Saint314Louis1985 wrote: »MornaBaine wrote: »BurritoESO wrote: »Fear is a bad idea to give to vampires. Reason being, it would take away a bunch of class identity from night blades. Fear is on of the reasons why night blades are so powerful, and giving everyone the ability to use a fear would really negate a lot of the reason to play night blades. Plus, having everyone running around cyrodill using fears left and right would just drive the game into more terrible balance that it already has. It's kind of like asking to add wings, bolt escape, or breath of life to the vamp skill line.
There are a few classes that have overlapping skills though. Both NBs and DKs have gap closers. Why would a fear be so different? I really considered asking for an invisibility for vampires because it's a pretty classic trope but decided to leave that to the NBs, especially since you can use potions for the same thing.
Because there are other ways to get gap closers (wpn skills) which is accessible to all. His point is, fear is a class defining skill and should stay as such.
werewolves have fear upon transformation AND in the skill called "roar".
i believe the skill "pounce" is also a gap closer.
im not familiar with WW skills so please correct me if im wrong
http://elderscrollsonline.wiki.fextralife.com/Werewolf+Skills
AddictionX wrote: »Saint314Louis1985 wrote: »MornaBaine wrote: »BurritoESO wrote: »Fear is a bad idea to give to vampires. Reason being, it would take away a bunch of class identity from night blades. Fear is on of the reasons why night blades are so powerful, and giving everyone the ability to use a fear would really negate a lot of the reason to play night blades. Plus, having everyone running around cyrodill using fears left and right would just drive the game into more terrible balance that it already has. It's kind of like asking to add wings, bolt escape, or breath of life to the vamp skill line.
There are a few classes that have overlapping skills though. Both NBs and DKs have gap closers. Why would a fear be so different? I really considered asking for an invisibility for vampires because it's a pretty classic trope but decided to leave that to the NBs, especially since you can use potions for the same thing.
Because there are other ways to get gap closers (wpn skills) which is accessible to all. His point is, fear is a class defining skill and should stay as such.
werewolves have fear upon transformation AND in the skill called "roar".
i believe the skill "pounce" is also a gap closer.
im not familiar with WW skills so please correct me if im wrong
http://elderscrollsonline.wiki.fextralife.com/Werewolf+Skills
WW is different from Vamp since one is a transformation in which you cannot use your class or weapon skills which is the main disadvantage of it. While the other you can use just by having it. You actually have to slot WW in the first place to transform, you dont have to slot a vampire ultimate to use vampire skills.
MornaBaine wrote: »Dear ZOS,
Vampires don't really FEEL like vampires. After 2 years of thought and consideration (and yes, a staggering amount of posts dealing with the subject), I have come to the following conclusions as to what would fix this.
Finish the skill line. You can completely fill out your bar with werewolf skills. With Undaunted skills. With Mage Guild Skills. With Fighter's Guild Skills. Please do the same for vampires and give us the following 3 Skills:
1. Gap Closer- One of the things I love best about the bloodfiends we encounter in the game is the way they can simply "blink" up to you. It's spooky and wonderful and I feel our vampires deserve the same ability.
2. Pet- Yes, a fighting pet. Starting as something as innocuous as a wolf with the morphs being either a Giant Bat that simply deals damage or a bloodfiend that perhaps deals less damage but also heals you. In the game bloodfiends are often controlled by greater vampires so it makes perfect sense for player vampires to have available a similar skill.
3. Fear- Realizing you are fighting a vampire SHOULD be a darned scary experience! Please give us a fear!
And yes, one new Passive:
Charm-Much like the Feed ability, this option should pop when your vampire is in proximity to an NPC they could in fact feed on. It would act as an alternate Feed ability that would only work on non-hostile NPCs and would NOT cause the NPC to aggro after it breaks. This is in line with the previous TES games where your vampires could in fact feed undetected in some situations.
The Stage Timers:
PLEASE switch Stage 1 and Stage 3, making Stage 1 the longest lasting timer of 90 minutes. This will allow vampires to not look completely awful for a far more reasonable length of time, which may only matter to roleplayers but will not affect the experience of all those players who prefer to keep their vampires in Stage 4 for the advantages that Stage confers. Overall the time to reach Stage 4 is unaffected.
Cosmetics:
Please give vampires their fangs. And some emotes to go along with them, even if these emotes are Crown Store items.
Please redo the Feed animation. Instead of the giant gout of garden hose style blood, please have vampires grapple their victims from behind and bite their necks. While I realize this will be a far more complex animation I think it can be done and would add greatly to immersion. Should you also give us the Charm Passive mentioned above the animation for it should perhaps be from the front, with the vampire more subtly embracing their victim as they drink from their neck.
Crown Store Items
Mortal Skin- This Skin would return your vampire to the appearance they had BEFORE becoming vampires and would override the appearance conferred by the Stages.
Various NPC vampires look "normal" when you encounter them initially, most notably Count Verandis Ravenwatch and Heloise. During the vampire quest itself Lamae Bal has dialogue that clearly indicates that her "children" SHOULD be able to "blend in" to mortal society.
Therefore there's no real reason player vampires must always look as if they are suffering from some horrible disease.
Glenmoril Wyrd Skin- This skin would leave your vampire with Stage 1 skin but would NOT affect eye color, makeup or tattoos. For those who prefer their vamps to look subtly vampiric. Name taken from the Strain of High Rock vampires that are also noted for their ability to blend in to mortal society along with the Order vampires of Cyrodiil. Skin could easily be called Cyrodiilic Skin instead. Either way, I believe it would prove popular with players.
Mist Costume: Applying this costume would have your vampire become a mist just like in the Mist ability but visually only, conferring no mechanics advantages. This mist would be minus the green or red streaking of the morphs for the ability.
Bats Trinket: Activating this trinket would summon a small cloud of bats that would hover around the vampire, similar in appearance to the bats in the vampire Ultimate but much smaller in scale and MUCH quieter.
Thank you for your consideration on this issue that continues to plague players and leads to a high amount of dissatisfaction among those of us who play vampires.
No fear for vamps please. Don't need an extra no aiming, no target group cc.
Also no need for a gap closer. Unless you're a sorc, you already have a gap closer.
kendellking_chaosb14_ESO wrote: »MornaBaine wrote: »Dear ZOS,
Vampires don't really FEEL like vampires. After 2 years of thought and consideration (and yes, a staggering amount of posts dealing with the subject), I have come to the following conclusions as to what would fix this.
Finish the skill line. You can completely fill out your bar with werewolf skills. With Undaunted skills. With Mage Guild Skills. With Fighter's Guild Skills. Please do the same for vampires and give us the following 3 Skills:
1. Gap Closer- One of the things I love best about the bloodfiends we encounter in the game is the way they can simply "blink" up to you. It's spooky and wonderful and I feel our vampires deserve the same ability.
2. Pet- Yes, a fighting pet. Starting as something as innocuous as a wolf with the morphs being either a Giant Bat that simply deals damage or a bloodfiend that perhaps deals less damage but also heals you. In the game bloodfiends are often controlled by greater vampires so it makes perfect sense for player vampires to have available a similar skill.
3. Fear- Realizing you are fighting a vampire SHOULD be a darned scary experience! Please give us a fear!
And yes, one new Passive:
Charm-Much like the Feed ability, this option should pop when your vampire is in proximity to an NPC they could in fact feed on. It would act as an alternate Feed ability that would only work on non-hostile NPCs and would NOT cause the NPC to aggro after it breaks. This is in line with the previous TES games where your vampires could in fact feed undetected in some situations.
The Stage Timers:
PLEASE switch Stage 1 and Stage 3, making Stage 1 the longest lasting timer of 90 minutes. This will allow vampires to not look completely awful for a far more reasonable length of time, which may only matter to roleplayers but will not affect the experience of all those players who prefer to keep their vampires in Stage 4 for the advantages that Stage confers. Overall the time to reach Stage 4 is unaffected.
Cosmetics:
Please give vampires their fangs. And some emotes to go along with them, even if these emotes are Crown Store items.
Please redo the Feed animation. Instead of the giant gout of garden hose style blood, please have vampires grapple their victims from behind and bite their necks. While I realize this will be a far more complex animation I think it can be done and would add greatly to immersion. Should you also give us the Charm Passive mentioned above the animation for it should perhaps be from the front, with the vampire more subtly embracing their victim as they drink from their neck.
Crown Store Items
Mortal Skin- This Skin would return your vampire to the appearance they had BEFORE becoming vampires and would override the appearance conferred by the Stages.
Various NPC vampires look "normal" when you encounter them initially, most notably Count Verandis Ravenwatch and Heloise. During the vampire quest itself Lamae Bal has dialogue that clearly indicates that her "children" SHOULD be able to "blend in" to mortal society.
Therefore there's no real reason player vampires must always look as if they are suffering from some horrible disease.
Glenmoril Wyrd Skin- This skin would leave your vampire with Stage 1 skin but would NOT affect eye color, makeup or tattoos. For those who prefer their vamps to look subtly vampiric. Name taken from the Strain of High Rock vampires that are also noted for their ability to blend in to mortal society along with the Order vampires of Cyrodiil. Skin could easily be called Cyrodiilic Skin instead. Either way, I believe it would prove popular with players.
Mist Costume: Applying this costume would have your vampire become a mist just like in the Mist ability but visually only, conferring no mechanics advantages. This mist would be minus the green or red streaking of the morphs for the ability.
Bats Trinket: Activating this trinket would summon a small cloud of bats that would hover around the vampire, similar in appearance to the bats in the vampire Ultimate but much smaller in scale and MUCH quieter.
Thank you for your consideration on this issue that continues to plague players and leads to a high amount of dissatisfaction among those of us who play vampires.
Vampire ultimate is already too close to Nightblade's Soul Tether now you want Teleport Strike and Fear no, just no. Now I'm all for more vampire powers and some stamina morphs but cloning class powers you have our Soul Tether, WW have our Fear, Alchemist have our cloak and now you want the rest of the class unique powers no.
kendellking_chaosb14_ESO wrote: »
Vampire ultimate is already too close to Nightblade's Soul Tether now you want Teleport Strike and Fear no, just no. Now I'm all for more vampire powers and some stamina morphs but cloning class powers you have our Soul Tether, WW have our Fear, Alchemist have our cloak and now you want the rest of the class unique powers no.
MornaBaine wrote: »
MornaBaine wrote: »
Why design a new skill, write all that code and worry about balance when it isn't really needed.
Templar, Dk and nb have a class gap closer.
There's two gap closers for stam builds.
A vamp one really isn't needed. There's a lot more they could have before that.
kendellking_chaosb14_ESO wrote: »MornaBaine wrote: »Dear ZOS,
Vampires don't really FEEL like vampires. After 2 years of thought and consideration (and yes, a staggering amount of posts dealing with the subject), I have come to the following conclusions as to what would fix this.
Finish the skill line. You can completely fill out your bar with werewolf skills. With Undaunted skills. With Mage Guild Skills. With Fighter's Guild Skills. Please do the same for vampires and give us the following 3 Skills:
1. Gap Closer- One of the things I love best about the bloodfiends we encounter in the game is the way they can simply "blink" up to you. It's spooky and wonderful and I feel our vampires deserve the same ability.
2. Pet- Yes, a fighting pet. Starting as something as innocuous as a wolf with the morphs being either a Giant Bat that simply deals damage or a bloodfiend that perhaps deals less damage but also heals you. In the game bloodfiends are often controlled by greater vampires so it makes perfect sense for player vampires to have available a similar skill.
3. Fear- Realizing you are fighting a vampire SHOULD be a darned scary experience! Please give us a fear!
And yes, one new Passive:
Charm-Much like the Feed ability, this option should pop when your vampire is in proximity to an NPC they could in fact feed on. It would act as an alternate Feed ability that would only work on non-hostile NPCs and would NOT cause the NPC to aggro after it breaks. This is in line with the previous TES games where your vampires could in fact feed undetected in some situations.
The Stage Timers:
PLEASE switch Stage 1 and Stage 3, making Stage 1 the longest lasting timer of 90 minutes. This will allow vampires to not look completely awful for a far more reasonable length of time, which may only matter to roleplayers but will not affect the experience of all those players who prefer to keep their vampires in Stage 4 for the advantages that Stage confers. Overall the time to reach Stage 4 is unaffected.
Cosmetics:
Please give vampires their fangs. And some emotes to go along with them, even if these emotes are Crown Store items.
Please redo the Feed animation. Instead of the giant gout of garden hose style blood, please have vampires grapple their victims from behind and bite their necks. While I realize this will be a far more complex animation I think it can be done and would add greatly to immersion. Should you also give us the Charm Passive mentioned above the animation for it should perhaps be from the front, with the vampire more subtly embracing their victim as they drink from their neck.
Crown Store Items
Mortal Skin- This Skin would return your vampire to the appearance they had BEFORE becoming vampires and would override the appearance conferred by the Stages.
Various NPC vampires look "normal" when you encounter them initially, most notably Count Verandis Ravenwatch and Heloise. During the vampire quest itself Lamae Bal has dialogue that clearly indicates that her "children" SHOULD be able to "blend in" to mortal society.
Therefore there's no real reason player vampires must always look as if they are suffering from some horrible disease.
Glenmoril Wyrd Skin- This skin would leave your vampire with Stage 1 skin but would NOT affect eye color, makeup or tattoos. For those who prefer their vamps to look subtly vampiric. Name taken from the Strain of High Rock vampires that are also noted for their ability to blend in to mortal society along with the Order vampires of Cyrodiil. Skin could easily be called Cyrodiilic Skin instead. Either way, I believe it would prove popular with players.
Mist Costume: Applying this costume would have your vampire become a mist just like in the Mist ability but visually only, conferring no mechanics advantages. This mist would be minus the green or red streaking of the morphs for the ability.
Bats Trinket: Activating this trinket would summon a small cloud of bats that would hover around the vampire, similar in appearance to the bats in the vampire Ultimate but much smaller in scale and MUCH quieter.
Thank you for your consideration on this issue that continues to plague players and leads to a high amount of dissatisfaction among those of us who play vampires.
Vampire ultimate is already too close to Nightblade's Soul Tether now you want Teleport Strike and Fear no, just no. Now I'm all for more vampire powers and some stamina morphs but cloning class powers you have our Soul Tether, WW have our Fear, Alchemist have our cloak and now you want the rest of the class unique powers no.
Well, considering that they are both able to use shadow-magic...kind of makes sense.
Also, considering that WW have fear and gap closers as well...why not?
Saint314Louis1985 wrote: »kendellking_chaosb14_ESO wrote: »
Vampire ultimate is already too close to Nightblade's Soul Tether now you want Teleport Strike and Fear no, just no. Now I'm all for more vampire powers and some stamina morphs but cloning class powers you have our Soul Tether, WW have our Fear, Alchemist have our cloak and now you want the rest of the class unique powers no.
So what youre saying is since NBs have a gap closer, no one else should have a gap closer (there is nothing unique about a gapcloser, other classes already have them).. no one else should be able to use a siphon health skill (even though it makes more sense on the vamp than a NB)... and since WW and NB have fear, vamps shouldnt have it (ok, make some type of CC for vamp then and call it something else).
Atleast as a NB you get to use all these great skills and dont have to pay a substantial defensive penalty for having the ability to use them.
I dont think anyone is trying to make vamp OP, just give a little bit of utility from the skill line, while still having it make sense "lorewise" with being a vampire.
TX12001rwb17_ESO wrote: »"Mist Costume: Applying this costume would have your vampire become a mist just like in the Mist ability but visually only, conferring no mechanics advantages. This mist would be minus the green or red streaking of the morphs for the ability."
You know that would give some players a camo advantage when in PVP, Its hard enough to track fast moving vampire while they are moving around in mistform as it is, take away those red lines and in some locations where their is a lot of mist or smoke then they might as well be invisible.
kendellking_chaosb14_ESO wrote: »kendellking_chaosb14_ESO wrote: »MornaBaine wrote: »Dear ZOS,
Vampires don't really FEEL like vampires. After 2 years of thought and consideration (and yes, a staggering amount of posts dealing with the subject), I have come to the following conclusions as to what would fix this.
Finish the skill line. You can completely fill out your bar with werewolf skills. With Undaunted skills. With Mage Guild Skills. With Fighter's Guild Skills. Please do the same for vampires and give us the following 3 Skills:
1. Gap Closer- One of the things I love best about the bloodfiends we encounter in the game is the way they can simply "blink" up to you. It's spooky and wonderful and I feel our vampires deserve the same ability.
2. Pet- Yes, a fighting pet. Starting as something as innocuous as a wolf with the morphs being either a Giant Bat that simply deals damage or a bloodfiend that perhaps deals less damage but also heals you. In the game bloodfiends are often controlled by greater vampires so it makes perfect sense for player vampires to have available a similar skill.
3. Fear- Realizing you are fighting a vampire SHOULD be a darned scary experience! Please give us a fear!
And yes, one new Passive:
Charm-Much like the Feed ability, this option should pop when your vampire is in proximity to an NPC they could in fact feed on. It would act as an alternate Feed ability that would only work on non-hostile NPCs and would NOT cause the NPC to aggro after it breaks. This is in line with the previous TES games where your vampires could in fact feed undetected in some situations.
The Stage Timers:
PLEASE switch Stage 1 and Stage 3, making Stage 1 the longest lasting timer of 90 minutes. This will allow vampires to not look completely awful for a far more reasonable length of time, which may only matter to roleplayers but will not affect the experience of all those players who prefer to keep their vampires in Stage 4 for the advantages that Stage confers. Overall the time to reach Stage 4 is unaffected.
Cosmetics:
Please give vampires their fangs. And some emotes to go along with them, even if these emotes are Crown Store items.
Please redo the Feed animation. Instead of the giant gout of garden hose style blood, please have vampires grapple their victims from behind and bite their necks. While I realize this will be a far more complex animation I think it can be done and would add greatly to immersion. Should you also give us the Charm Passive mentioned above the animation for it should perhaps be from the front, with the vampire more subtly embracing their victim as they drink from their neck.
Crown Store Items
Mortal Skin- This Skin would return your vampire to the appearance they had BEFORE becoming vampires and would override the appearance conferred by the Stages.
Various NPC vampires look "normal" when you encounter them initially, most notably Count Verandis Ravenwatch and Heloise. During the vampire quest itself Lamae Bal has dialogue that clearly indicates that her "children" SHOULD be able to "blend in" to mortal society.
Therefore there's no real reason player vampires must always look as if they are suffering from some horrible disease.
Glenmoril Wyrd Skin- This skin would leave your vampire with Stage 1 skin but would NOT affect eye color, makeup or tattoos. For those who prefer their vamps to look subtly vampiric. Name taken from the Strain of High Rock vampires that are also noted for their ability to blend in to mortal society along with the Order vampires of Cyrodiil. Skin could easily be called Cyrodiilic Skin instead. Either way, I believe it would prove popular with players.
Mist Costume: Applying this costume would have your vampire become a mist just like in the Mist ability but visually only, conferring no mechanics advantages. This mist would be minus the green or red streaking of the morphs for the ability.
Bats Trinket: Activating this trinket would summon a small cloud of bats that would hover around the vampire, similar in appearance to the bats in the vampire Ultimate but much smaller in scale and MUCH quieter.
Thank you for your consideration on this issue that continues to plague players and leads to a high amount of dissatisfaction among those of us who play vampires.
Vampire ultimate is already too close to Nightblade's Soul Tether now you want Teleport Strike and Fear no, just no. Now I'm all for more vampire powers and some stamina morphs but cloning class powers you have our Soul Tether, WW have our Fear, Alchemist have our cloak and now you want the rest of the class unique powers no.
Well, considering that they are both able to use shadow-magic...kind of makes sense.
Also, considering that WW have fear and gap closers as well...why not?Saint314Louis1985 wrote: »kendellking_chaosb14_ESO wrote: »
Vampire ultimate is already too close to Nightblade's Soul Tether now you want Teleport Strike and Fear no, just no. Now I'm all for more vampire powers and some stamina morphs but cloning class powers you have our Soul Tether, WW have our Fear, Alchemist have our cloak and now you want the rest of the class unique powers no.
So what youre saying is since NBs have a gap closer, no one else should have a gap closer (there is nothing unique about a gapcloser, other classes already have them).. no one else should be able to use a siphon health skill (even though it makes more sense on the vamp than a NB)... and since WW and NB have fear, vamps shouldnt have it (ok, make some type of CC for vamp then and call it something else).
Atleast as a NB you get to use all these great skills and dont have to pay a substantial defensive penalty for having the ability to use them.
I dont think anyone is trying to make vamp OP, just give a little bit of utility from the skill line, while still having it make sense "lorewise" with being a vampire.
I don't care if vampires get a gap closer he wants the "blink" one NPC Vampires have that's Teleport Strike. A teleportation gap closer is not okay. What if you had a gap closer where you set where you want to teleport using a cloud of bats that would be Bolt Escape class powers need to stay in their classes.
Vampires are with Nightblades should be they are better they're faster in stealth, health stealing ultimate and powers it's already a clone of Nightblades just better. Concealed Weapons gives a 25% stealth speed buff, Dark Stalker ignores stealth speed penalties. Soul Tether deals damage and heals, Bats deal damage and heals but it can't be purged and follows you for about the same cost. Strife damage and heals, drain adds a CC that's bad to see.
But as to your werewolf argument One Hand and Shield has a magic reflect so I guess it's fine if I get Jesus Beam in the Dark Brotherhood it's the best execute in the game so why not right?
My MageBlade can use a Mage Guild Harden Ward that scales to magic. Why can't we get a Fighters Guild Corrosive Armor the guild taking less damage and ignoring armor is something a group of people fights would have been able to copy lore wise.
MornaBaine wrote: »BurritoESO wrote: »Fear is a bad idea to give to vampires. Reason being, it would take away a bunch of class identity from night blades. Fear is on of the reasons why night blades are so powerful, and giving everyone the ability to use a fear would really negate a lot of the reason to play night blades. Plus, having everyone running around cyrodill using fears left and right would just drive the game into more terrible balance that it already has. It's kind of like asking to add wings, bolt escape, or breath of life to the vamp skill line.
There are a few classes that have overlapping skills though. Both NBs and DKs have gap closers. Why would a fear be so different? I really considered asking for an invisibility for vampires because it's a pretty classic trope but decided to leave that to the NBs, especially since you can use potions for the same thing.
kendellking_chaosb14_ESO wrote: »
... A teleportation gap closer is not okay.
danielpatrickkeaneub17_ESO wrote: »
That said, how about 1 non ultimate DPS skill that isn't a channel? I don't care if it's just me throwing a dead bat at someone.
MornaBaine wrote: »
Why design a new skill, write all that code and worry about balance when it isn't really needed.
Templar, Dk and nb have a class gap closer.
There's two gap closers for stam builds.
A vamp one really isn't needed. There's a lot more they could have before that.
This whole thing isn't about a vampire gap closer, that was just one small suggestion added along the way.
This thread is about vampire having 2 skills that nobody uses.
danielpatrickkeaneub17_ESO wrote: »I only use mist form, because bugged or not, it's the best skill I know of to absorb a meteor/proxidet/radiant oppression/vicious death Cyrodiil pupu platter of doom.
That said, how about 1 non ultimate DPS skill that isn't a channel? I don't care if it's just me throwing a dead bat at someone. Just 1, that's all.
I'm also in favor of adding 5k magicka at night and removing 5k health during the day.
TX12001rwb17_ESO wrote: »"Mist Costume: Applying this costume would have your vampire become a mist just like in the Mist ability but visually only, conferring no mechanics advantages. This mist would be minus the green or red streaking of the morphs for the ability."
You know that would give some players a camo advantage when in PVP, Its hard enough to track fast moving vampire while they are moving around in mistform as it is, take away those red lines and in some locations where their is a lot of mist or smoke then they might as well be invisible.
danielpatrickkeaneub17_ESO wrote: »I only use mist form, because bugged or not, it's the best skill I know of to absorb a meteor/proxidet/radiant oppression/vicious death Cyrodiil pupu platter of doom.
That said, how about 1 non ultimate DPS skill that isn't a channel? I don't care if it's just me throwing a dead bat at someone. Just 1, that's all.
I'm also in favor of adding 5k magicka at night and removing 5k health during the day.
Just block it. You take like barely any damage. Block abs dodge roll/streak/purify.
danielpatrickkeaneub17_ESO wrote: »danielpatrickkeaneub17_ESO wrote: »I only use mist form, because bugged or not, it's the best skill I know of to absorb a meteor/proxidet/radiant oppression/vicious death Cyrodiil pupu platter of doom.
That said, how about 1 non ultimate DPS skill that isn't a channel? I don't care if it's just me throwing a dead bat at someone. Just 1, that's all.
I'm also in favor of adding 5k magicka at night and removing 5k health during the day.
Just block it. You take like barely any damage. Block abs dodge roll/streak/purify.
Not that simple. I have under 10k stamina. 2 dodge rolls and I can't block anything. For some builds that's totally true and works well for sure. When your a 64 point into magic, all infused light armor player blocking isn't nearly as effective. I also can't block while rapidly escaping a Zerg. Mist form allows me to do that. 1 on 1 you absolutely are right. 1 on 25, not so much. I like surviving long odds even as the glassiest of glass cannons. Mist form let's me do that.
Side note: I changed to a human 2 weeks ago to try. I was lost without it.
danielpatrickkeaneub17_ESO wrote: »danielpatrickkeaneub17_ESO wrote: »I only use mist form, because bugged or not, it's the best skill I know of to absorb a meteor/proxidet/radiant oppression/vicious death Cyrodiil pupu platter of doom.
That said, how about 1 non ultimate DPS skill that isn't a channel? I don't care if it's just me throwing a dead bat at someone. Just 1, that's all.
I'm also in favor of adding 5k magicka at night and removing 5k health during the day.
Just block it. You take like barely any damage. Block abs dodge roll/streak/purify.
Not that simple. I have under 10k stamina. 2 dodge rolls and I can't block anything. For some builds that's totally true and works well for sure. When your a 64 point into magic, all infused light armor player blocking isn't nearly as effective. I also can't block while rapidly escaping a Zerg. Mist form allows me to do that. 1 on 1 you absolutely are right. 1 on 25, not so much. I like surviving long odds even as the glassiest of glass cannons. Mist form let's me do that.
Side note: I changed to a human 2 weeks ago to try. I was lost without it.
danielpatrickkeaneub17_ESO wrote: »danielpatrickkeaneub17_ESO wrote: »I only use mist form, because bugged or not, it's the best skill I know of to absorb a meteor/proxidet/radiant oppression/vicious death Cyrodiil pupu platter of doom.
That said, how about 1 non ultimate DPS skill that isn't a channel? I don't care if it's just me throwing a dead bat at someone. Just 1, that's all.
I'm also in favor of adding 5k magicka at night and removing 5k health during the day.
Just block it. You take like barely any damage. Block abs dodge roll/streak/purify.
Not that simple. I have under 10k stamina. 2 dodge rolls and I can't block anything. For some builds that's totally true and works well for sure. When your a 64 point into magic, all infused light armor player blocking isn't nearly as effective. I also can't block while rapidly escaping a Zerg. Mist form allows me to do that. 1 on 1 you absolutely are right. 1 on 25, not so much. I like surviving long odds even as the glassiest of glass cannons. Mist form let's me do that.
Side note: I changed to a human 2 weeks ago to try. I was lost without it.
I don't find it an issue at all. With any of my magica toons.
Ice comet is a horrible ultimate unless you time it with other skills. Any semi competent player will negate/avoid it's damage.
danielpatrickkeaneub17_ESO wrote: »danielpatrickkeaneub17_ESO wrote: »danielpatrickkeaneub17_ESO wrote: »I only use mist form, because bugged or not, it's the best skill I know of to absorb a meteor/proxidet/radiant oppression/vicious death Cyrodiil pupu platter of doom.
That said, how about 1 non ultimate DPS skill that isn't a channel? I don't care if it's just me throwing a dead bat at someone. Just 1, that's all.
I'm also in favor of adding 5k magicka at night and removing 5k health during the day.
Just block it. You take like barely any damage. Block abs dodge roll/streak/purify.
Not that simple. I have under 10k stamina. 2 dodge rolls and I can't block anything. For some builds that's totally true and works well for sure. When your a 64 point into magic, all infused light armor player blocking isn't nearly as effective. I also can't block while rapidly escaping a Zerg. Mist form allows me to do that. 1 on 1 you absolutely are right. 1 on 25, not so much. I like surviving long odds even as the glassiest of glass cannons. Mist form let's me do that.
Side note: I changed to a human 2 weeks ago to try. I was lost without it.
I don't find it an issue at all. With any of my magica toons.
Ice comet is a horrible ultimate unless you time it with other skills. Any semi competent player will negate/avoid it's damage.
And I find it to be a very effective skill that works for me. I've killed emperors with it before and plenty of other toons. What works for someone won't work for everyone else.
Steph Curry can't rebound that well and would be an awful center with his set up. Doesn't mean he is awful at basketball.
As for the assiest troll, please explain how awesome your build is and why it's so much better than mine. I really can't wait! I bet you got a lot of spell power right? Please tell me about your superior build that you probably copied from Deltia and how I totally would get pwn'd by your greatness.
MornaBaine wrote: »Dear ZOS,
Vampires don't really FEEL like vampires. After 2 years of thought and consideration (and yes, a staggering amount of posts dealing with the subject), I have come to the following conclusions as to what would fix this.
Finish the skill line. You can completely fill out your bar with werewolf skills. With Undaunted skills. With Mage Guild Skills. With Fighter's Guild Skills. Please do the same for vampires and give us the following 3 Skills:
1. Gap Closer- One of the things I love best about the bloodfiends we encounter in the game is the way they can simply "blink" up to you. It's spooky and wonderful and I feel our vampires deserve the same ability.
2. Pet- Yes, a fighting pet. Starting as something as innocuous as a wolf with the morphs being either a Giant Bat that simply deals damage or a bloodfiend that perhaps deals less damage but also heals you. In the game bloodfiends are often controlled by greater vampires so it makes perfect sense for player vampires to have available a similar skill.
3. Fear- Realizing you are fighting a vampire SHOULD be a darned scary experience! Please give us a fear!
And yes, one new Passive:
Charm-Much like the Feed ability, this option should pop when your vampire is in proximity to an NPC they could in fact feed on. It would act as an alternate Feed ability that would only work on non-hostile NPCs and would NOT cause the NPC to aggro after it breaks. This is in line with the previous TES games where your vampires could in fact feed undetected in some situations.
The Stage Timers:
PLEASE switch Stage 1 and Stage 3, making Stage 1 the longest lasting timer of 90 minutes. This will allow vampires to not look completely awful for a far more reasonable length of time, which may only matter to roleplayers but will not affect the experience of all those players who prefer to keep their vampires in Stage 4 for the advantages that Stage confers. Overall the time to reach Stage 4 is unaffected.
Cosmetics:
Please give vampires their fangs. And some emotes to go along with them, even if these emotes are Crown Store items.
Please redo the Feed animation. Instead of the giant gout of garden hose style blood, please have vampires grapple their victims from behind and bite their necks. While I realize this will be a far more complex animation I think it can be done and would add greatly to immersion. Should you also give us the Charm Passive mentioned above the animation for it should perhaps be from the front, with the vampire more subtly embracing their victim as they drink from their neck.
Crown Store Items
Mortal Skin- This Skin would return your vampire to the appearance they had BEFORE becoming vampires and would override the appearance conferred by the Stages.
Various NPC vampires look "normal" when you encounter them initially, most notably Count Verandis Ravenwatch and Heloise. During the vampire quest itself Lamae Bal has dialogue that clearly indicates that her "children" SHOULD be able to "blend in" to mortal society.
Therefore there's no real reason player vampires must always look as if they are suffering from some horrible disease.
Glenmoril Wyrd Skin- This skin would leave your vampire with Stage 1 skin but would NOT affect eye color, makeup or tattoos. For those who prefer their vamps to look subtly vampiric. Name taken from the Strain of High Rock vampires that are also noted for their ability to blend in to mortal society along with the Order vampires of Cyrodiil. Skin could easily be called Cyrodiilic Skin instead. Either way, I believe it would prove popular with players.
Mist Costume: Applying this costume would have your vampire become a mist just like in the Mist ability but visually only, conferring no mechanics advantages. This mist would be minus the green or red streaking of the morphs for the ability.
Bats Trinket: Activating this trinket would summon a small cloud of bats that would hover around the vampire, similar in appearance to the bats in the vampire Ultimate but much smaller in scale and MUCH quieter.
Thank you for your consideration on this issue that continues to plague players and leads to a high amount of dissatisfaction among those of us who play vampires.