WraithAzraiel wrote: »Airik32180 wrote: »can we get on topic and actually discuss what would work vs what some hates?
it is a curse, that much is agreed. Which is why at vamprisim 4 guards should attack. Feeding on city NPC's should be allowed to further the bounty system and if vampires are to be attacked by guards.
A claw attack would be a decent reasonable add.
A quest line of dailies.
Players could have a blessing that would make them immune to being fed upon in PVP which could help the non v players be satisfied.
Story line that explains the Dawnguard being a possible break off of the Fighters guild.
For fellow vampire players what would you like to see that is BALANCED suggestions?
Bro.
Somebody mentioned a full on Dawnguard-esque DLC that includes a full on remastering of the Vampire and Werewolf lines, along with the addition of a Dawnguard line for those who have no desire to play as either creature, and I think it's a fantastic idea. What about you, how would something like that sound to you?
Sorry for derailing your thread, dude.
As far as a claw attack active ability? I don't think it would work as well as perhaps a CC Charm ability would, sort of like how Sorcerer's Rune Prison works. Whatcha think of that?
MornaBaine wrote: »As to the topic at hand....
Making vamp and werewolf "races" would not probably work with the mechanics as they stand. HOWEVER, there should absolutely be enough skills to fill out your whole 2 bars so that you can, in fact, play purely as a vamp or were. And I am totally okay with the idea of having some of those abilities mimic already existing abilities but simply putting a vamp "spin" visually on them. I freaking LOVE the way the bloodfiends will teleport up to you to attack. -I- want to be able to do that soooo badly!
A giant bat transformation as something like a bolt escape would be fantastic.
Vampires NEED a charm/stun that will allow them to feed on NPCs WITHOUT incurring aggro. Of course, it should have a chance to fail and should probably be a skill that has to be leveled up and have a couple cool morphs.
Feeding animation needs to be completely reworked. As others have said; GIVE VAMPIRES THEIR FANGS!
An Ult that lets you go "fully vampire" and fight without weapons would be amazing.
An Ult that summons a giant bat that basically has the same effect as the Atronach Ult would be great.
And as I turn over the problem of the Stage Timers endlessly in my brain and the fact that players SHOULD have more control over them, I realize that this could largely be done with potions that would be added to the Alchemy skill line and that you could also purchase only from the vendors in the outlaw hideouts. They should come in one and two hour durations and there should be one for each of the initial three Stages. When the potion wears off you are dropped to the next Stage in the usual progression at the beginning of the timer for that Stage.
I also STILL want a ring or necklace that will return your vampire to their original mortal appearance regardless of what Stage they are in. But it needs to "break" on Stage 4 and not come back until you have fed.
MornaBaine wrote: »As to the topic at hand....
Making vamp and werewolf "races" would not probably work with the mechanics as they stand. HOWEVER, there should absolutely be enough skills to fill out your whole 2 bars so that you can, in fact, play purely as a vamp or were. And I am totally okay with the idea of having some of those abilities mimic already existing abilities but simply putting a vamp "spin" visually on them. I freaking LOVE the way the bloodfiends will teleport up to you to attack. -I- want to be able to do that soooo badly!
A giant bat transformation as something like a bolt escape would be fantastic.
Vampires NEED a charm/stun that will allow them to feed on NPCs WITHOUT incurring aggro. Of course, it should have a chance to fail and should probably be a skill that has to be leveled up and have a couple cool morphs.
Feeding animation needs to be completely reworked. As others have said; GIVE VAMPIRES THEIR FANGS!
An Ult that lets you go "fully vampire" and fight without weapons would be amazing.
An Ult that summons a giant bat that basically has the same effect as the Atronach Ult would be great.
And as I turn over the problem of the Stage Timers endlessly in my brain and the fact that players SHOULD have more control over them, I realize that this could largely be done with potions that would be added to the Alchemy skill line and that you could also purchase only from the vendors in the outlaw hideouts. They should come in one and two hour durations and there should be one for each of the initial three Stages. When the potion wears off you are dropped to the next Stage in the usual progression at the beginning of the timer for that Stage.
I also STILL want a ring or necklace that will return your vampire to their original mortal appearance regardless of what Stage they are in. But it needs to "break" on Stage 4 and not come back until you have fed.
MornaBaine wrote: »As to the topic at hand....
Making vamp and werewolf "races" would not probably work with the mechanics as they stand. HOWEVER, there should absolutely be enough skills to fill out your whole 2 bars so that you can, in fact, play purely as a vamp or were. And I am totally okay with the idea of having some of those abilities mimic already existing abilities but simply putting a vamp "spin" visually on them. I freaking LOVE the way the bloodfiends will teleport up to you to attack. -I- want to be able to do that soooo badly!
A giant bat transformation as something like a bolt escape would be fantastic.
Vampires NEED a charm/stun that will allow them to feed on NPCs WITHOUT incurring aggro. Of course, it should have a chance to fail and should probably be a skill that has to be leveled up and have a couple cool morphs.
Feeding animation needs to be completely reworked. As others have said; GIVE VAMPIRES THEIR FANGS!
An Ult that lets you go "fully vampire" and fight without weapons would be amazing.
An Ult that summons a giant bat that basically has the same effect as the Atronach Ult would be great.
And as I turn over the problem of the Stage Timers endlessly in my brain and the fact that players SHOULD have more control over them, I realize that this could largely be done with potions that would be added to the Alchemy skill line and that you could also purchase only from the vendors in the outlaw hideouts. They should come in one and two hour durations and there should be one for each of the initial three Stages. When the potion wears off you are dropped to the next Stage in the usual progression at the beginning of the timer for that Stage.
I also STILL want a ring or necklace that will return your vampire to their original mortal appearance regardless of what Stage they are in. But it needs to "break" on Stage 4 and not come back until you have fed.
MornaBaine wrote: »As to the topic at hand....
Making vamp and werewolf "races" would not probably work with the mechanics as they stand. HOWEVER, there should absolutely be enough skills to fill out your whole 2 bars so that you can, in fact, play purely as a vamp or were. And I am totally okay with the idea of having some of those abilities mimic already existing abilities but simply putting a vamp "spin" visually on them. I freaking LOVE the way the bloodfiends will teleport up to you to attack. -I- want to be able to do that soooo badly!
A giant bat transformation as something like a bolt escape would be fantastic.
Vampires NEED a charm/stun that will allow them to feed on NPCs WITHOUT incurring aggro. Of course, it should have a chance to fail and should probably be a skill that has to be leveled up and have a couple cool morphs.
Feeding animation needs to be completely reworked. As others have said; GIVE VAMPIRES THEIR FANGS!
An Ult that lets you go "fully vampire" and fight without weapons would be amazing.
An Ult that summons a giant bat that basically has the same effect as the Atronach Ult would be great.
And as I turn over the problem of the Stage Timers endlessly in my brain and the fact that players SHOULD have more control over them, I realize that this could largely be done with potions that would be added to the Alchemy skill line and that you could also purchase only from the vendors in the outlaw hideouts. They should come in one and two hour durations and there should be one for each of the initial three Stages. When the potion wears off you are dropped to the next Stage in the usual progression at the beginning of the timer for that Stage.
I also STILL want a ring or necklace that will return your vampire to their original mortal appearance regardless of what Stage they are in. But it needs to "break" on Stage 4 and not come back until you have fed.