, as it stands the vamp ult is about the only useful thing in that skill tree atm, so we're sort of in the same boat.
Hortator Mopa wrote: »
more options? you mean limited to a specific 5 skills regardless.MADshadowman wrote: »Changes are coming in 1.6 . WW template comparison isn't relevant imo . Their template is only available while transformed . That isn't a very long duration either .
That is true, but you have more variety when you are in ww form and if you're not in ww form, you don't have disadvantages, but you have +15% stam regen.
Then what would being a Werewolf or Vampire have for benefits?Hortator Mopa wrote: »In the end being a vampire or WW should NOT make you any stronger then someone who is neither.
Not at SINGLE TINY BIT stronger at all...
Vamp thinks WW has it better...
Fizzlewizzle wrote: »Then what would being a Werewolf or Vampire have for benefits?Hortator Mopa wrote: »In the end being a vampire or WW should NOT make you any stronger then someone who is neither.
Not at SINGLE TINY BIT stronger at all...
"here you have some weaknesses, but don't think you get any benefits".
Its should be a two sided blade, you DO become stronger, but the amount of things that will hurt you will increase.
Currently neither has any real benefits. Werewolves lose their ulti bar and become weaker when they transform, and vampires get blown away by fire, but they can sneak a bit faster (which everyone can do with a 2 trait armor set). Not really a valid trade-off.
Hortator Mopa wrote: »In the end being a vampire or WW should NOT make you any stronger then someone who is neither.
Not at SINGLE TINY BIT stronger at all...
Fizzlewizzle wrote: »Anyway, At @MADshadowman , the idea of what vampires and werewolves can do is a bit messy with the current lore. Unlike Skyrim (no idea about the other ES games) you can't make silver weapons to fight the Werewolves. For Vampires they could add the old Day and Night Cycle, but idk what for effect that would have on the game (most dungeons could be considered night).
bloodenragedb14_ESO wrote: »i agree with most of the gripes, problem is, as a company, admitting they were wrong would look bad.