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Vampires - It's not enough

  • Ibstronk
    Ibstronk
    I think vamps and werewolves are fine how they are, I look at them as almost like another race but they get some skills along with passives. They shouldn't be treated as a class. If you want more then penalties should apply.

    I dont think many people argues against penalties. The question is how big the penalties should be. There needs to be a decent balance advantages - disadvantages.
    If this balance is/was not there we would end up with either way to many Vamp/WW or way to few.

    You should feel that you are atleast viable to both PvE and PvP no matter what route you chose to go.

  • xnhiddentruthx
    I honestly see more cons as a vampire when it comes to combat than pros. Being a mage, my stealth isn't so great. Feeding tends to be an issue at times when needed the most... Like in a dungeon or quest. We could use another skill or two... Making it more diverse in what we can use. Mind control ability to use on others to feed or on enemies to help fight in battle? Fire damage isn't a big deal with fire resistance. A slight boost in strength and magic can help as well. Like what everyone else is saying.... Balance. And I don't feel a balance at all. We're supposed to be given this gift by the first vampire yet weak and feeble. Oh, also... Yeah it's cool to bite other players as well, but 7 day waiting period? What was the point in that? It's easy to become a vampire so why should I wait to share the gift with others? It doesn't stop mass production of vampires nor does it stop people from making people pay hefty prices to become one. I just don't see any logic in this build. There's so much more potential waiting for this build and it feels like what was already done was wasted time.
  • xnhiddentruthx
    Nebthet78 wrote: »
    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.

    Yes! I thought vampires should have resistance to cold damage but it seems to do the most damage to me asides from fire... Although I have fire resistance. As for health regeneration, I think health should regenerate faster at stage one, normal at 2, and less on 3 and 4. We are supposed to have enhanced regeneration abilities after all and that would be a good balance.
  • xnhiddentruthx
    Vamps should weaken by daylight, just like in skyrim. The higher your vampire stage the worse your daytime penalty. There, problem solved.

    Lamae's vampires are gifted with the ability to be basically day walkers. It's in the lore, and it should stay. Just balance strengths and weakness'. It's simple. All they did was give us weakness', nerf our strengths, and give us useless abilities that could have so much more potential to them. Vampires are fast, regenerate quickly, stronger, more magical strengths, and many abilities. But we have our weaknesses to fire, silver, and anything holy. They can bite whenever they please, as well.... Balance people. Balance.
  • Mojmir
    Mojmir
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    Its disease,lol no one benefits from that!!
  • Firerock2
    Firerock2
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    Nebthet78 wrote: »
    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.

    Yes! I thought vampires should have resistance to cold damage but it seems to do the most damage to me asides from fire... Although I have fire resistance. As for health regeneration, I think health should regenerate faster at stage one, normal at 2, and less on 3 and 4. We are supposed to have enhanced regeneration abilities after all and that would be a good balance.

    Vamps have the Undeath passive which can reduce damage up to 33% when you are low health. This offsets the extra fire damage you get. On top of that you have an increase in sneak speed which is really advantageous with the IC update. That's not all though, you also have an incredibly useful ultimate that is one of the best in the game and you get increased regen when you have it slotted. That seems pretty powerful to me. Remember, this game is about balance. If we were to follow lore and make vamps incredibly strong, fast, and have great regenerative abilities then there would be no such thing as balance.

    In my opinion vamps are borderline OP, I think they should have stayed at 50% extra fire damage since all damage in Cyrodiil was already being reduced and now the Undeath passive completely masks the fire damage when at low health. Any more buffs to vamp and the 30% of Cyrodiil that aren't already vamps will join the crowd.The choice of being a vamp or a WW should force you into a certain playstyle. Going Vamp is one of the most practical choices in pvp atm.

    I should add that I also find the other vamp skills incredibly useful but I play as a Templar so I don't have a good stun or an escape skill. A nightblade may find vamp less useful if they judge them by Mistform and the drain since they already have the best unblockable CC in the game and the best escape.


    EDIT: Most builds don't revolve around health regen so the nerf to the regen is pretty much unnoticeable for people, plus if you don't like it then you can feed. It really isn't that big of a deal.
    Edited by Firerock2 on September 26, 2015 9:46AM
  • Chieve
    Chieve
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    I just wanted to state being a vampire the interesting, but I got rid of it last night because I felt vampires weren't really offered much for the fire debuffs and longer health regeneration
    Please vote in the console text chat thread so ZoS can see how many people want text chat

    ...and dueling in the dueling thread but personally I want text chat first...
  • His Crayness
    How vampires don't have a fear is beyond me. That's all I want.
  • xnhiddentruthx
    Firerock2 wrote: »
    Vamps have the Undeath passive which can reduce damage up to 33% when you are low health. This offsets the extra fire damage you get. On top of that you have an increase in sneak speed which is really advantageous with the IC update. That's not all though, you also have an incredibly useful ultimate that is one of the best in the game and you get increased regen when you have it slotted. That seems pretty powerful to me. Remember, this game is about balance. If we were to follow lore and make vamps incredibly strong, fast, and have great regenerative abilities then there would be no such thing as balance.

    In my opinion vamps are borderline OP, I think they should have stayed at 50% extra fire damage since all damage in Cyrodiil was already being reduced and now the Undeath passive completely masks the fire damage when at low health. Any more buffs to vamp and the 30% of Cyrodiil that aren't already vamps will join the crowd.The choice of being a vamp or a WW should force you into a certain playstyle. Going Vamp is one of the most practical choices in pvp atm.

    I should add that I also find the other vamp skills incredibly useful but I play as a Templar so I don't have a good stun or an escape skill. A nightblade may find vamp less useful if they judge them by Mistform and the drain since they already have the best unblockable CC in the game and the best escape.


    EDIT: Most builds don't revolve around health regen so the nerf to the regen is pretty much unnoticeable for people, plus if you don't like it then you can feed. It really isn't that big of a deal.

    I get what you're saying. I wasn't saying make us strong and powerful without disadvantages. I'm saying keep the fire damage disadvantage. I was just giving out different ideas... Nothing solid. Pick and choose, but keep it balanced.

    As for PVP, that 30% of Cyrodiil seems to have gone Lycan and fighters guild, so apparently there is a disadvantage somewhere.
  • Molag_Crow
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    This is an old topic.

    Vampires are still strong if played right, like for example.. with over 2k spell damage, your bat swarm is lethal, against players too.

    Mist form now is a little crap since you're more easier to see now than ever before, and target-able, stun-able-ish (NB's strike) and of course Snares will absolutely dominate you while mist forming, without Retreating Maneuvers activated.

    I have 15% less Fire damage taken with Champion Points so I only take 10% more fire damage now, so it's good!

    I think I'll always be a Vampire. It's not a choice, it's our way of life!

    --ϟ-- Crows_Descend - Templar - Ebonheart Pact [PS4]&[PC] [EU] --ϟ--
    YoutTube ESO Playlist
    The greatest prison that people live in, is the fear of what other people think. - David Icke
    Be your true, authentic self.

  • TX12001rwb17_ESO
    TX12001rwb17_ESO
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    This is an old topic.

    Vampires are still strong if played right, like for example.. with over 2k spell damage, your bat swarm is lethal, against players too.

    Mist form now is a little crap since you're more easier to see now than ever before, and target-able, stun-able-ish (NB's strike) and of course Snares will absolutely dominate you while mist forming, without Retreating Maneuvers activated.

    I have 15% less Fire damage taken with Champion Points so I only take 10% more fire damage now, so it's good!

    I think I'll always be a Vampire. It's not a choice, it's our way of life!
    Something about mistform never sits right with me, for one how do you hurt something that is basically a Gas? I believe Vampires should be immune to stamina based attacks when it is used but magicka attacks will do more damage and beable to still attack you.

  • IKilled007
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    I only use vamp for the dark stalker trait. There's no room on my toolbar for anything else.
    The only substitute for victory is overkill.
  • Alucardo
    Alucardo
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    I stopped reading this old post after the OP compared the Werewolf and Vampire skills. Vampires can utilise all of their normal spells, where WW can only rely on what they are given. Either way, Vampires are fine
  • xnhiddentruthx
    Alucardo wrote: »
    I stopped reading this old post after the OP compared the Werewolf and Vampire skills. Vampires can utilise all of their normal spells, where WW can only rely on what they are given. Either way, Vampires are fine

    I play as a sorcerer, and was told that they are good as vampires. Mist form really has no purpose as you can be seen not helping with any sneaking past enemies. So I never use it. Blood drain forces you to slow down and focus on one enemy for a few seconds which allows you to be open to hits. Bat swarm involves getting in the middle of battle to use. It'd be nice to have a few more skills and strengths to accommodate sorcerers as well. Two skills and an ultimate aren't enough. I like having diversity in the skills so I can pick and choose what would be best for my build. Like I've said before, fire damage is fine. I have fire resistance armor which works well. But my health never seems to recover well when I'm fighting bosses and I have to rely on my backup healing staff and abilities all the time. Even with health regen accessories and stage one vampire. Cold damage seems to pack a punch since I became a vampire. I don't believe it should. And lastly, why should I wait 7 days to share a bite with other players. I could understand waiting a few hours....

    What weakness' do werewolves have? They get increased strength, stamina, and speed when transformed. Yeah, they aren't transformed for a long period of time but they get the ability to be super strong. Only one weakness which is to poison and is consistent. Vampire stages don't last long, and feeding becomes a chore... A huge chore. It'd be nice to mind control npc's or enemies to make feeding a bit easier. It'd be nice to have that skill to help with fighting as well.

    These are just all ideas. There's so much more potential and I hope they take this into consideration in the next update.
  • grumlins
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    Vampires have too many drawbacks and not enough buffs I agree and the skills they have are pretty useless. For example we should have a major regen factor across all bars we don't and in fact we have to constantly worry about whether or not our timer is up on the vampirism debuff while in a dungeon for example Even with the debuff reduction. Ever tried running a dungeon of all non-humanoids while as a vampire? yeah...

    The skills are terribly weak mist for example doesn't even do anything useful even as a magicka nb with bonuses to spell power you do the poison mist and it basically is useless even for pve aoe.

    The drain takes entirely too long to cast even in pve, and then we can only use it once which is useless against bosses in and out of dungeons at the very least you should remove the restriction on only being able to use it once at least on bosses, and there should be at least one morph in which we have learned how to drain faster so it becomes an instant cast for those of us who love the shadow priest/warlock builds for our characters.

    And finally if you are not boosting the amount of time we can be in Vamp 1 then at the very least make the 2 points we put into reducing the penalties actually mean something like removing the penalties on regen entirely because we are spending points in it so it's not like it's free or anything.
  • Tomato
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    Vampires should have a fear ability
  • exeeter702
    exeeter702
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    Mojmir wrote: »
    Its disease,lol no one benefits from that!!

    Its fiction, lol a video game definitely benefits from that!!
  • revonine
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    Vampire is a solid choice this update, with champion points like CrowDescend I only take around 10% extra fire damage now. A few more champion points and I'll probably eliminate the weakness entirely. That ultimate is crazy good with either morph there's no reason it shouldn't be slotted. When it's slotted you'll get more regen (sustain is king in this patch). Having a burst heal "oh ***" ultimate ala devouring swarm with the recent adjustments to damage and healing in Cyrodill is invaluable. Equally clouding swarm synergies with Nightblade stealth passives. Also there's something terrifying about an invisible sorc or templar :p

    We have weaknesses though alot of people run fighters guild skills caus of all the daedra in IC. A solid Dawnbreaker will put you down quite fast if your caught.
    Edited by revonine on September 27, 2015 6:02PM
  • ADarklore
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    grumlins wrote: »
    The drain takes entirely too long to cast even in pve, and then we can only use it once which is useless against bosses in and out of dungeons at the very least you should remove the restriction on only being able to use it once at least on bosses, and there should be at least one morph in which we have learned how to drain faster so it becomes an instant cast for those of us who love the shadow priest/warlock builds for our characters.

    Um, you DO realize that they changed Drain Essence with update 2.1.4 to be an instant cast that CAN be use on the same target multiple times and against CC Immune targets, right?

    Vampire
    • Reduced the fire damage you receive to 25% from 40%.
    • Drain Essence: This ability now restores 10% of your health every second, and stuns your target on activation. It can be used on CC-immune targets, and can be used all the time (it no longer activates the Feed debuff).
    • Supernatural Recovery (passive): This passive now only works while any Vampire ability is slotted in your ability bar.
    CP: 2078 ** ESO+ 2025 Content Pass ** ~~ ***** Strictly a solo PvE quester *****
    ~~Started Playing: May 2015 | Stopped Playing: July 2025~~
  • NateAssassin
    NateAssassin
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    Mojmir wrote: »
    Its disease,lol no one benefits from that!!
    WTB Ebola bite 4k
    AD | Malaya the Mystic ─ VR16 Khajiit Sorc | Shal'ina the Swift ─ VR16 Khajiit NB | Jòhn Cena ─ VR1 Khajiit NB | Priestess Shaari ─ VR1 Temp
  • willymchilybily
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    dat necro

    interesting point @ADarklore

    ill have to try drain essence actually, for draining enemy stamina in pvp and might be very powerful if it works on CC immune targets, and regens some of my stamina(although maybe that changed too?), healing ability is probably naff, but it might give me more sustain as stamina regen is unaffacted by battle spirit one assumes and i run low on stamina quickly as a magckia based DK

    probably take acelerating drain as mist form is pants at the moment. and if i get some stamina regen from it i might be able to pop immovable or just start sprinting with reflective scales. and once i have purge i can purge snares. though ulti regen on top of other methods DKs have might be fun too.

    definately worth playing with since 2.1

    Edited by willymchilybily on September 28, 2015 1:49PM
    PSN - WarpPigeon - Guild: TheSyndicate - EU, Ebonheart Pact
    Dragon Knight [Magicka] - 720 - Stormproof
    Night Blade [Magicka] - 720 - Stormproof
    Sorcerer [Magicka] - 720 - Flawless Conqueror
    Templar [Magicka] - 720 - Stormproof
    Dragon Knight [Stamina] - 720 - Stormproof
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  • MornaBaine
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    I want a fear ability and for the timers on Stage 1 and Stage 3 to be reversed. That is all.
    PAWS (Positively Against Wrip-off Stuff) - Say No to Crown Crates!

  • His Crayness
    A fear ability makes so much sense for a vampire, I stay at stage 4 the whole time though, so I don't really worry about the stages.
  • Firerock2
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    A fear ability would make WW even less desirable than they are now. Any more buffs to vamp and they would be OP. You people claim that you get too many debuffs for not enough buffs but you get one of the best ultimates in the game, and some amazing passives that basically counteract your debuffs. Please stop trying to break the balance in this game just because you think your vampire should be some ultra predator. It's not supposed to be like that.



    I wrote this on a phone so hopefully there aren't typos
    Edited by Firerock2 on September 29, 2015 5:03AM
  • Firerock2
    Firerock2
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    I'm not sure how to edit a post on a phone so I will just repost. If any more buffs are given to vampires then the fighter's guild abilities need a chance to insta kill vamps again.
    Edited by Firerock2 on September 29, 2015 5:03AM
  • GreenSoup2HoT
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    So many people who have no idea what they are talking about.

    Undeath is only a 6-8% damage reduction. 6% at 50% hp to 8% at 33% hp.

    Drain essence is not instant cast. It still is a channel. The only thing that changed was the heal and the fact you can use it more then once. You can also use it on people with cc immunity and not cc them. The skill is still worthless, it's like trying to use rapid's from the duel wield skill line.

    Mist form is okay, however terrible. It should act like cloak and only be targetable by AoE's. Your a freaking mist, like a sword would hurt you. Now your hp just gets burned down.

    Bat Swarm was amazing, now i feel its just good for clouding swarm. People pop negates and you can have a couple clouding swarm steel tornado guys.
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    However there are many changes i would like to see done to vampire's.

    1: 25% extra damage against vampire's for pvp balance with fighters guild abilitys (instead of 60%). Vampires should not take so much increased damage. Let the 60% be for pve. It sucks when dawnbreaker can still 1 shot players who still try to use werewolf or vampire just to be put down instantly for trying.

    This is debatable. People will say it's a counter yes, but try being on the recieving end dieing to it every death beacause everyone uses it. Its just a little to high, i dont mind it being better against vamps but not a insta gib skill.

    2: have stage one increase hp regen. Vampires have regen powers, at least they should since they are immortal.

    With this you can have stage one and not slot a vamp abilitie and get more hp regen, or be stage 4 and slot vamp abilities and get stam + magicka regen with less hp regen.

    Two possible routes instead of all the debuffs.

    3: let mist form only get hit by AoE's or let us now heal in mist form since everyone can still hit you.

    4: drain essence needs to be instant and act like a dot. Keeping the tether between you and your enemy while you can still attack. This way you can life leech while in combat and use other skills instead of doing nothing during the channal.

    4: this would be really fun to have.

    Feed off allies. Once you feed off a allie, give them a debuff of 100 hp regen for 1 hour. Can only feed once per stage until you go down 1 stage. One debuff per person

    Now you can debuff your friends for fun, not a big deal but adds fun into the game.

    The lack of people to feed on in IC made me think about this idea.

    It would be fun to feed on your enemy to, giving them a healing debuff of 50% for say 7 seconds, this would be an awesome advantage if you can pull it off.
    Edited by GreenSoup2HoT on September 29, 2015 3:38PM
    PS4 NA DC
  • Hiero_Glyph
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    How vampires don't have a fear is beyond me. That's all I want.

    Technically wouldn't they have a charm effect (glamour), not a fear?
  • Firerock2
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    So many people who have no idea what they are talking about.

    Undeath is only a 6-8% damage reduction. 6% at 50% hp to 8% at 33% hp.

    Drain essence is not instant cast. It still is a channel. The only thing that changed was the heal and the fact you can use it more then once. You can also use it on people with cc immunity and not cc them. The skill is still worthless, it's like trying to use rapid's from the duel wield skill line.

    Mist form is okay, however terrible. It should act like cloak and only be targetable by AoE's. Your a freaking mist, like a sword would hurt you. Now your hp just gets burned down.

    Bat Swarm was amazing, now i feel its just good for clouding swarm. People pop negates and you can have a couple clouding swarm steel tornado guys.
    .
    .
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    However there are many changes i would like to see done to vampire's.

    1: 25% extra damage against vampire's for pvp balance with fighters guild abilitys. Vampires should not take so much increased damage. Let the 60% be for pve. It sucks when dawnbreaker can still 1 shot players who still try to use werewolf or vampire just to be put down instantly for trying.

    This is debatable. People will say it's a counter yes, but try being on the recieving end dieing to it ever death beacause everyone uses it. Its just a little to high, i dont mind it being better against vamps but not a insta gib skill.

    2: have stage one increase hp regen. Vampires have regen powers, at least they should since they are immortal.

    With this you can have stage one and not slot a vamp abilitie and get more hp regen, or be stage 4 and slot vamp abilities and get stam + magicka regen with less hp regen.

    Two possible routes instead of all the debuffs.

    3: let mist form only get hit by AoE's or let us now heal in mist form since everyone can still hit you.

    4: drain essence needs to be instant and act like a dot. Keeping the tether between you and your enemy while you can still attack. This way you can life leech while in combat and use other skills instead of doing nothing during the channal.

    4: this would be really fun to have.

    Feed off allies. Once you feed off a allie, give them a debuff of 100 hp regen for 1 hour. Can only feed once per stage until you go down 1 stage.

    Now you can debuff your friends for fun, not a big deal but adds fun into the game.

    I never said Undeath will make you unkillable but it reduces the fire damage greatly AND all other forms of damage. BTW Vamps in pvp benefited not only from the overall blanket nerf on damage but combine that with the extra fire damage reduction and you should be able to handle that OP fire damage just fine. It's funny how vamps were fine even before these damage reductions took place yet there is still somehow " too many negatives" to being a vamp.

    1. "25% extra damage against vampire's"
    You do realize you are saying that it sucks when Dawnbreaker 1 shots players ( which it doesn't) yet you want more damage to be done to vampire's. Lol

    2. Stam and mag regen shouldn't be available at stage 1 then.

    3. You want 75% damage reduction plus the ability to heal? That sounds incredibly OP especially since blocking has been nerfed. You are literally asking for a blocking mechanism that uses magicka instead of stamina and is incredibly efficient. You don't think that is *** to put it on the vamp playstyle? Every tank would use it. Everyone would go Vamp. Elder Scrolls Online: Vampire's Unlimited

    4. So you want an ability that stuns, drains life from your opponent, heals you, and allows you to attack them while all this is happening? Who wouldn't just spam this in a fight and keep it up 90% of the time? Everybody would go vamp for that, it would be the most practical stun in the game. Vamps shouldn't be so good that you are gimping yourself if you don't become one. This and your last idea are ridiculously OP and only a fool would not utilize them.

    5. Feeding off allies sounds like a troll's idea. This would be abused and it would be annoying as hell. I would only support this if the player became an outlaw immediately and I was able to kill him and loot him.
    Edited by Firerock2 on September 29, 2015 5:43AM
  • GreenSoup2HoT
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    1. "25% extra damage against vampire's"
    You do realize you are saying that it sucks when Dawnbreaker 1 shots players ( which it doesn't) yet you want more damage to be done to vampire's. Lol

    I did state leave the 60% extra damage to undead and daedra to npc's. Have 25% extra for vampire's. I'll edit for clarity.

    2. Stam and mag regen shouldn't be available at stage 1 then.

    If you are stage one and slot vampire abilities, you loose out on 21% cost reduction being stage 4. So if you want to have the hp regen with stam and magicka regen be my guessed but your nerfing yourself since the abilities will cost significantly higher.

    3. You want 75% damage reduction plus the ability to heal? That sounds incredibly OP especially since blocking has been nerfed. You are literally asking for a blocking mechanism that uses magicka instead of stamina and is incredibly efficient. You don't think that is *** to put it on the vamp playstyle? Every tank would use it. Everyone would go Vamp. Elder Scrolls Online: Vampire's Unlimited

    Being able to heal during mist form would be op maybe something to give it some type of reduced healing instead of 100%. Or let drain essence give you hp while in mist form for vampire skill synergy.

    4. So you want an ability that stuns, drains life from your opponent, heals you, and allows you to attack them while all this is happening? Who wouldn't just spam this in a fight and keep it up 90% of the time? Everybody would go vamp for that, it would be the most practical stun in the game. Vamps shouldn't be so good that you are gimping yourself if you don't become one. This and your last idea are ridiculously OP and only a fool would not utilize them.

    I would like the ability to be more user friendly for vampire's. Since vampire's have currently reduced hp regen, this would act as if they still had hp regen, if your fighting a none vamp they are getting around 1k hp every 2 seconds anyway.

    This would add a neat game-play style, you would have to break distance to stop the leech. You still need to slot it somewhere, it stun's yes but can be blocked. So if someone knew it was coming after the leech expired it would be easily countered.

    5. Feeding off allies sounds like a troll's idea. This would be abused and it would be annoying as hell. I would only support this if the player became an outlaw immediately and I was able to kill him and loot him.

    This may be a troll idea but a fun one. Being able to feed in the imperial city is something that is lacking.

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    I made my initial comment trigger worthy to spark some discussion. All these idea's are just idea's. You don't need to throw someone under the bus for having an idea no matter how crazy it may seem.

    Some of these suggestions would be nice. Giving vampire's more incentive to use the skill's.

    B)
    PS4 NA DC
  • Firerock2
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    1. "25% extra damage against vampire's"
    You do realize you are saying that it sucks when Dawnbreaker 1 shots players ( which it doesn't) yet you want more damage to be done to vampire's. Lol

    I did state leave the 60% extra damage to undead and daedra to npc's. Have 25% extra for vampire's. I'll edit for clarity.

    2. Stam and mag regen shouldn't be available at stage 1 then.

    If you are stage one and slot vampire abilities, you loose out on 21% cost reduction being stage 4. So if you want to have the hp regen with stam and magicka regen be my guessed but your nerfing yourself since the abilities will cost significantly higher.

    3. You want 75% damage reduction plus the ability to heal? That sounds incredibly OP especially since blocking has been nerfed. You are literally asking for a blocking mechanism that uses magicka instead of stamina and is incredibly efficient. You don't think that is *** to put it on the vamp playstyle? Every tank would use it. Everyone would go Vamp. Elder Scrolls Online: Vampire's Unlimited

    Being able to heal during mist form would be op maybe something to give it some type of reduced healing instead of 100%. Or let drain essence give you hp while in mist form for vampire skill synergy.

    4. So you want an ability that stuns, drains life from your opponent, heals you, and allows you to attack them while all this is happening? Who wouldn't just spam this in a fight and keep it up 90% of the time? Everybody would go vamp for that, it would be the most practical stun in the game. Vamps shouldn't be so good that you are gimping yourself if you don't become one. This and your last idea are ridiculously OP and only a fool would not utilize them.

    I would like the ability to be more user friendly for vampire's. Since vampire's have currently reduced hp regen, this would act as if they still had hp regen, if your fighting a none vamp they are getting around 1k hp every 2 seconds anyway.

    This would add a neat game-play style, you would have to break distance to stop the leech. You still need to slot it somewhere, it stun's yes but can be blocked. So if someone knew it was coming after the leech expired it would be easily countered.

    5. Feeding off allies sounds like a troll's idea. This would be abused and it would be annoying as hell. I would only support this if the player became an outlaw immediately and I was able to kill him and loot him.

    This may be a troll idea but a fun one. Being able to feed in the imperial city is something that is lacking.

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    I made my initial comment trigger worthy to spark some discussion. All these idea's are just idea's. You don't need to throw someone under the bus for having an idea no matter how crazy it may seem.

    Some of these suggestions would be nice. Giving vampire's more incentive to use the skill's.

    B)

    I'm not throwing anyone under any bus, however I am getting increasingly frustrated with people insisting that vamps need to be buffed with some of the most practical skills in the game.

    Even if Mist Form had reduced healing that would still be OP. You can not heal while blocking without dropping your block for a sec so why should you be able to heal while mistforming? Might I remind you that mistforming does not consume Magicka upon being hit while blocking does plus you can even get a speed boost in mist form. You are asking for a Magicka variant of bloxcking that protects from more damage and doesn't drain the resource it uses. Does this not sound unbalanced to you?

    I also find it ridiculous that you insist on this Magicka form of block to be given to Vampires. Any skill with such potential should be put in the Mages Guild tree. With the recent nerf to blocking, mist form healing would be the new way to tank and mitigate all forms of damage. I don't see why vamps should be given such a sought after skill while all playstyle can already access the Stamina variant of blocking ( except maybe Templars and their channels :trollface:). This would throw the entire Stamina vs Magicka balance of this game into chaos.

    You claim that most non vamps have 1k health regen. I say that is a false claim. I mostly play Magicka DPS and I can tell you that almost none of the builds that I can use for that role support health regen at all. I'm not entirely sure about Stamina builds but I doubt they have anything higher than 600 health regen unless they are running regen food. I'm sorry but most non vamps do not have around 800 hp regen and those that do are probably regen tanks which means they won't be doing much damage. The heal from Drain Essence alone is far superior to any hp regen a non tank has which is probably most players since people tend to not value PvP tanks.

    Also Drain Essence does not have a cast time and is activated right away stunning the opponent for 3 seconds and then for like 4 more seconds after the ability has ended if you get the passive. I don't see how you can block the stun ifnit has an instant activation. It's not like a gap closer that has a travel time.

    I'm fine if Vamps get redesigned as long as they aren't buffed, in fact I want that to happen. As it is Vamp is already too practical a choice for DKs and Temps who have almost no ways to relieve pressure from them. I say remove all the vamp skills, passives, and ultimates and completely redesign them. They should be more like WW in that Vamps shouldn't increase the effectiveness of a player's build, instead players should have to adjust their entire build to fit the vamp playstyle. Their ultimates shouldn't be an AOE burst heal, they shouldn't get a Magicka variant of block, maybe they should get aa good stun but not one like what you described. There should also be more of an emphasis on feesing. You should grow weaker and take tons more fire damage if you don't feed. There should be no benefits from starving yourself. Since vamps don't have to transform to use their powers then they should need constant upkeep to stay alive and viable.
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