Only thing that needs to be done regarding vampires is to give all others a skill to spot them in cities so all can hunt them down properly.
WraithAzraiel wrote: »
Revenant_Spartan wrote: »Different strains look different. Besides, I think the current look is nice. Only changes would be that the stage 1 vamp should look less dramatic and a little (only a little) more alive. Stage 4 should have claws like the Khajiit. And lastly of course, fangs for all stages.
Power needs drawback. That's what I like about ESO, different things have different perks and drawbacks. I'm tired of the WoW mentality where you get everything handed to you and you never have to deal with drawbacks. Do werewolves have a large stam increase even in human form? Yes. Is it 100% balanced against vampires? Probably not, depends how you look at it. Should everything be 100% balanced? No, because life isn't and homogenising everything makes games boring.
If you min max or care too much about how well you "keep up" with others, then you bring it on yourself if feel that you have too choose something you don't like playing. Or if you aren't happy because that which you choose to play doesn't stack up. How about being "well, I'll be good with what I've been given and find the niche that I excel at. And by golly I will have fun doing it!"
But that said, discussions on balance in general is fine - certain things need to be addressed to make sure that it doesn't turn into a situation where you only ever see 1 class being played because all the abilities hit twice as hard and utility of the abilities are useful in 99% of situations. There needs to be balance in that every class/playstyle will excel in certain situations and fail in others. Classes need to compliment one another in group settings and be kind of like "rock, paper, scissors" in PvP.
4 looks gawd awful.
I mean I dont want vamps so strong as to be running all over, but if your going to give players an option then it has to be rewarding. If they cant balance vamp and ww then just remove them from the game.
Personally I think it's great that the Elder Scrolls games have never gone down the 'beautiful monster' route.
WraithAzraiel wrote: »When vamps launched they had 42% cost reduction to their ultimate. Bats literally cost under 100 to cast. For vampire sorc former emps the cost was in the 70s. Add an ultimate reduction set and you could get that into the high 50s. I believe 58 was the actual figure.
This is why bat swarm was nerfed so hard. I didnt disagree with the nerf, my sorc today still has a 118 cost. Still one of the lowest cost ultimates in the game.
What I have a problem with, is how they have overbuffed other skill lines (such as werewolf by adding a full series of active skills, and so on, while still retaining passive stamina regen)
Its gotten to the point where the vampire skill line needs about 2 more active skills added to it to keep it competitive. Perhaps a damage shield, perhaps a fear. But the overall skill line has been pretty badly kicked in the teeth since launch, the ult redux was just the big one.
Two of my four v14s are vamps, one of them is probably dropping it for WW soon, my sorc will be the only vamp left. Its a trend you see throughout the game. people dropping one skill line for another. Mostly because of the stamina regen being active without any penalty (you get 15% in combat stamina regen as a WW without transforming, and thus without the poison damage penalty)
Different stages of vamp, therefore, should have different level of fire resist penalty
Stage 1 - 0%
Stage 2 - 15%
Stage 3 - 25%
Stage 4 - 40%
or something similar.
I agree, and have sent a similar suggestion through their feedback.
Did everyone catch the part about possible, but unlikely, changes to Vampires and Werewolves and their weaknesses in the 2nd to last ESO Live?
Basically says, that in this rendition of a fix of which we hope to never see make it to Live, that Vampires and Werewolves would only suffer their penalties/weaknesses for X amount of time after using a Vampire or Werewolf ability.
MornaBaine wrote: »WraithAzraiel wrote: »When vamps launched they had 42% cost reduction to their ultimate. Bats literally cost under 100 to cast. For vampire sorc former emps the cost was in the 70s. Add an ultimate reduction set and you could get that into the high 50s. I believe 58 was the actual figure.
This is why bat swarm was nerfed so hard. I didnt disagree with the nerf, my sorc today still has a 118 cost. Still one of the lowest cost ultimates in the game.
What I have a problem with, is how they have overbuffed other skill lines (such as werewolf by adding a full series of active skills, and so on, while still retaining passive stamina regen)
Its gotten to the point where the vampire skill line needs about 2 more active skills added to it to keep it competitive. Perhaps a damage shield, perhaps a fear. But the overall skill line has been pretty badly kicked in the teeth since launch, the ult redux was just the big one.
Two of my four v14s are vamps, one of them is probably dropping it for WW soon, my sorc will be the only vamp left. Its a trend you see throughout the game. people dropping one skill line for another. Mostly because of the stamina regen being active without any penalty (you get 15% in combat stamina regen as a WW without transforming, and thus without the poison damage penalty)
Different stages of vamp, therefore, should have different level of fire resist penalty
Stage 1 - 0%
Stage 2 - 15%
Stage 3 - 25%
Stage 4 - 40%
or something similar.
I agree, and have sent a similar suggestion through their feedback.
Did everyone catch the part about possible, but unlikely, changes to Vampires and Werewolves and their weaknesses in the 2nd to last ESO Live?
Basically says, that in this rendition of a fix of which we hope to never see make it to Live, that Vampires and Werewolves would only suffer their penalties/weaknesses for X amount of time after using a Vampire or Werewolf ability.
Oh dear Divines above, are you kidding me? Do they read these forums AT ALL??? WHY is it every time they do deign to address vampires it's to do things nobody asked for and to NEVER do anything anyone DID ask for?
MornaBaine wrote: »WHY is it every time they do deign to address vampires it's to do things nobody asked for and to NEVER do anything anyone DID ask for?
TheBloodartist wrote: »I came to this game originally mostly because of the possibility to play a vampire (Pretty much a first in a major mmo) and decently pretty and immersive fantasy world.
I stopped subscribing long time ago precisely because of the poor state of vampires and because I could not finish the main story mission I was at, because of completely over the top fire damage by every_single_instance_mission_boss. In my opinion this is by far the biggest issue with vampires. It makes me feel that the developers don't know what they are doing, or they don't care, not sure which is worse.
I now came back because of F2P, but unless these issues are dealt with, I dont want to give zenimax any more of my money.
1. Basically every single mission boss in the game does fire damage. I am not opposed to vampires fire vulnerability as such, but in current state of the game fire is emphasized WAY too much. This vulnerability should not prevent me from doing the main story (which must be soloed, apparently).
Lesser issues:
2. The feeding animation looks extremely stupid.
3. Feeding does no damage to the victim.
4. other issues listed elsewhere in this thread.
Please revamp the bosses to be more meaningful and not just have them all morph into dragons that breathe fire.
Please give us a melee feeding animation akin to the vampire lord feeding proc in skyrim.MornaBaine wrote: »WHY is it every time they do deign to address vampires it's to do things nobody asked for and to NEVER do anything anyone DID ask for?
Well, they did nerf the fire vulnerability from 50% to 40%... Although the issue I feel is less about the vulnerability itself and more about omnipresence of fire damage.
MornaBaine wrote: »WraithAzraiel wrote: »When vamps launched they had 42% cost reduction to their ultimate. Bats literally cost under 100 to cast. For vampire sorc former emps the cost was in the 70s. Add an ultimate reduction set and you could get that into the high 50s. I believe 58 was the actual figure.
This is why bat swarm was nerfed so hard. I didnt disagree with the nerf, my sorc today still has a 118 cost. Still one of the lowest cost ultimates in the game.
What I have a problem with, is how they have overbuffed other skill lines (such as werewolf by adding a full series of active skills, and so on, while still retaining passive stamina regen)
Its gotten to the point where the vampire skill line needs about 2 more active skills added to it to keep it competitive. Perhaps a damage shield, perhaps a fear. But the overall skill line has been pretty badly kicked in the teeth since launch, the ult redux was just the big one.
Two of my four v14s are vamps, one of them is probably dropping it for WW soon, my sorc will be the only vamp left. Its a trend you see throughout the game. people dropping one skill line for another. Mostly because of the stamina regen being active without any penalty (you get 15% in combat stamina regen as a WW without transforming, and thus without the poison damage penalty)
Different stages of vamp, therefore, should have different level of fire resist penalty
Stage 1 - 0%
Stage 2 - 15%
Stage 3 - 25%
Stage 4 - 40%
or something similar.
I agree, and have sent a similar suggestion through their feedback.
Did everyone catch the part about possible, but unlikely, changes to Vampires and Werewolves and their weaknesses in the 2nd to last ESO Live?
Basically says, that in this rendition of a fix of which we hope to never see make it to Live, that Vampires and Werewolves would only suffer their penalties/weaknesses for X amount of time after using a Vampire or Werewolf ability.
Oh dear Divines above, are you kidding me? Do they read these forums AT ALL??? WHY is it every time they do deign to address vampires it's to do things nobody asked for and to NEVER do anything anyone DID ask for?
My apologies for my ignorance, but what do you mean? What changes are being done?
A buddy I used to run with quite a bit last year had a Sorc-Vamp. I very much enjoyed watching his use of the skills he had a as vamp, and I don't think they are as weak as OP says. As an enchanter, I also often crafted him two fire resist glyphs for his build and he always said he had major improvement to fire damage to the point where it was not really an issue. I think the feeding animation looks really disgusting, frankly. The stages looks? Total turn off, but then he liked it....
I had some thought for a time to become one at a point a long while back, but on my main as a Templar Healer it seemed kind of ludicrous to consider. I have a Sorc I am currently leveling to Vet, and the thought still lingers for her... but I cannot fathom her looking so hideously, lol - so I stay away from the bites offers.
Mostly, I think they do need a lot of work. Compared to Werewolves, which seem to be the especial FOTM now with the stam perks, Vamps are sadly neglected I think. I have always very much enjoyed reading @MornaBaine 's threads on Vamps and think she has proposed many good and interesting ideas, as have the people participating in those threads. I am not sure why there is so little response from ZoS about them, but I would encourage people to keep discussing them. Vamps in the TES games have always been a hallmark and I think they deserve better representation in ESO.
[/quote]MornaBaine wrote: »MornaBaine wrote: »WraithAzraiel wrote: »When vamps launched they had 42% cost reduction to their ultimate. Bats literally cost under 100 to cast. For vampire sorc former emps the cost was in the 70s. Add an ultimate reduction set and you could get that into the high 50s. I believe 58 was the actual figure.
This is why bat swarm was nerfed so hard. I didnt disagree with the nerf, my sorc today still has a 118 cost. Still one of the lowest cost ultimates in the game.
What I have a problem with, is how they have overbuffed other skill lines (such as werewolf by adding a full series of active skills, and so on, while still retaining passive stamina regen)
Its gotten to the point where the vampire skill line needs about 2 more active skills added to it to keep it competitive. Perhaps a damage shield, perhaps a fear. But the overall skill line has been pretty badly kicked in the teeth since launch, the ult redux was just the big one.
Two of my four v14s are vamps, one of them is probably dropping it for WW soon, my sorc will be the only vamp left. Its a trend you see throughout the game. people dropping one skill line for another. Mostly because of the stamina regen being active without any penalty (you get 15% in combat stamina regen as a WW without transforming, and thus without the poison damage penalty)
Different stages of vamp, therefore, should have different level of fire resist penalty
Stage 1 - 0%
Stage 2 - 15%
Stage 3 - 25%
Stage 4 - 40%
or something similar.
I agree, and have sent a similar suggestion through their feedback.
Did everyone catch the part about possible, but unlikely, changes to Vampires and Werewolves and their weaknesses in the 2nd to last ESO Live?
Basically says, that in this rendition of a fix of which we hope to never see make it to Live, that Vampires and Werewolves would only suffer their penalties/weaknesses for X amount of time after using a Vampire or Werewolf ability.
Oh dear Divines above, are you kidding me? Do they read these forums AT ALL??? WHY is it every time they do deign to address vampires it's to do things nobody asked for and to NEVER do anything anyone DID ask for?
My apologies for my ignorance, but what do you mean? What changes are being done?
This part from WraithAzriel:
Did everyone catch the part about possible, but unlikely, changes to Vampires and Werewolves and their weaknesses in the 2nd to last ESO Live?
Basically says, that in this rendition of a fix of which we hope to never see make it to Live, that Vampires and Werewolves would only suffer their penalties/weaknesses for X amount of time after using a Vampire or Werewolf ability.
TheBloodartist wrote: »I came to this game originally mostly because of the possibility to play a vampire (Pretty much a first in a major mmo) and decently pretty and immersive fantasy world.
I stopped subscribing long time ago precisely because of the poor state of vampires and because I could not finish the main story mission I was at, because of completely over the top fire damage by every_single_instance_mission_boss. In my opinion this is by far the biggest issue with vampires. It makes me feel that the developers don't know what they are doing, or they don't care, not sure which is worse.
I now came back because of F2P, but unless these issues are dealt with, I dont want to give zenimax any more of my money.
1. Basically every single mission boss in the game does fire damage. I am not opposed to vampires fire vulnerability as such, but in current state of the game fire is emphasized WAY too much. This vulnerability should not prevent me from doing the main story (which must be soloed, apparently).
Lesser issues:
2. The feeding animation looks extremely stupid.
3. Feeding does no damage to the victim.
4. other issues listed elsewhere in this thread.
Please revamp the bosses to be more meaningful and not just have them all morph into dragons that breathe fire.
Please give us a melee feeding animation akin to the vampire lord feeding proc in skyrim.MornaBaine wrote: »WHY is it every time they do deign to address vampires it's to do things nobody asked for and to NEVER do anything anyone DID ask for?
Well, they did nerf the fire vulnerability from 50% to 40%... Although the issue I feel is less about the vulnerability itself and more about omnipresence of fire damage.
If they would atleast make it so in pve not EVERY dungeon would have a horde of fire damage npcs, then maybe it would be fine. lol But like you said as it stands now its horrible for the fire damage. I picked pact side first just so I don't have to go through the hell of Vet rank fire damage 1 shotting me causing all my gear to melt off my character.
TheBloodartist wrote: »I came to this game originally mostly because of the possibility to play a vampire (Pretty much a first in a major mmo) and decently pretty and immersive fantasy world.
I stopped subscribing long time ago precisely because of the poor state of vampires and because I could not finish the main story mission I was at, because of completely over the top fire damage by every_single_instance_mission_boss. In my opinion this is by far the biggest issue with vampires. It makes me feel that the developers don't know what they are doing, or they don't care, not sure which is worse.
I now came back because of F2P, but unless these issues are dealt with, I dont want to give zenimax any more of my money.
1. Basically every single mission boss in the game does fire damage. I am not opposed to vampires fire vulnerability as such, but in current state of the game fire is emphasized WAY too much. This vulnerability should not prevent me from doing the main story (which must be soloed, apparently).
Lesser issues:
2. The feeding animation looks extremely stupid.
3. Feeding does no damage to the victim.
4. other issues listed elsewhere in this thread.
Please revamp the bosses to be more meaningful and not just have them all morph into dragons that breathe fire.
Please give us a melee feeding animation akin to the vampire lord feeding proc in skyrim.MornaBaine wrote: »WHY is it every time they do deign to address vampires it's to do things nobody asked for and to NEVER do anything anyone DID ask for?
Well, they did nerf the fire vulnerability from 50% to 40%... Although the issue I feel is less about the vulnerability itself and more about omnipresence of fire damage.
If they would atleast make it so in pve not EVERY dungeon would have a horde of fire damage npcs, then maybe it would be fine. lol But like you said as it stands now its horrible for the fire damage. I picked pact side first just so I don't have to go through the hell of Vet rank fire damage 1 shotting me causing all my gear to melt off my character.
The issue with dungeon mechanics is very lengthy in my book, and probably best left for another thread but this is yet another example of why I find them really boring in this game when all is said and done. The machanics are always pretty much rinse repeat from very first lowbie BC right up to vet SO. I really miss raiding from other games I played (no, NOT talking about WoW, never played it), where there were multiple phases and issues to always consider, absolute categorical need for utility use like debuffing, timed and coordinated CC etc. Here it's always fire blast, block, roll dodge, and of course DPS-fest everything. Snoozefest. Fire - is most definitely way over-represented.
WraithAzraiel wrote: »phreatophile wrote: »Honestly, I see very little incentive from a gameplay perspective to play as a vampire right now in 1.6. Thats a big problem. My main is a imperial vamp nightblade and I am considering getting cured. Vampires look like crap, die like flies, and aside from some fairly nice passives, really don't offer much in the way of making me feel like I'm getting a whole lot of bang for my buck. Bat Swarm is a nice ult and all, but its not exactly irreplace.
Which sucks, as I was excited to be a Vampire back at launch.
But as its been said, join the club. ZOS doesn't reply to feedback on Vampire or Nightblade threads.
I think they ought to reverse all of the nerfs now that 9 months in they decided to tackle the actual problem: Borked Ultimate generation.
I've been saying Ultimate Cost was the problem for like 8 months now. But hey, nobody listens to me.
phreatophile wrote: »WraithAzraiel wrote: »phreatophile wrote: »Honestly, I see very little incentive from a gameplay perspective to play as a vampire right now in 1.6. Thats a big problem. My main is a imperial vamp nightblade and I am considering getting cured. Vampires look like crap, die like flies, and aside from some fairly nice passives, really don't offer much in the way of making me feel like I'm getting a whole lot of bang for my buck. Bat Swarm is a nice ult and all, but its not exactly irreplace.
Which sucks, as I was excited to be a Vampire back at launch.
But as its been said, join the club. ZOS doesn't reply to feedback on Vampire or Nightblade threads.
I think they ought to reverse all of the nerfs now that 9 months in they decided to tackle the actual problem: Borked Ultimate generation.
I've been saying Ultimate Cost was the problem for like 8 months now. But hey, nobody listens to me.
Right there with you. Nobody listens to me either. Then again it was so much easier to serial nerf vampires for the last 8 months.
4 looks gawd awful.
I mean I dont want vamps so strong as to be running all over, but if your going to give players an option then it has to be rewarding. If they cant balance vamp and ww then just remove them from the game.
Then you gimp yourself for the only good thing about vamp, the ultimate...Reduced cost in Stage 4 is why no one ever feeds. It should be the same cost for all vamp skill across all 4 stages.
dodgehopper_ESO wrote: »As a side note to what a number of people have said in this thread about fire damage, I'd like to point out something that I've been saying all along. This game has made Fire Damage intentionally more common than any form of damage. I really think it is unfortunate, but that's just the way it is.
...
To sum up, fire damage is simply the most common type of elemental damage you will find being used in the game, both because of class abilities, and the actual side effects of the damage type apart from maybe the generic 'magic' damage that comes from many classes.
Whatc causes vampirism is a disease and that is if you are turned non-directly. http://static-3.nexusmods.com/15/images/110/3312823-1346009152.jpgRevenant_Spartan wrote: »Different strains look different. Besides, I think the current look is nice. Only changes would be that the stage 1 vamp should look less dramatic and a little (only a little) more alive. Stage 4 should have claws like the Khajiit. And lastly of course, fangs for all stages.
Power needs drawback. That's what I like about ESO, different things have different perks and drawbacks. I'm tired of the WoW mentality where you get everything handed to you and you never have to deal with drawbacks. Do werewolves have a large stam increase even in human form? Yes. Is it 100% balanced against vampires? Probably not, depends how you look at it. Should everything be 100% balanced? No, because life isn't and homogenising everything makes games boring.
If you min max or care too much about how well you "keep up" with others, then you bring it on yourself if feel that you have too choose something you don't like playing. Or if you aren't happy because that which you choose to play doesn't stack up. How about being "well, I'll be good with what I've been given and find the niche that I excel at. And by golly I will have fun doing it!"
But that said, discussions on balance in general is fine - certain things need to be addressed to make sure that it doesn't turn into a situation where you only ever see 1 class being played because all the abilities hit twice as hard and utility of the abilities are useful in 99% of situations. There needs to be balance in that every class/playstyle will excel in certain situations and fail in others. Classes need to compliment one another in group settings and be kind of like "rock, paper, scissors" in PvP.
Vampires & werewolves is not classes - they are diseases. Just sayin. Only thing that would make sense is to add remedies as in giving people who is not afflicted ways to put the poor soul out of misery.
Perhaps the player can't become a true vampire in ESO, think about that they have no poison resistance and lack fangs and are not recognized as vampires by other vampires, have no sunlight weakness and their are some particular quests that requires you to drink a sludge that makes you temporary undead and even if your a vampire who is supposed to be undead you still have to drink it.heroofnoneb14_ESO wrote: »What's the biggest distinguishing feature on a vampire in almost all media?
The fangs.
What are ESO vampires missing?
The fangs.