PS4_ZeColmeia wrote: »Not to detract from your thoughts, I like your cosmetics suggestions, but I think this is more supportive of the current iteration of vamps that also adds some play style flavor.
http://forums.elderscrollsonline.com/en/discussion/251627/idea-on-fixing-vampires#latest
and you only need to slot it when you actually want to use it, without it you are no different then a normal player and you are indistinguishable from non-vampires, Infact if you not a vampire then their is no reason not to be a werewolf even if it's just for the aesthetic appeal as a non-transformed werewolf has no weakness's at all and the werewolf form has no effect on your human form at all, unlike the vampire who has their weakness's 24/7 and can't get rid of them without becoming mortal again, the vampire should have greater power then the werewolf to make up for the greater weakness that they possess.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.
I would be happy if the vampire skin didn't complete cover any tattoos, body markings or make-up. I took such care when creating my vampire, just for everything to be covered by the vampire skin. So annoying. If it didn't just made your character completely white, despite their original skin/fur/scale color, that would be great. I think vampire skin should look like a corpse's skin, like if that person that became a vampire had died, and not override their skin color completely.
I'm one of the few players that really like how stage 4 look as it fits the plans I had for that character, but I understand that not everybody likes it. I support the addition of a "mortal skin" option. It could be a costume, but I think it would be better if it was a passive because then you would be able to wear an actual costume.
MornaBaine wrote: »
MornaBaine wrote: »
No it is not sarcasm. I want Alucard char for me, just for me, the rest can all get high on lore.
While the OP's suggestions are neat, give us a reason to feed and have stages at all.
You know, like Sun damage during daytime when at stage 3 or higher.
Example:Note: Penalties would have to sync the client with the server to avoid death from the already ridiculous and completely unnecessary "Load Lag".
- Stage 1 - No Sun Damage or Penalty
- Stage 2 - No Health Regen in broad Daylight (stormy weather would negate this)
- Stage 3 - No Health Regen in broad Daylight, minor Sun Damage; 2.5% health damage per second, giving you a whopping 30 seconds to get out of the daylight; indoors, hop into an outlaw refuge, etc...or just heal it with a resto skill (stormy weather would negate this)
- Stage 4 - No Health Regen in broad Daylight, Major Sun Damage; 5% health damage per second, giving you 20 seconds to get out of daylight (stormy weather would negate this)
If you're going to make our abilities cheaper at a higher stage, fine.
Offset that with a penalty of "OMG the Sun, it burns!"
And before people start whining: "But thats not fair!"
%$#@! please. You're an !@#$'ing vampire. This isnt Toilet, er, Twilight.
That you can stand the sun AT ALL says enough, and also pays homage to Oblivion.
In Oblivion, you couldnt walk out in broad daylight at stage 2 without your skin itching to heck, though you could easily heal through it if you had the spell and magicka regen.
But Stage 3 or 4? Uh, no. You'd practically burn to a cinder in less than 15 seconds, and so you should!
7788b14_ESO wrote: »Just make them an entire class. Ultimate would be vampire Lord. They could leave the mixed vamps in.
7788b14_ESO wrote: »Just make them an entire class. Ultimate would be vampire Lord. They could leave the mixed vamps in.
That would break lore. Just because Vampire Lord was put in Skyrim doesn't mean that every Vampire strain has that ability. There are 2-3 different vampire curse/diseases that we know about over the course of the TES games. And we know that each type of strain or clan has different strengths. The strain you are in this game is part of Lamae, who did not have the ability to turn into a Vampire Lord.
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.
BurritoESO wrote: »Plus, having everyone running around cyrodill using fears left and right would just drive the game into more terrible balance that it already has
7788b14_ESO wrote: »Just make them an entire class. Ultimate would be vampire Lord. They could leave the mixed vamps in.
MornaBaine wrote: »Vampires don't really FEEL like vampires.
MornaBaine wrote: »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!
MornaBaine wrote: »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.
MornaBaine wrote: »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.
MornaBaine wrote: »...there's no real reason player vampires must always look as if they are suffering from some horrible disease.
MornaBaine 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.
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.
MornaBaine wrote: »7788b14_ESO wrote: »Just make them an entire class. Ultimate would be vampire Lord. They could leave the mixed vamps in.
That would break lore. Just because Vampire Lord was put in Skyrim doesn't mean that every Vampire strain has that ability. There are 2-3 different vampire curse/diseases that we know about over the course of the TES games. And we know that each type of strain or clan has different strengths. The strain you are in this game is part of Lamae, who did not have the ability to turn into a Vampire Lord.
While that's true I'd love to see the possibility of other strains opened up. There are Volkihar vampires in Eastmarch with certainly the suggestion they are similar to the ones found in Skyrim/Dawngard. Even if no other new mechanics or quests appear it would be cool to be able to craft vampires that are similar to the other lore strains.
MornaBaine wrote: »7788b14_ESO wrote: »Just make them an entire class. Ultimate would be vampire Lord. They could leave the mixed vamps in.
That would break lore. Just because Vampire Lord was put in Skyrim doesn't mean that every Vampire strain has that ability. There are 2-3 different vampire curse/diseases that we know about over the course of the TES games. And we know that each type of strain or clan has different strengths. The strain you are in this game is part of Lamae, who did not have the ability to turn into a Vampire Lord.
While that's true I'd love to see the possibility of other strains opened up. There are Volkihar vampires in Eastmarch with certainly the suggestion they are similar to the ones found in Skyrim/Dawngard. Even if no other new mechanics or quests appear it would be cool to be able to craft vampires that are similar to the other lore strains.
Those where Volkihar? really? huh. But yeah, I think what might be intersting is if we had vampire strains that where locked behind faction areas. So for example, if the eastmarch vampires are Volkihar, if you want the Vampire Lord ability then you'd have to get infected by an EP vampire. If you want say the bat Ult then either AD or DC, though I think AD might get that one.... maybe. THen DC would be a different clan with a different ult.
Also, if you where infected by say a Volkihar vampire then your play style would be similar to the way WW play.
Just a thought. It would be a nightmare to balance though.
MornaBaine wrote: »7788b14_ESO wrote: »Just make them an entire class. Ultimate would be vampire Lord. They could leave the mixed vamps in.
That would break lore. Just because Vampire Lord was put in Skyrim doesn't mean that every Vampire strain has that ability. There are 2-3 different vampire curse/diseases that we know about over the course of the TES games. And we know that each type of strain or clan has different strengths. The strain you are in this game is part of Lamae, who did not have the ability to turn into a Vampire Lord.
While that's true I'd love to see the possibility of other strains opened up. There are Volkihar vampires in Eastmarch with certainly the suggestion they are similar to the ones found in Skyrim/Dawngard. Even if no other new mechanics or quests appear it would be cool to be able to craft vampires that are similar to the other lore strains.
Those where Volkihar? really? huh. But yeah, I think what might be intersting is if we had vampire strains that where locked behind faction areas. So for example, if the eastmarch vampires are Volkihar, if you want the Vampire Lord ability then you'd have to get infected by an EP vampire. If you want say the bat Ult then either AD or DC, though I think AD might get that one.... maybe. THen DC would be a different clan with a different ult.
Also, if you where infected by say a Volkihar vampire then your play style would be similar to the way WW play.
Just a thought. It would be a nightmare to balance though.
I wasnt aware that ANY Vampire "Strains" or variants in Tamriel were immune to Sun damage.Our strain of vampirism is immune to sun damage.
I wasnt aware that ANY Vampire "Strains" or variants in Tamriel were immune to Sun damage.Our strain of vampirism is immune to sun damage.
They merely had different appearances and abilities, none of which conferred immunity to sun damage.
I mean whats the point? If sunlight doesnt hurt vampires any more than anyone else, then neither should fire.
In fact, !@#$ it. We'll all just be immortal blood drinkers, immune to everything.
Oh wait, thats Twilight...
The world of Bram Stoker was a singular universe, because Dracula was the ONLY vampire in existence.Bram Stokers Dracula could walk around during the day with out bursting into flames, though he was rather weak and could only really keep his illusion of a mortal and use seduction powers.
Also Skyrims Vampires could walk around in the sun, they just where weaker. No regen and penalty to magicka, stamina, and health.