Its really sad that vampires kept getting nerfed since launch when what really made them powerful is the ultimate skill.
Its really sad that Zenimax found out later after all the nerfing :<
MY char is not a class on its own. Neither are vampires. They are optional fluff.
And im sorry, tough luck they been toned down but you havto understand that when a single optional skill line, that should have been nothing more then a flavor/gimmick-thing wich additionally defines your char, is regarded more of a norm then being without it that something is very wrong.
phreatophile wrote: »MY char is not a class on its own. Neither are vampires. They are optional fluff.
And im sorry, tough luck they been toned down but you havto understand that when a single optional skill line, that should have been nothing more then a flavor/gimmick-thing wich additionally defines your char, is regarded more of a norm then being without it that something is very wrong.
While I disagree that Vampirism, especially in an ES game, ought to be a more or less meaningless flavor/gimmick/fluff thing, you are correct it should never have been the norm. For some of us that enjoyed the previous titles, Vampirism is central to our characters, at least some of them. Apart from Batspam (symptom of pre 1.6 broken Ult generation) the power level was about right at the beginning, there just need to be more penalties to balance out that power level. If there had been lore appropriate downsides there would be fewer vampires and less problems.
It's the 'Because MMO' flawed thought process that made this mess, more 'Because MMO' will not fix it.
phreatophile wrote: »MY char is not a class on its own. Neither are vampires. They are optional fluff.
And im sorry, tough luck they been toned down but you havto understand that when a single optional skill line, that should have been nothing more then a flavor/gimmick-thing wich additionally defines your char, is regarded more of a norm then being without it that something is very wrong.
While I disagree that Vampirism, especially in an ES game, ought to be a more or less meaningless flavor/gimmick/fluff thing, you are correct it should never have been the norm. For some of us that enjoyed the previous titles, Vampirism is central to our characters, at least some of them. Apart from Batspam (symptom of pre 1.6 broken Ult generation) the power level was about right at the beginning, there just need to be more penalties to balance out that power level. If there had been lore appropriate downsides there would be fewer vampires and less problems.
It's the 'Because MMO' flawed thought process that made this mess, more 'Because MMO' will not fix it.
I wouldnt oppose powerful vampires if they are equally weak to something but please take a look in the thread what is thrown around in here, one prime example is the plead for a reduction to 20% weakness to fire damage. i mean why even have a weakness attached to it at all if its a minor thing that can be ignored if you go a dunmer vampire with one fire ress enchant?
There must be "a bag takes rock takes scissors" thing going on in these kinds of games, sorry to say, since it must be some sort of balance somewhere between vamps & werewolves & neither.
Question: Does any one else notice that it isn't just fire damage we are actually weak to? I have been watching my bar for a while now and I get hit with cold damage for the same amount if not higher sometimes. What the heck is with that??
I am thinking we are weak to ALL Elemental damage, not just fire, and ZOS hasn't been saying anything.
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 .
With the current state of vampires being what it is, the debuff should be 20%.
Maybe if they give some meaningful buffs then sure keep the 40% fire damage and what like 300% damage from fighters guild skills?
But while all the skills are useless (batswarm is extremely situational), and the only advantages are 2 passives, you can't have such huge downsides.
You can only have these huge downsides if you also have some pretty impressive upsides to go with it otherwise it's just knee-capping your character. And that's exactly what vampirism is atm just a painful hindrance with no upsides what so ever.
Tell me this, what is so powerful about vampires that requires us to have a 40% fire weakness and take upwards of 300% extra damage from fighters guild?
Dre4dwolfb14_ESO wrote: »First off, the vampires should get a de-buff during the day and a buff during the night.
Warewolves should get a buff during a full moon phase / the buff should fade based on weather/cloud cover
A vampire should not get a bounty for feeding on NPC'S unless the NPC being attacked is being observed by another NPC
(makes it fun to feed)
A vampire should have strong regeneration (especially after feeding).
A vampire should start to get weaker if it doesn't feed.
You should only have to feed once every hour, 30 minutes is a bit annoying.
Septimus_Magna wrote: »With the increased damage of Prox Detonation the combo with Batwarm could be pretty strong.
This game is already Twilight Online. I think both vamp and WW should be nerfed.
mrskinskull wrote: »Vamps should weaken by daylight, just like in skyrim. The higher your vampire stage the worse your daytime penalty. There, problem solved.
This game is already Twilight Online. I think both vamp and WW should be nerfed.