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Vampires in this game are more like Zombie / Sith...

  • WraithAzraiel
    WraithAzraiel
    ✭✭✭✭✭
    Raash wrote: »
    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.

    Only when we can hunt you down likewise and turn you against your will. Tyt for tat.
    Edited by WraithAzraiel on March 21, 2015 6:06AM
    Shendell De'Gull - V14 Vampire Nightblade

    Captain of the Black Howling

    "There's no such thing as overkill..."

    "No problem on the face of the Earth exists what can't be fixed with the proper application of enough duct tape and 550 cord."

    P2PBetaTesters
    #Tamriel_BETA_Team
    #BETA_TESTER4LYF
    DominionMasterRace
    #GOAHEADTHEYGOTCANDY
    #SEEMSLEGIT
  • Revenant_Spartan
    Revenant_Spartan
    ✭✭✭
    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.
    Edited by Revenant_Spartan on March 21, 2015 7:13AM
  • Raash
    Raash
    ✭✭✭✭
    Raash wrote: »
    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.

    Only when we can hunt you down likewise and turn you against your will. Tyt for tat.

    Sure, if vampires would die in sunlight as they should i would have no prob with that.
    They really should implement more consequences, especially for choosing to side with monsters.
  • Raash
    Raash
    ✭✭✭✭
    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.


  • Haven
    Haven
    ✭✭✭
    Lazrael wrote: »
    Haven wrote: »
    Vaerth wrote: »
    I want to be just as viable in stage 1 as stage 4, not asking much, Stages 1-3 look great

    Yea I like the visuals of stages 1-3 but not 4 so much. But I don't want them too change it too much if they would at all. I simply stay in stage 1-2 at all times anyway.

    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.

    Yea I don't like 4 either. Which is why I never go stage 4. Some might like it I personally don't. But because I don't like it does not mean they should revamp the entire stage visually. If they did for the better than sweet, but its more the fact that the entire skill line sucks that I have a problem with.
  • Hurbster
    Hurbster
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    ✭✭
    Personally I think it's great that the Elder Scrolls games have never gone down the 'beautiful monster' route.
    So they raised the floor and lowered the ceiling. Except the ceiling has spikes in it now and the floor is also lava.
  • Haven
    Haven
    ✭✭✭
    Hurbster wrote: »
    Personally I think it's great that the Elder Scrolls games have never gone down the 'beautiful monster' route.

    Aye I agree with that. But they do look like sith in stage 4. In other elder scrolls game they looked well.. more elder scrolls like. Not star wars. Like in stage 4 if they looked like lets say for example skyrim vampires and get attacked by guards accordingly then I would have no problem on their look. At all. Of course 1-3 looks fine.
  • PF1901
    PF1901
    ✭✭✭
    I'd turn vampire just for its current looks.
  • Haven
    Haven
    ✭✭✭
    PF1901 wrote: »
    I'd turn vampire just for its current looks.

    To each their own. Glad someone likes all the stages. lol I just don't.
  • MornaBaine
    MornaBaine
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    ✭✭✭✭✭
    Rylana 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?
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • Haven
    Haven
    ✭✭✭
    MornaBaine wrote: »
    Rylana 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?
  • TheBloodartist
    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.
    Edited by TheBloodartist on March 21, 2015 12:34PM
    "Everything you can imagine is real."
    - Pablo Picasso
  • Soulshine
    Soulshine
    ✭✭✭✭✭
    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.
  • Haven
    Haven
    ✭✭✭
    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.
  • MornaBaine
    MornaBaine
    ✭✭✭✭✭
    ✭✭✭✭✭
    Haven wrote: »
    MornaBaine wrote: »
    Rylana 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.[/quote]
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • MornaBaine
    MornaBaine
    ✭✭✭✭✭
    ✭✭✭✭✭
    Soulshine wrote: »
    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.

    Thank you, you're very kind. The many threads you reference and all the many people who contributed meaningful suggestions and ideas to them are a treasure trove for ZOS. I'm not sure why they get no traction.
    Edited by MornaBaine on March 21, 2015 12:53PM
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • Haven
    Haven
    ✭✭✭
    MornaBaine wrote: »
    Haven wrote: »
    MornaBaine wrote: »
    Rylana 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.
    [/quote]

    Wait what? So basically that means if I don't use vampire skills I don't get fire damage? How the hell is that lore accurate?
    That is not something anyone would want. It would be pointless. : /
  • Soulshine
    Soulshine
    ✭✭✭✭✭
    Haven 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.
  • Haven
    Haven
    ✭✭✭
    Soulshine wrote: »
    Haven 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.

    Totally agree. Wish the game had a little bit more diversity in the skills they use. Also how some skills that basic npcs use are just not available to the characters but thats a different topic for a different time. Right now I would be happy if any personal of ZOS would actually answer and be like. "We are actively working on this, we will keep you guys posted. " Never going to happen is it?
  • phreatophile
    phreatophile
    ✭✭✭✭✭
    Lazrael 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.
  • Haven
    Haven
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    Lazrael 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.

    And there lays one of the problems. Most times devs do what is easy instead of what is better. That is a major problem with not only this game but all of them. They mostly take the easy way or a shortcut and screw over quite a few people in the process, instead of taking the longer but better route.
  • dodgehopper_ESO
    dodgehopper_ESO
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    I have to admit I don't like the look of my vampire argonian. The eczema around the eyes also gets a bit strange after a while. Its not so much otherworldly and scary as disgusting. I don't mind the darkening around the eyes and the burning light behind the eyes, but the eczema has always been odd. With Argonians, Orcs, and Khajiit in particular its a real shame how your coloration changes. Why does a dark green scaly creature suddenly turn white as a cottonball? I can understand they want us to stand out at Stage 4, but esthetically it ruins the way my character looks I agree. Even at Stage 1, my cool Crocodilian look is completely dead on my Argonian Vampire. Orcs lose their green as well, and Khajiit fur goes from whatever cool color you started with to white. I have to agree I like the way Vampires looked better in Skyrim. I would love to see the huge fangs grow on the Khajiit and Argonians, perhaps give Orcs bigger nastier tusks but somehow keep some of their original color.

    As for game balance though, I have to say that I really think Vampires should remain roughly the same. The faster transfer to hidden, as well as greater stealth speed is a huge advantage. The other abilities are also still pretty awesome, although I admit Bat Swarm is not quite as OP as it use to be (and that is a very good thing).

    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. While Templar has lost some of the Fire damage it had (in favor of raw magic) it still does some Fire damage, and The DK class is entirely based upon Fire Damage. Sorcerer has Lightning damage so that is another damage type available from class. Because of the way lightning staves work though, they are clearly less popular than the Fire staff (the Light/Heavy attack issue). In this dynamic, you also have a Cold damage type, which unfortunately has the least bonuses to be acquired, and its side effects are very minimally useful (the least useful). If there were a class that wielded some of the cool ice abilities that enemies had, then it might be a bit more interesting. I believe this is why a bunch of people on the forums whine that the Nord is not a good race (I would disagree personally, as they probably have the best tanking traits in the game along with Imperial). I personally hope that Spellcrafting will change this situation though, and that they will make Ice damage more compelling, as it was in Skyrim. I really loved the way Cold damage was used in Skyrim. 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.
    Edited by dodgehopper_ESO on March 21, 2015 8:10PM
    US/AD - Dodge Hopper - Vet Imperial Templar | US/AD - Goj-ei-Raj - Vet Argonian Nightblade
    US/AD - Arondonimo - Vet Altmer Sorcerer | US/AD - Azumarax - Vet Dunmer Dragon Knight
    US/AD - Barkan al-Sheharesh - Vet Redguard Dragon Knight | US/AD - Aelus Vortavoriil - Vet Altmer Templar
    US/AD - Shirari Qa'Dar - Vet Khajiit Nightblade | US/AD - Ndvari Mzunchvolenthumz - Vet Bosmer Nightblade
    US/EP - Yngmar - Vet Nord Dragon Knight | US/EP - Reloth Ur Fyr - Vet Dunmer Sorcerer
    US/DC - Muiredeach - Vet Breton Sorcerer | US/DC - Nachtrabe - Vet Orc Nightblade
    EU/DC - Dragol gro-Unglak - Vet Orc Dragon Knight | EU/DC - Targan al-Barkan - Vet Redguard Templar
    EU/DC - Wuthmir - Vet Nord Sorcerer | EU/DC - Kosh Ragotoro - Vet Khajiit Nightblade
    <And plenty more>
  • Vaerth
    Vaerth
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    I just want Vampires to be more viable is all, and for stages to actually mean something for than health regen which is the weakest stat in this game.
    Pact Bloodwraith
  • Vaerth
    Vaerth
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    Lazrael wrote: »
    Haven wrote: »
    Vaerth wrote: »
    I want to be just as viable in stage 1 as stage 4, not asking much, Stages 1-3 look great

    Yea I like the visuals of stages 1-3 but not 4 so much. But I don't want them too change it too much if they would at all. I simply stay in stage 1-2 at all times anyway.

    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.

    +1
    Pact Bloodwraith
  • Vaerth
    Vaerth
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    Haven wrote: »
    Vaerth wrote: »
    I want to be just as viable in stage 1 as stage 4, not asking much, Stages 1-3 look great

    Yea I like the visuals of stages 1-3 but not 4 so much. But I don't want them too change it too much if they would at all. I simply stay in stage 1-2 at all times anyway.

    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.
    Pact Bloodwraith
  • Haven
    Haven
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    Vaerth wrote: »
    Haven wrote: »
    Vaerth wrote: »
    I want to be just as viable in stage 1 as stage 4, not asking much, Stages 1-3 look great

    Yea I like the visuals of stages 1-3 but not 4 so much. But I don't want them too change it too much if they would at all. I simply stay in stage 1-2 at all times anyway.

    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.

    Yea I guess you could say its a gimp. But I like the fact that I can feed, the only problem is that its pointless. I don't get any benefit from it at all, which should not be the case by a long shot. I am sure they are seeing that something must be done, hell they might actively be doing something. Whats annoying is they say NOTHING. No info. No soon. No here comes this for vampires. No anything. Just silence and that is annoying as hell.
  • Haven
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    Vaerth wrote: »
    I just want Vampires to be more viable is all, and for stages to actually mean something for than health regen which is the weakest stat in this game.

    This. This exactly. Not more power just more viable. A skill or two won't hurt either. x)
  • TheBloodartist
    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.

    I think one of the reasons is that Daedra tend to do fire damage, and since they are minions of the main "big bad" Molag Bal, we see them a lot. Definitely in every story mission. But even without Daedra, guild missions and other missions tend to feature fire damage prominently. I did a fighters guild mission few days ago.. that treancherous Khajiit whose name I don't remember.. final fight? She morphs into a dragon and breathes fire. Nuff said.

    Last night I however managed to get past the hurdle of a harborage mission I had been stuck with for last 5 levels. At first I thought: yay, main story missions scale as you level, so the old adage "level up and then come back" doesn't even work. Well maybe the 10% decrease to fire vulnerability did the trick and I got past the daedra and the dragons.

    Regardless, in my opinion the vampire weakness is 98-2 more common than werewolf weakness, and the creators need to recognize the ridiculous imbalance.

    Suggestion: Make drain essence usable on bosses that can't be stunned, without the stun component of course. I tend to use this as my main selfheal, and it works fine, except on bosses where its not usable at all due to it not being usable on enemies that can't be stunned. Seriously the stun is not even important.

    "Everything you can imagine is real."
    - Pablo Picasso
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    Raash 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.

    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.jpg
    Real vampires however are not a disease, this is defiantly not what I would call a disease, compared to your character this here is god-like and calling their kind a disease is like calling being an elf or a human a disease.

    Edited by TX12001rwb17_ESO on March 25, 2015 6:54AM
  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    What's the biggest distinguishing feature on a vampire in almost all media?

    The fangs.

    What are ESO vampires missing?

    The fangs.
    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.
    Edited by TX12001rwb17_ESO on March 25, 2015 7:07AM
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